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Gaming Setup

  • Platforms
  • Peripherals
    Steering Wheel
  • Steering Wheel
    TS PC-Racer

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  1. Just thinking, would the bump stop damper value changes be related to issues where cars used to get airborne when driving over kerbs? I am thinking that maybe the original values were too hard and when going hard over the kerbs you are bottoming out and the bumbstop were just like "iron", thus causing the odd effects. If I understand correctly, the bump stop pieces are typically rubber or similar material, which is hard, but still bit elastic and act as the "last defense", when bottoming the car. So these changes don't really affect the handling, except in few extreme situations. Still would b
  2. I would love to see this, and expanded even further. In MyTeam, allow you to (if you want, i.e. make it optional) be able to control your teammates component change or taking new components (i.e. do not change all components for the season's last race) be able to control, which components your teammate uses for race set team mates planned tire strategy before the race and for quali, e.g. make teammate to go out on Q2 with meds maybe allow setting priority for practice sessions, i.e. focus on race simulation etc. during race allow to make changes to teammate
  3. So @BarryBL and @steviejay69, Is the issue mentioned in this thread a bug or is it intentional?
  4. Yeah, the "time lost" depends quite a lot on the driver. When testing + collecting data for my tool, e.g. for Montreal in race setting, where you also change tires e.g. from soft to med, the time lost depends on the order of tires (coming in with super old meds, going out with fresh softs). I calculate in the last full lap with old tires, in + out + first full lap on new tires. In Montreal the lost time with a "normal" pitstop is from 16.5 to 18 seconds for Montreal. And this with no assists, so there are more variables/variability, than when using assists and different tire changes.
  5. I wrote pretty long post on how to do that in a performant way. I think it was in the F1 2020 UDP Spec thread, but cannot find it anymore from this site, as it seems many posts on F1 2020 thread were removed. @Hoo any way to get the old posts recovered back to that thread? In short, I divide the total race into small sectors (from 1m to 500m, which is user definable) and then store for each car the racetime the car enters the sector and then use this matrix (mini-sectors x cars) to get the time diff (to leader and/or to other cars). Cheers
  6. Hi, I still think this is a bug. If the devs say it is not a bug and that it is intentional, i.e. that wheel + pedal users should frantically pump the throttle up and down to try to keep revs steady to make good start and the reason for this is e.g. "to even the field with the controller users at start", then we can move this to suggestions. Cheers
  7. True, but e.g. with real-life 911 using the launch control system, you still can control the revs. They do not go wild with a slight touch of throttle. Now with the game, you really have no control on the revs at the start with pedals. I haven't driven F1 car, but I don't think the real F1 drivers do pump wildly and uncontrollable the throttle up and down to try to keep the revs at the right spot for the start. What I would like to see in the game, is that with pedals one can do controlled and repeatable starts, i.e. when stationary keep the revs around e.g. 11k or 11.5k, now it is m
  8. @BarryBL@Hoo Is this something, the devs are looking into? It seems that with some wheels/pedal combination it is almost impossible to keep the revs in control at the start. I have understood, that with controllers it is simple, just put the throttle to certain position and it will keep the revs steady, but with pedals at least with Thrustmaster TS-PC Racer + T3PA-PRO's it doesn't work like that, as explained above (see the video). I tried different linearity etc, but nothing really helps. Cheers.
  9. @BarryBL Do you think this might be looked into? I think a good solution would be to make the Throttle input be less radical/sensitive, when the car is not moving. This would also help to keep the revs steady during the pitstops. Cheers
  10. Last year it was "Generic Surface", which you were not supposed to find anywhere. In F1 2020 I found one location, when I by accident drove super hard out from the track into the barriers on Sochi T6. In my tool I have for all Enums a catcher for unknown Ids, which the tool then writes into a file, where I can check, if there are some odd Ids reported by the game. Cheers
  11. @BarryBL I can concur, the huge jolt has been fixed, but there is still the light jolt. But if you restart the session, there is none, so something iffy still going on on the first "run". Cheers
  12. I have seen some of my users having issue also relating to the broadcast mode. In consoles, if they turn on the broadcast mode, the game doesn't send motion packets. I haven't been able to test this, as I don't have console. But after they turned off the broadcast mode in the game, the motion packets and other packets started arriving correctly. Could be related. Cheers
  13. Yes, it is the same tool, you can find more info from the link in my signature and from RaceDepartment. I have been developing this Tool for quite some time, actually first supported game was F1 2012. Cheers
  14. Well, this is the first time in the F1 series that there is a bug, which can really injure people. I hope there is swift solution to this before more wrist get sprained or worse. @BarryBL I think you should put a note about this as sticky to limit the potential exposure. Cheers.
  15. @Hoo @EnsiFerrum I tested this and it works as expected. In driving, the game sends out all packages as expected. If you pause the game, only the PacketEventData packets are sent, so no Telemetry/Lapdata etc is sent when the game enters the pause. If you move around the menus or press controller buttons, this triggers the PacketEventData BUTN, again as expected. So @EnsiFerrum you need to a) filter out the PacketEventData BUTN packets from the feed on the receiving end or b) if you do some motion platform, only trigger "stuff"/movement, when there is new PacketMotionData pa
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