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Hoobiechoobie's avatar
Hoobiechoobie
Icon for Codemasters Team rankCodemasters Team
3 years ago

Re: F1 22 UDP Specification


@ThibaudPHP wrote:

Like you answer to us @Hoobiechoobie 

Did the damage data have been corrected ? I reported in september 2021 that on PS no damage data about difuser / sidepod / rear wing were working and nothing have been made during the entiere year.

So, can you confirm me, that the team fixed this on this game ?

Cheers


Unfortunately this has not been fixed. The issue was more complicated that it first appeared, so we haven't managed to get to this one yet.

15 Replies

  • ThibaudPHP's avatar
    ThibaudPHP
    3 years ago

    @Hoobiechoobie 

    I will do like Jessica Chastain on zero dark thirty and wrote on your wall everyday the number of days since i am waiting this fix :D

  • Hoobiechoobie's avatar
    Hoobiechoobie
    Icon for Codemasters Team rankCodemasters Team
    3 years ago
    @Hoobiechoobie wrote:

    @ThibaudPHP wrote:

    Like you answer to us @Hoobiechoobie 

    Did the damage data have been corrected ? I reported in september 2021 that on PS no damage data about difuser / sidepod / rear wing were working and nothing have been made during the entiere year.

    So, can you confirm me, that the team fixed this on this game ?

    Cheers


    Hi @ThibaudPHP - I've followed up on this issue and our physics team think this is actually fixed already in the curent version of F1 22. However, they mentioned that the damage values for these components increases in increments of 25%, so you will see values of 0, 25, 50, 75 or 100% as the components are damaged. Our test team hasn't yet confirmed this, but hopefully this issue is now resolved.
  • ThibaudPHP's avatar
    ThibaudPHP
    3 years ago

    @Hoobiechoobieit's a great news if data works. When they will confirm if they can reduce to 5% it will be magic :D I provide engineer dashboard for racer and if the engineer is blind, it's sad a little bit

    Thanks a lot for the update and keep going the good job who is made

  • CanTQuiT's avatar
    CanTQuiT
    3 years ago

    Has InfringementType array element 41 ("Retired terminally damaged") moved to position 42? 

  • oosbn3x4q97a's avatar
    oosbn3x4q97a
    3 years ago
    @Hoobiechoobie Im on PS5 and tested m_leftfrontwingdamage in TT and it seemed to increment in smaller steps. Something like 6 -14 - 35. Also, the bigger the crash, the bigger the damage. Thats not the variables which were mentioned though.
  • Hoobiechoobie's avatar
    Hoobiechoobie
    Icon for Codemasters Team rankCodemasters Team
    3 years ago

    @CanTQuiT wrote:

    Has InfringementType array element 41 ("Retired terminally damaged") moved to position 42? 


    I've updated the doc in the initial post to include the latest infringement types.

  • FILaps's avatar
    FILaps
    New Traveler
    3 years ago

    @Hoobiechoobie Is there any way to know if a session is a sprint race? It seems that both sprint races and races (without prior sprint) use session type 10. Is there any way to differentiate sprint vs race?

  • TMillo's avatar
    TMillo
    New Scout
    3 years ago

    Is there anyway to pull tyre life/age of tyres not on the car? Like if we have 3 used sets of softs, to say how many laps/% wear they have?

  • IkoRein's avatar
    IkoRein
    New Vanguard
    3 years ago

    Hello,

    @Hoobiechoobie Thank you for the data and updates on the UDP Spec.

    Few notes:

    1) As the game is now sending out UDP data in many formats (legacy 2017, 2018, 2019, 2020, 2021 and 2022), could it be possible to add in the future (e.g. in F1 23) another field to the header identifying, for which game the data is for. Now one can play F1 22 game, but use one of the many data formats, and there is no way to automatically detect the game just from the feed. This causes issues, when people play newer game with old data formats and then the new game data gets mixed with old game data.

    2) Is it possible to increase the frequency of the Damage packets. Now it is 2 times/per second, but if it could be increased to e.g. 10 times/second, that would be super and allow more accurate analytics.

    3) It seems that the Final Classification packet + Session History packets are still sent out more than once at the end of the race, i.e. after the 'SEND' packet. In my testing I got these sent out 3 times after 'SEND'. Could this be fixed? (I have the trace saved, if you need that, or I can post separately just the end of the trace, if that is better).

    4) Also for the future, would it be possible to send out the speed as float instead of int? That would also allow more accurate analytics.

    5) Based on my testing, in TT the game still sends out as Team ID 41 (as with earlier games) and the My Team car id is the 104. Was there a plan to combine these two or will they be kept separate (i.e. as TT car and as the car for anything else)?

    6) As the GamerID publication is still opt-in for the players, would it be possible to add a field to the ParticipantData to denote, if player name is public or not. Now we still need to check for 'Player', 'Joueur', 'Spieler' etc. in the name to detect, if the player name is real or not.

    Cheers.

  • cjorgens79's avatar
    cjorgens79
    New Rookie
    3 years ago
    @IkoRein
    re 3) It seems that the Final Classification packet + Session History packets are still sent out more than once at the end of the race, i.e. after the 'SEND' packet. In my testing I got these sent out 3 times after 'SEND'. Could this be fixed? (I have the trace saved, if you need that, or I can post separately just the end of the trace, if that is better).

    I do not agree with this request. While it might work fine on a fixed network, UDP is not a guaranteed protocol and packet loss should be expected on wireless networks. The packets are sent multiple times to allow for possible packet loss so in almost all cases the final classification and history can be properly recorded at the end of a session.

    re 1) I add my support to this one for sure, it is currently problematic having newer versions of the game send out telemetry acting as older versions as things like leaderboards are then inaccurate.
  • IkoRein's avatar
    IkoRein
    New Vanguard
    3 years ago

    @cjorgens79I see the issue with the missing packets. Do you happen to also see missing 'SEND' packets from the network? And do you have to cope with them? Most of my users use the Tool locally, but some have race engineers sitting in other locations, and then the packets must travel through the internet and then the packet loss can sometimes be a real issue.

    Regarding my request, I was just not sure, if it was intentional to send so many packets or a "bug" in the system. I have built into my Tool system to detect the "duplicates". as the extra final packets were ruining the race history saves.

    Cheers.

  • cjorgens79's avatar
    cjorgens79
    New Rookie
    3 years ago
    @IkoRein Any packet type in the telemetry can be lost due to the nature of UDP and networks. I would expect packet loss over the internet to typically be higher than over wifi, however there are so many variables affecting the quality of the connection that it will be different for each user. Basically you need to be able to handle potential packet loss of any packet type and deal with it as best you can, that is why things like the final packets are sent multiple times which means you will usually be able to get enough of them to get a complete result. So as you mentioned, handling the duplicates is just part of writing the integration.
  • up100's avatar
    up100
    Hero (Retired)
    3 years ago

    @IkoRein wrote:

    3) It seems that the Final Classification packet + Session History packets are still sent out more than once at the end of the race, i.e. after the 'SEND' packet. In my testing I got these sent out 3 times after 'SEND'. Could this be fixed? (I have the trace saved, if you need that, or I can post separately just the end of the trace, if that is better).


    I think it's better to send multiple of them, as it's rather common (say, every 7 races) that that the packet gets lost, which means that I need to go to into, and then return from, the Race Director in order to get the packet sent again

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