Hi,
Would it be possible to have the UDP data packet format published? A big part of the game for me is playing ‘race engineer’ and I don’t want to have to spend (many) hours figuring out what the 331 bytes per packet are in FM… I believe MSFT has previously published packet formatting (i.e. FM7 and FHx), would really appreciate same for FM
WIth the overall amount of reusing old stuff by the devs I doubt the packet format has changed at all. Nor will the support and documentation on it be.
actually the formatting has changed - in FM7 a packet was 311 bytes, in FM it is 331.
thank you! I will have my analysis engine up shortly!
They could have added some values.
yes they did - from PinkiePie4997 (THANK YOU!), it can be seen that the FM packet has 6 additional fields of data (4 floats for tire wear FL, FR, RL, RR and 2 x unknown 2 byte fields) added to the end. So for those who roll their own analysis engines, the update is relatively simple from FM7 formatting.
Thanks. Well I was right about one thing, it seems to be as poorly documented as most previous versions.
agreed, and that is sad IMO. They offer telemetry but depend on the community to figure out what is included in the telemetry itself. All they needed was a 5 minute posting of the format and no one would have real reason to be cranky… Meh.
I guess that a game announced with the release of the Series X in 2019 should not expect to be well documented when delivered in 2023. that seems a bit much.
Do you by chance know what the base for the Timestamp is? A timestamp relative to what starting point? The number om milliseconde compared to what beginning?
:-).
That.
Sure the idea of community input has some benefits but the basics should be documented by the creator. Like you’re not going to figure out the URI’s and Parameters for a given API yourself, you may expect rlthe to be available (for a public API)
Timestamp is a tick timer (displayed in milliseconds (on my PC a tick is about 16.7ms)) from what I believe is the time the game loaded up that particular track. As a result, race start is later than track load. to get lap time I simply dump car position on the line and when that changes, that time becomes my race start. It admittedly could be out by a few ticks on lap 1 (due to reaction time etc), but I am not too worried and my telemetry times and race reported times are within 0.1s at worst. from lap 2 on, the reset of position at start/finish resets my lap timer… HTH
(the tick timer is I believe frame rate dependent, but I haven’t proven that out as I only have FM on Xbox. planning to install to my gaming PC to validate)
I’m trying to analize telemetry data of FM8 (2023) and I’m not sure that the timestampMS property represents a time mark when the track was loaded because it changes even when isRaceOn is false, somebody have more info about this?
btw: is there some 3rd API or database to get the cars and track info?, the telemetry data gets car and track ordinals but they are unuseful with no more info
What sort of data related to car and track ordinals would you like to see?
Not that I am aware of… So I have been thinking of building one by brute force. (i.e. for every track and car that I dump telemetry from, I can correlate the ordinal to the object in use). It won’t be pretty or quick…
I’m digging into this too to build a custom app for Forza games on Overwolf. For the car at a minimum I’d like to know the make/model of the car. For the track, the name, layout, and weather.
Haven’t you guys considered that by opening up API access to your game then developers like me could expand the platform doing work for you to give racers options for improving their driving, tunes, managing their assets while your developers focus on the game engine, et cetera?
I’d LOVE it if I could paint cars without using the low tech paint system you currently have. Why do you have to force us to paint cars in the game?
For now here’s a static list on the forums:
Thank you! Thank you! Thank you!