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Everything posted by Hoo

  1. Sorry - I probably need to update the original doc. 74 Dams ‘20 75 Uni-Virtuosi ‘20 76 MP Motorsport ‘20 77 Prema ‘20 78 Trident ‘20 79 BWT ‘20 80 Hitech ‘20
  2. Hi All, We noticed some issues where certain network configurations were struggling to connect to our game servers correctly. We made some updates in v1.05 to change how this system works which we think should have resolved many of these cases. We still expect users to see these error messages at times when the servers are actually down, or when other unexpected network errors occur. If you were previously having persistent issues with this then please let us know if this has changed for you since v1.05. If you are now seeing regular issues since updating to v1.05 then please le
  3. Sorry - we have not managed to get to this yet. Unfortunately, there are a couple of other issues that the team has had to look at. We will try and get to this as soon as we can.
  4. Thanks for all the feedback so far. We will be going through this next week with the team to identify any bugs that we can fix. Regarding the player names issue, if anyone can provide examples of other current games that also provide player names through a similar API or output system, that would be very helpful for us to use as reference. 🙂
  5. a) That looks correct. v1.01 is missing the DRS activation zone, suggested gear changes and a few bug fixes. b) Hopefully soon!
  6. To confirm, the final UDP spec listed in the first post in this thread applies to v1.02 or later of the main game. Xbox users will need the next update to bring the UDP in line with this specification. I think a couple of the later changes were not available in v1.01. Apologies for the confusion with this.
  7. The 1.03 main game should contain the full UDP implementation used in the final beta version. What specific issues are you seeing?
  8. We've checked this internally and believe the doc to be correct, using 0-3 for the settings. Our test app shows this to be outputting as expected using these values.
  9. That was the last beta update I'm afraid. We aren't planning any further changes to the protocol now. There might be a couple of bugs fixes or perhaps non-breaking changes made to the structs, but any apps built using the current spec should continue to work after launch.
  10. @F1Setups & @StryderIT, Thanks for reporting this issue. The gears should be working in the new beta version, so looks like something has gone wrong here. I'll ask the team to take a look.
  11. Thanks for confirming. I've asked the team to double-check in case there is anything incorrectly marked up.
  12. Hi @LonelyRacer - surface id#12 is our default material which shouldn't be used for the road surface. Can you confirm where on the track you were seeing this? Was it the whole circuit or just a specific section of it? Thanks.
  13. Sorry - there's been a delay with the update. It is now expected next week.
  14. Thanks - I've updated that now.
  15. Hi All, We’ve made some changes to the UDP data based on your feedback. This has resulted in multiple changes to the packet structure, so please check against the latest spec on the first page of this thread to see what has changed. The intention is for this to be the final 2020 specification now – we don’t plan on making any structural changes unless a serious issue is found. We can obviously still fix bugs if the data isn’t working correctly, so please let us know if you spot anything wrong. The changes that have been made are: Beta 2: Added m_secondaryPlayerCarIndex into t
  16. Sorry, there have been quite a few changes (hopefully the last ones). Unfortunately, I'm trying to pick through these as the current beta version is a touch behind the latest / final spec, so I'm trying to work out what to do with this. I'll update this thread as soon as I can.
  17. We've had a look into this and the DRS event is a bit tricky to do as it involves us changing game logic. Currently, DRS is never available at the start of a race session, and is always available in Qualifying, Practice and Time Trial unless it is wet, so it should be possible to use the existing session information to provide the current DRS state. The speed trap event should be possible though.
  18. Good spot! I've updated the comments on the first post to show this.
  19. Hi @StryderIT, We've logged the wing issue with the dev team. I'm not sure showing a damage value is appropriate for the DRS being unavailable due to a temporary fault. I wonder if perhaps an event message would be a better way to report this, or maybe updating the DRS status field in the CarStatusData with a value for a technical fault? Thanks, Hoo.
  20. Hi @LonelyRacer , It looks like there was a bug introduced elsewhere that broke the LobbyInfo packet. This will be fixed for the next beta. Thanks.
  21. We added an extra field into the PacketHeader struct to allow you to identify the second player in splitscreen. I've updated the spec in the original post. Apologies for not identifying this - I didn't think any of our recent changes had made it into Beta 2, but it looks like this one found its way in!
  22. Thanks for all of the feedback so far everyone. We're looking into some of these issues now. In terms of delta times, we're not considering adding this in at the moment as the data should exist for everyone to do what they need. As stated above, delta time has so many different approaches and uses that it isn't something that we can add in to accommodate everyone's own use case. For example, there have been requests for the gap to the car in front, pitting delta, realtime delta used in Time Trial. Even something a simple as gap to the car in front comes with lots of design interpretation
  23. Hi @Oasis81, In single player mode the session ends once the player has finished their session, so the UDP data simply reflects what the game is doing. If the game were to allow the session to continue and the player to spectate for the rest of the session (like it does in multiplayer) then this should just work in the UDP data. However, this is a bigger feature request that is beyond the scope of the UDP telemetry data. I can pass the suggestion back to the team if that is what you are proposing. For the second point, the LapData packet currently keeps only the latest sector informa
  24. This isn't something we plan on doing as delta time implementation is a design choice that involves specific logic to evaluate rather than an objective piece of real-time data. There are too many different approaches to this to give a "correct" delta, so we will simply provide the time and positional data for the cars and app developers can work out how they want to interpret this.
  25. Appendices Here are the values used for the team ID, driver ID and track ID parameters. N.B. Driver IDs in network games differ from the actual driver IDs. All the IDs of human players start at 100 and are unique within the game session, but don’t directly correlate to the player. Team IDs ID Team ID Team ID Team 0 Mercedes 21 Red Bull 2010
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