Here is the current specification for the UDP telemetry output system for F1 24.
To report any bugs with the UDP system, please add a new topic into the bug reporting section of this forum and our support team will ensure that this finds its way to the dev team.
If you have any questions about the UDP specification then feel free to post in this thread and a helpful member of the community will respond when possible.
NOTE: These are still under development, but they do work for the most part. Feel free to use them as code reference in case you are trying to build your own tool for this purpose.
Now the 1.6 is out and some of the issues are still there.
1) Ghost Speed/Gear/RPM in TT
Below is screen shot of the ghost (in Silverstone, F1 24 V1.6, PC, 60Hz) traces.
As you can see the Throttle and Brake input traces (at the top) are normal. (The blue line in the background is one of my own traces).
But the Gear, RPM and speed data reported by the game is totally messed up. It fluctuates wildly and "hardly follows" the real expected values. As you can see e.g. , the top speed reported by the ghost is 477 (km/h). I hope this can be fixed.
2) TyreVerticalLoad
The TyreVertical load still reports some 100+kg extra, on both F1 and F2 cars.
Additional requests:
3) F2 ICE Power?
Would it be possible to get the F2 Engine ICE power reported via the CarStatusData packet?
4) PacketTyreSet tyres' order
For anything else than full authentic weekend, the PacketTyres tyre order is different to what is shown on the game. In the PacketTyreSet, the tyres are sorted softest left, hard on right, not like they are in the game
Last year this was fixed so that the order reported via the PacketTyreset is same as the order in the game's setup screen in different modes.
For the future,
5) I would really like to see the Normal race/Sprint Race/Feature reace have their own ID. You can now dig this from the weekend format, but better would be to have separate IDs for each.
I'm facing the same issue @Xionhearts. I'm not sure if it's because the event doesn't occur or if I'm just missing it. Sometimes, especially after finishing a race and tabbing out (change window, alt-tab, game in borderless window mode) while it's still ongoing, the game loses its session ID and resets it to 0. Maybe its related to the lost events.... at least it happens for my finalClassification packages...Can anyone confirm this behavior?
Also, I'm encountering another problem where almost all users are displayed as "Player", even though they have set their names to be public. Occasionally, one correct name will show up, but usually, it doesn't work. Is anyone else experiencing this? Can anyone else confirm?
@Mister_Pearcy so you think its the formation lap? will have a look again... thought it might be related to finishing order or the game window losing its focus.
how about the player names? did you experience the same?
I got replays from players in Simhub, where in a Online Quali Session, the "PacketFinalClassificationData" is not "Empty" , as it should be, and is, in other sessions.
And a bug, I mentioned before, in One Shot Quali, the damage of Floor, Sidepod, Diffuser and Rear WIng is 100 for all the cars, except the players car. This was a bug in F1'23, and still is there in F1'24