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Everything posted by Hoo

  1. 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.
  2. @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.
  3. Thanks for confirming. I've asked the team to double-check in case there is anything incorrectly marked up.
  4. 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.
  5. Sorry - there's been a delay with the update. It is now expected next week.
  6. Thanks - I've updated that now.
  7. 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
  8. 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.
  9. 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.
  10. Good spot! I've updated the comments on the first post to show this.
  11. 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.
  12. 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.
  13. 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!
  14. 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
  15. 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
  16. 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.
  17. 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
  18. FAQS How do I enable the UDP Telemetry Output? In F1 2020, UDP telemetry output is controlled via the in-game menus. To enable this, enter the options menu from the main menu (triangle / Y), then enter the settings menu - the UDP option will be at the bottom of the list. From there you will be able to enable / disable the UDP output, configure the IP address and port for the receiving application, toggle broadcast mode and set the send rate. Broadcast mode transmits the data across the network subnet to allow multiple devices on the same subnet to be able to receive this information. W
  19. The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices). The following information summarises these data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game. If you cannot find the information that you require, or spot any issues with this specification then please let us know below. Packet Information
  20. This is a separate issue from the Xbox keyboard support issue. The dev team have been in touch with some of our partners for more information about this issue, but we haven't had a breakthrough yet.
  21. @pedrosdt - unfortunately not. The buttons themselves don't appear to be recognised by the system, so we can't easily add support for them into the game. The devs are still looking into it though to see if there is an alternative way to add this in.
  22. Hi @LBROWNE97, This is a bit of a puzzle as there aren't many things that cause those sorts of symptoms. Possible things to consider: Are you streaming, or using any other apps on the Xbox at the same time that could be consuming network traffic or system resources? Is your Xbox overheating?
  23. Hi, We had a scheduled maintenance period this morning where our online services were unavailable for a short period. These should all be up and running again now. Thanks.
  24. Hi, I've put the request to the dev team and will let you know what they come back with. Thanks.
  25. Hi all, Significant network infrastructure maintenance is scheduled for Wednesday 11th September between 0600 and 1000 UTC. During this period online services for Codemasters games may be disrupted. Services may continue to be affected for a short period after this as more players attempt to access the game. We're sorry for any inconvenience this may cause and thank you for your patience during the downtime.
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