I found this, and then this spreadsheet, and it has a bunch of data I’m looking for, which I should be able to use.
So for @T10ManteoMax, since evidently this is your handy work, I have two questions:
It says “All 1,800+ previous Forza game cars listed with most recent game specs”. From the looks of it, it seems to show data from FM23 only, but I wanted to make sure this is indeed the case for a car that would come out to FM23 first and FH5 later. Regarding PI in particular.
What is the data source? Is it datamined, manual entry, or something else? And if it is datamined, I’d be interested to know how.
And while I’m here, I noted the Ligier is marked as US when it should be French.
Transcribed info. We’re looking at how we can provide game info directly through an API for the future.
FH5 & FM simultaneously releasing cars has presented me with a challenge for keeping up with a combined display (and particularly the Stats charts) for both game roster sheets. I have some clean up and catch up to do on those.
For each sheet display, by default I have filtered the Latest Game or [FM] column to show only that game’s roster. Visitors can click the Data menu and create a new temporary filter to see the previous game cars (in FM’s case that’s a snapshot of Horizon and Motorsport games as of FM’s launch period last year.)
Hello @T10ManteoMax, I believe there’s some undocumented updates to Data Out, based on a few things I’ve been finding.
One example I’ve found is the notification system:
Could you check with the input/telemetry specialists to see if the documentation page needs an update? That could then help the SimHub developers to support any new fields that have been added.
The following aren’t documented and thus cannot be added to SimHub yet:
TotalDriversCount - Total number of drivers in a race.
LapsCount - Total number of laps in a race.
The developer of SimHub mentioned this:
It’s just impossible [to add these values] if [Turn 10] don’t document it. It’s all binary packets without data types and structure it’s just a brain killer:D
But just for the anecdote, it’s likely to be a native integration with the game sending data directly to the wheel
NormalizedDrivingLine seems to indicate the position of the car relative to track width. 0 you’re centered. Left is the positive side, right is the negative side. It definitely isn’t centered on the driving line assist.
As far as I’ve tested, it’s not a reliable indication of whether the player is considered off-track by the penalty system. It doesn’t seem to be affected by where the track limit line lies. It seems to be more closely related to the actual tarmac of the track. It’s entirely possible to get a max value (+/-127) without putting a wheel off-track (where there are large kerbs for instance).
NormalizedAIBrakeDifference definitely has to do with how much you’re braking vs how much the AI is braking. So the name ain’t lying.
It assigns values 0 to -127 to how much the player is braking (0% to 100%), and it assigns values 0 to 127 to how how much the AI is braking (again, 0% to 100%).
For the player, it’s straightforwardly based on the input (e.g. how much you press left trigger), and not actual brake pressure (with 0% brake pressure I still get a 100% brake value).
For the AI, I’ve concluded it’s unknowable. With just one AI, it’s already a little nebulous what happens. I’ve followed my AI around Eaglerock and Lime Rock, trying to brake as little as possible (and in all the following examples, I’m not braking), and there were multiple instances of the AI brake lights turning on yet the value remains 0, or the value changes (suggesting the AI is braking) but their brake light stays off. I’ve also seen multiple instances of the car visibly slowing down way more than is possible for the brakes to not have been applied, and the value stays 0 anyways.
With multiple AI, it’s even less clear what happens. I was in the middle of 23 AI, skidmarks from brakes locking visible, and the value remained 0.
That was a good catch. I thought AI = drivatar, but I think you’re right, I think the “AI” is the braking line assist.
If I chuck myself full speed into a corner, line bright red, with no AI drivers, the value goes to 127. So it seems positive values is the game telling you you aren’t braking enough, and negative values is the game telling you you are braking too much.
That explains why the value wasn’t changing very much in my previous tests, since I was driving slow to not have to brake, and I would usually see a positive value when I was going a bit too fast in a corner.
Braking assists affect the value indirectly, in that since the game is already braking for you, the value tends towards zero because you don’t really have to brake on top of the game braking for you.
Not that I can see, at least not for the line the game shows to players, which the AI also tends to follow. On the oval it’s quite clear that the 0 point stays about in the middle of the track.
Anyone knows if there is a way to reliably find if the telemetry is coming from an endurance race ?
I noticed that during endurance race the CurrentLap value is actually a distance. It’s the driven distance during the current lap. I guess it makes sense since endurance races are not time based but distance based. It’s messing up my dashboard as it’s converting it to seconds and that makes no sense.