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  1. Does anyone else have issues with the Final Classification packet in multiplayer social sessions (unranked lobbies)? It looks like I'm not receiving the packet after quali or race sessions in multiplayer social play. All other game modes work fine. I couldn't find any obvious issues in our code. Anyone else have the same problem?
  2. Feature request, cc @Hoo: Would it be possible to expose a session's game mode? I.e. my_team / driver_career / time_trial / breaking_point / grand_prix / championship / multiplayer_social / multiplayer_ranked / multiplayer_league / others. Besides knowing the game mode itself, this would also help to identify if a car has real-world performance or is an upgraded car. As an example, car performance in my_team or driver_career is different from real-world / non-career car performance. It would be very helpful to know if the car's performance is comparable across sessions (normal / real-wor
  3. We actually did switch back to the Lap packet this weekend because we experienced more inconsistencies with the Session History package. In some 25% sessions it wasn't sent after a few laps. I didn't investigate further because at that point it was easier to go back to our previous implementation. We only need to calculate sector times. We do this by storing current lap sector1 and sector2 times in memory, and once the lap finished (via currentLap increment), we calculate sector3 time via previousLapTime - sector1 - sector2. That has been working well so far. I'm happy to contribut
  4. I experienced the same issue. In both Bahrain in Spain, My Team season 1, the entire last lap was on low fuel mode. I've played almost 10 seasons My Team in F1 2020 and never had any issue with this. I play with no assists. I haven't done extensive testing yet, but it looks like if you don't change the fuel settings, you're fine. But once you lower your fuel settings (even just a bit), it goes crazy and you need to finish the last lap(s) in low fuel mode. For now I'm just not touching it at all.
  5. @Hoo is there an ETA for this bug? This is quite a significant issue. Whenever one of our users first runs qualifying, then the race, for instance, the first lap of the race has the qualifying lap data. I think the SessionHistory packet is a great addition, but it’s not useable when we get completely wrong lap data. We’re about to switch back to the Lap packet data with all of its manual workarounds, but I’m still hoping that you’re able to release a fix soon. Thanks in advance for your feedback!
  6. Does anyone know what team/car the ID 104 refers to? It's not documented as far as I can see. I'm not aware of a team 104 in the 2020 UDP specs. Any feedback would be very much appreciated.
  7. One of our users just completed a race session with Team ID = 41, which I can't find in the appendix. Is it missing from the table? Does anyone know what team ID 41 maps to?
  8. I'm investigating two issues that occur inconsistently for me. It could just be an implementation issue on our side, but I wonder if anyone else is seeing the same things: In some sessions, I see the Lap Data packet being sent after crossing the finish line without incrementing the currentLapNum. As an example, in a race, after crossing the finish line on the last lap, I get a few more Lap Data packet with currentLapNum = last lap number. I don't think this occurred in F1 2020. This is an issue because we need to map telemetry data to lap distance & time data. With the Lap Data pac
  9. @Hoo Thank you for looking into the suggestions, accepting some and following up on others. Very much appreciated! 🙌 We do make extensive use of currentLapNum. I was mentioning this because of the following challenges (as I type this, I realize that my suggestion should have been clearer - so thanks again for following up here): We want to store the total lap time incl. sector breakdown. The full lap time incl. sector 3 time is only known after the lap is complete, of course. I don't believe that this data point (ie. "total time incl. sector breakdown of the last completed lap"
  10. Late response to this - we just open sourced our SVG track maps here https://github.com/f1laps/f1-track-vectors. Maybe they're helpful for you or others. Some mechanism to identify the end of a lap / start of a new lap. We have several workarounds in place to calculate total lap time or the telemetry set of a specific lap. Exposing the AI difficulty level set for the (offline) session Exposing an identifier for the Grand Prix weekend across sessions (so that qualifying and race sessions can be tied together, for instance). And exposing an identifier for, or the name of,
  11. Thank you so much! It would be super useful if you could either update the original post, or share the full team ID table here. As an example, I'm a bit confused by what the other F2 '20 IDs are. Thank you in advance, I really appreciate the support 🙌
  12. Hi all - does anybody know which teams/cars the team IDs 74 and 77 refer to? Sorry if this has been asked before, I couldn't find anything via search. Thanks in advance!
  13. Thanks for sharing the link! 🙏 I appreciate it. I'll check it out and see if we can add some of this data on our site to improve the results. Awesome, glad to hear it! Please let me know if there's anything we can do to make it more useful for you! (reach out here or email krz@f1laps.com)
  14. Ha, sorry to hear that it gave bad results! As Ollof mentioned, Singapore bight be one of those tracks where player skills are all over the place. But at the same time, I do think that the difficulty calculator data we published still has a lot of room for improvement. Which reddit calculator are you using? Curious to check it out. Maybe I can improve ours accordingly too.
  15. The tricky thing with AI difficulty calculators is that lap times depend on car performance. Which means that, in order to compare lap times, you need to use a Time Trial car (because, as you mentioned, e.g. in My Team season 1 the car is much worse). The difficulty calculator should be based on Mercedes Time Trial data that maps to the corresponding AI difficulty (which in turn is assumed to be uniform across game modes). Not sure if my explanation makes sense 😄... but the takeaway is that - if the difficulty calculator has good enough data - than the resulting difficulty level should work we
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