Forum Discussion
37 Replies
- mantazzoLTU4 days agoRising Scout
As I'm working on an overlay package, and working with a NPM package that supports reading F1 25 UDP data, I'm fairly certain some improvements could be made, hopefully with F1 26 DLC as well.
- Session Packet (ID 1) could also have a some sort of array for DRS zones data - detection point location, DRS zone start, DRS zone end (should be distance in meters, same as m_lapDistance in Lap Data packet (ID 2) - I think it could still be implemented for 2025 cars since you guys already have m_packetVersion in the Header for packets, so you could just increment that field and add the data for this packet; something similar could be implemented for the areas where we can use the active aero (or however it works...), if it's implemented properly with the 2026 DLC of course. We do have locations where Sector 2 and Sector 3 begins, so having DRS zones data would be nice as well.
- Would be nice to have some sort of "m_maxSafetyCarPeriods" and "m_maxVirtualSafetyCarPeriods" variables (and maybe m_maxRedFlagPeriods too) in Session Packet as well, since the number differs between race lengths and we don't have a clear number anymore (we used to have a rough number posted in the old forums, back years ago). Or at least it would be nice to also have a "remaining" number of Periods alongside the number of Periods that we already had.
- Having "m_bestLapTimeInMS" in Lap Data packet (ID 2) as a uint32 would be nice - faster updates, and we can immediately get the data for all cars, instead of waiting for Session history packet to come through for all cars.
- Though, honestly, we might likely need a "Lap Data Extended" packet in the future, similarly executed to MotionEx...
- Event packet (ID 3) improvements:
- FastestLap struct - change the time from float to uint32 and give the result in MS instead (consistency with Lap Data packet is better, IMO)
- StopGoPenaltyServed struct - change stopTime from float to uint16 and give the result in MS instead? (better precision)
- Participants packet (ID 4) improvement:
- Add a "m_numTotalCars" field, so that way we could track how many cars have data in total (even inactive ones), and how many cars are still active (while others have retired for reasons)
And there is still a bug in my data in Session History (ID 11) packet that if you start a Time Trial session with a Personal Best Time already set, the History for your car has wrong detail - the fastest lap number for fastest lap and each fastest sector becomes "199", which is impossible.
I hope that at least some of this can be implemented. :)
- IkoRein18 days agoNew Vanguard
As there will be no new game in F1 26, I would love to see in the Telemetry the reported LapData.m_currentLapNum to be fixed for qualifying (and practice) to reflect the data show in the in-game wheel..
Now the data in Qualifying is bit off. I just did a quali in Brazil, 3 x 2 hot laps and always using the 'flying lap' option. The lap number reported was bit off like this:
- At start of the session, my in-game wheel shows L0 (same in SF1000), when Telemetry reports L1
- Two hot laps, then to pit. Now the in-game wheel shows L2, but telemetry reports L3
- Drive out, now on outlap the in-game wheel shows still L2, but telemetry reports L3
It would be great, if this could be fixed in the Game, so the data is consistent between in-game and telemetry data.
Cheers.
- RJ80F11 month agoNew Traveler
Does anyone know if it's possible to tell how long the race is going to be in previous sessions? Qualifying for example. I'd probably expect it to be in the PacketSessionData that 25% / 50% or 100% has been chosen which can be worked with, but that isn't available.
Qualifying just has totalLaps of 1 as it's the count of that particular sessions laps. - ivanherstad2 months agoSeasoned Newcomer
Hi EA_Groguet!
Would it, or is it possible, to get UDP data for the following:
Next Tyres compound
Repair Wing Damage - No/Yes/Auto
Both of these from the pits MFD.Delta during Time Trial - like on steering wheel and in the delta OSD.
I would also love it if we could map hotkeys/buttons to toggle the next tyres and repair wing, instead of having to open the MFD, navigate down and then left/right.
- IkoRein2 months agoNew Vanguard
I think there is a new bug introduced by one of the latest updates.
In online races (but not in offline races), when the drivers leave pit, in LapData their m_pitStatus goes to 'none' (0), but their m_driverStatus stays on 'In lap' (2), when it should be changing to 'on track' (4).
Has anyone else noticed this?
Cheers.
- Dramaticfox243 months agoNewcomer
I was trying to get all participants but it does not seem to be working or showing correctly. Apparently what happens is what I switch UDP format from 2025 to 2024 I can see all participants but in 2025 I can't.
Just want to know if this is me or is that a known bug?
Here is what i got from the debug in 2025 format:
ID0=48 ID1=2 ID2=48 ID3=3 ID5=2 ID6=49 ID7=49 ID10=10 ID11=20 ID12=20 ID13=48 ID15=1
Notice how ID4 is completely missing?-Dhruv
- RJ80F13 months agoNew Traveler
Is there any chance of giving us a way of linking lobby users to their participants? The indexes seem to change between lobby and participants.
- aphantaminum3 months agoSeasoned Novice
Is it me or is the final classification packet not working right half the time? Sometimes I'm able to receive this packet in the final screen, sometimes it doesn't send at all, or extremely late (1+ minute, that I've noticed). This is causing me a lot of problems in handling the end of a session. I wonder if it might be because I used the fast forwarding option in a quali session to get to the final screen faster.
Another weird bug I've found is when a qualification session is restarted in the final screen, is that once the new session restarts, m_carPosition of the LapData packet will be the same for all drivers except the player. It gave me a little bit of trouble in my telemetry app, since I was using that as a backup to m_gridPosition in the LapData packet. It's a bit odd that m_carPosition has a meaningful value when the session is first started, but upon restarts it's entirely useless.
EDIT: Remembered another thing - m_frameIdentifier in the header is also always 0 for the Final Classification packet, it seems. I'm fairly sure that's a design choice, but I think using UINT32_MAX would've made more sense, as this is the "end-all-be-all" packet for the end of a game session. It's not the end of the world, though. - ragekumar6664 months agoSeasoned Scout
I too am experiencing the same. Also setups for rivals are not showing up. Not sure if thats a bug or a feature, given that the rival's setup is not a secret. One can directly load this setup from the menus and read every parameter.
- RJ80F15 months agoNew Traveler
It seems like the UDP for time trial rivals has stopped working properly. Looking in the participants packet, the only names different are Default Ghost, Personal Best and mine. The corresponding participant from the time trial rival index is my username, and not my current rivals.