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  1. nlocnil

    F1 2019 UDP Specification

    I have build an app using C# and I am trying to store results once a multiplayer race is completed. The only reasonable way I can think of is to capture the EventStringCode 'SEND' which should be received when the race is over. Saying this, it seems that I am having issues receiving EventPackets and I am not sure what I am doing wrong. To explain better I have created the PacketEventData struct as follows: /* Sent when an event occurs */ [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct PacketEventData { [MarshalAs(UnmanagedType.Struct)] public PacketHeader m_header; [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] public byte[] m_eventStringCode; EventDataDetails m_eventDetails; } Some events are actually received but this does not apply for all. For example: SSTA is received for all races, same applies for DRSE. BUT, the FTLP is not always received. In a whole race where there are numerous changes in the fastest lap I am only receiving this event once! Furthermore I do not receive any of the other events like team mate in pits, chequered flag or session ended. Any ideas on what could be causing such issues? I do not have any other issues with other packets.