

DaveyGravy
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10 New Car SmellPersonal Information
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Gamertags
Davey-Gravy
Gaming Setup
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Platforms
Playstation 4
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Peripherals
Steering Wheel
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Steering Wheel
T300RS
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Is anyone else seeing discrepancies with: float m_fuelInTank; For me, the data received always seems higher than the actual value, eg 6.0 in the tank (and displayed in-game) comes through as 8.8 in the data. I'm on PS4. Thanks.
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There are several ways depending on how often you want to update it, but you can use the session time in the header as a reference time and then compare something between the drivers (lap distance, sector etc)
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@MattKB Hi, I make the Race Dash app - is the xxx bit on the name of use for your friend? Each driver has an ID number which I could add to the app but it doesn’t really relate to anything so I’ve ignored it up until now.
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Thanks @Hoo for clarifying. Do you know: a) which changes missed the cut on Xbox - was it just the 'beta 3.1 changes'? b) when the v1.02 update is due on Xbox? Many thanks
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Just to add to that, they too are on v1.01
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From what I'm hearing, it looks like there is some kind of issue with telemetry on Xbox as every user with issues appears to be on that platform.
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Well I'm confused now... I see: 0-3 for ERS 0-2 for fuel mix
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Yeah that’s correct. There’s another field in a different packet coming in 3.1 too.
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drsActivationDistance is 16 bit though = 2 bytes x 22 cars...
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That's quite a change - I make that 12 bytes per driver.
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Apologies, I've played with beta 2 now and understand what you mean. The packet header now appears to be 24 bytes in size as all of the packets have increased by 1 byte. Either it's a bug or more likely is that another field has been added to the header - hopefully @Hoo will shed some light on it in due course.
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Hi - the packet header in the docs at the top of this post is 23 bytes so what you're seeing is correct. The 2019 packet header was also 23 bytes.
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DaveyGravy started following F1 2020 UDP Specification
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This would be super useful. I’m currently doing my own calculations to arrive at the time gaps which is OK, but direct data from the game would be much better and more accurate. On a different note, it’d be nice to be able to know if DRS was going to be available soon, ie. the detection line has been crossed and will be available in the DRS zone. As far as I can tell this isn’t covered.
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Welcome to programming, you’ve picked a tough project to start with but it sounds like you’re going well. Unsigned 16 bit number is a value between 0 and 65535 so 32 isn’t wrong. Also, I’ve noticed that the brake temps seem to come through as 32 at the start of a session so I think if you wait a bit longer you’ll get the full values correctly. In terms of the multi-value aspect, this just means it’s an array of 4 items which starts at 0; so you can access each item by using m_brakesTemperature[0], m_brakesTemperature[1], etc. Hope this helps.