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JohannCFG's avatar
JohannCFG
Seasoned Traveler
2 years ago

Re: F1 24 UDP Specification

@salutcflolAh, yes, with PlayStation you can't directly use a Virtual LAN solution, unless you send the data first to a PC on your local network and then re-route it through that.

However, as @IkoRein pointed out, it may be possible to send the UDP data directly to your friend if you both have routers that allow it. On your end you need to setup a port forwarding rule, likely for port 20777 (default in F1 settings), for the local IP of your PlayStation. And then in the Telemetry Settings of the game you need to add the Public IP of your friend's computer.

On your friend's side they need to also add a port forwarding rule to their router, for the local IP of their computer and the F1 port (again, default is 20777). They will also need to allow the UDP data through their computer's firewall, so they will need to add an exception for that, and to be really secure you could give them your Public IP so the exception is only for the data you send.

Not all routers are created equal though. Most now have advanced firewalls built into the routers/modems themselves that, depending on the other settings, may block external UDP data even if you add port forwarding rules. So it may take a lot of experimentation to get it working. I would highly recommend you don't fully disable any firewalls on the routers or the computer though.

Alternatively, if you have a PC or Laptop on your end it would be easiest and most secure to use it to forward your UDP data. You would just send the UDP data locally to your PC/Laptop from your PS and then copy/forward that data to your friend over a virtual LAN (with Hamachi or similar).

Good luck!

6 Replies

  • CanTQuiT's avatar
    CanTQuiT
    2 years ago

    @Hoobiechoobie In this game version the session-, weekend-, season IDs are not unique anymore. They are quite often the same even for different tracks.

  • Xionhearts's avatar
    Xionhearts
    Seasoned Novice
    2 years ago

    Does anyone have some idea/clue on how I could guess from packets data that a pilot is spinning/starting to spin or has just spin ?

    The only way I can think about is tyre temperature rising high when speed is going down...

    I'd like to avoid to look into CarMotion packet if it's possible.

  • JohannCFG's avatar
    JohannCFG
    Seasoned Traveler
    2 years ago

    @Xionhearts easiest would be to look at m_wheelSlipAngle and m_chassisYaw in the Motion EX Packet. You can do some 'test' spins, and find at what absolute value these two fields indicate the driver has entered a spin.

    Good Luck!

  • dwin20's avatar
    dwin20
    Rising Hotshot
    2 years ago

    @Hoobiechoobie Question - for ride height - is the car bottoming out when the value is 0 (for either front or rear) - and that is the value for the plank being impacted? 

  • @Hoobiechoobie Is it intended that after a Race the SessionId is send as 0?

    Previosly i could use the Session Id from the FinalClassification to add it to the race session.
    Now it is send as 0.

    This bug breaks our Leage tool currently

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