Hi All – thanks for the info and suggestions that you have provided already. We’ve got a few comments on some of the requests below which we’d appreciate your feedback on. Thanks.
Need More Info
- When formation lap (immersive) is active, packet 7 is not sent.
Response: We investigated this issue previously and were unable to repeat it. Please could you provide step-by-step instructions on how to repeat this issue, including which specific packet you are not seeing?
- When there is a Yellow Flag, send in the data what sector the Yellow flag is (so Sector 1, 2 or 3).
Response: We provide info on which marshal zone this occurs in. This has a finer granularity than sectors, so might be more appropriate depending on your use case. However, I don’t think we provide data within the UDP output to map marshal zones to sectors. Do you have more info on how you intend to use this?
- Allow "public" telemetry for AI drivers.
Response: The AI already show Public data, with the exception of car setup data. This was intentionally disabled due to it being used as an exploit in multiplayer sessions when a player would pause or exit the game and the vehicle would go under AI control and their setups could be observed by other players. Please could you clarify what you mean here?
- If any driver completes a lap at the moment of the end of qualification, the SessionHistory UDP packet associated with that player’s information on the last lap is not sent.
Response: Can you confirm if this was in an online session and when exactly the driver completed their last lap (e.g. when the main qualification session expire, during the end-of-session countdown period after quali has ended, or at the very last moment of this end-of-session countdown period just before everyone moves onto the session results screen)
Should Be Possible Already
- Include the following information in the fastest lap data: Fastest Lap Time, Fastest Lap DriverID, Fastest Lap TeamID, sector times of all drivers per sector, current Sector 3 datapack.
Response: This additional information can be worked out from the Session History packet with some extra processing.
- Include a summary array of laps and sector time information in the FinalClassification packet.
Response: The session history gets sent again when Final Classification gets sent. Let us know if this info in not being sent through for any reason.
- Include delta info for car ahead and behind.
Response: We have not provided a specific delta value because this can be calculated in multiple ways that vary based on your specific use case. In the game, we have different deltas based on the game mode and usage, so there isn’t a single value we could provide. The UDP data provides positional and timing info already, so this can be used to calculate your own delta values based on how you want to represent this.
- Show position(s) gained or lost (a counter that looks at the Starting grid, and let you see how many places you gained or lost since the start of the race).
Response: This can be calculated from the grid position and the player’s current position in the LapData packet.
- Have some way of being able to link lobby drivers with the drivers once in the session.
Response: We added the player name opt in last year which will hopefully achieve what you need for any players that permit access to their player name. For players that don’t opt in, we are not permitted to have a system that links directly to a players online ID without their consent, so are at the limit of what we can provide here.
Won't Do
- Generate Lap Data and Final Classification after retiring from a single player race due to failure or crash, or when skipping sessions and accelerating time.
Response: Unfortunately, we can’t easily extract this information from these game systems and into the UDP output due to how and where that this data is created. As such, we won’t be able to take a look at this one.