Forum Discussion
11 Replies
- JohannCFG1 year agoSeasoned Traveler
@Hoobiechoobie Why is the max UDP rate being changed to 60Hz with the v1.3 patch? 120Hz with the motion packets is really nice for engineering data, that extra fidelity in the recorded data was nice.
- salutcflol1 year agoSeasoned Newcomer
Heya,
Thanks for replying. That's an issue. I don't think either Hamachi or Radmin would work on a PlayStation...
People say, in theory, it would work, if the game would have that function.
Cheers,
salutcf
- IkoRein1 year agoNew Vanguard
@salutcflol wrote:Heya,
Thanks for replying. That's an issue. I don't think either Hamachi or Radmin would work on a PlayStation...
People say, in theory, it would work, if the game would have that function.
Cheers,
salutcf
Hi,
For sending the UDP data you really don't need VPN solution like Hamachi. The issue here is that most likely the receiving end is not accepting (or allowing) UDP traffic on that port. So you need to make sure the port is open on the receiving end's firewall. VPN tunnels like Hamachi just make it easy to connect, as with them you don't need to tweak firewalls etc.
I have tested the UDP feed (actually real saved F1 2020 UDP feed) from one AWS instance to another (one in Europe, one in Asia) and it worked with no VPN tunneling.
If you really want to setup the Playstation to use some VPN tunneling, you need more exotic router at home, where you put the Playstation on a VLAN, which uses Hamachi (or other VPN tunnel) to send traffic out, but I don't think that is worth the effort here as most likely you need to buy a new router, which allows you to do this.
So in short, it should work. Firewalls on your end or on the receiving end are most likely blocking the (UDP) traffic.
Cheers.
- salutcflol1 year agoSeasoned Newcomer
Heyo!
Thanks for replying. So it's likely an issue with the Windows Firewall then, as the router can port forward.
I'll try disabling the firewall later tonight.
Cheers
salutcf
- JohannCFG1 year agoSeasoned Traveler
@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! @Hoobiechoobie In this game version the session-, weekend-, season IDs are not unique anymore. They are quite often the same even for different tracks.
- Xionhearts1 year agoSeasoned Novice
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.
- JohannCFG1 year agoSeasoned Traveler
@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!
- dwin201 year agoRising Hotshot
@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?
- Xionhearts1 year agoSeasoned Novice@BrokenHypocrite many thanks I'll have a look at it !
@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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