I took a punt on one of the Sim Racing Studio Shakekits, and with minimal tweaking it works brilliantly on both iRacing and AMS2. By comparison RRE felt a little off, and then I noticed that all 4 suspension values are linked/identical in how the app sees the output. Is this intentional/a by-product of how RRE works, or an error with either party?
I would say it is an error on their side, this is a picture from telemetry viewer, recorded from the R3E API, you can see that suspension values are not linked at all
Hmm, that's kinda annoying in a certain way.. I actually asked the SRS guys first a week or so ago, but just got the following silghtly vague answer: "Some game / car combinations do not send telemetty to all axia so we copy paste it" Can a dev or anyone more techy than myself suggest what could be going wrong? Have they made assumptions on an older version of the game maybe?
Never had any channels missing in the r3e telemetry. I use the telemetry constantly in my own build telemetry application. I would have instantly have noticed if the suspension values were not there.
You can point the devs to this: https://github.com/sector3studios/r3e-api/blob/master/sample-csharp/src/R3E.cs The R3E shared memory sample app provided by Sector3 There they can see both public TireData<Double> SuspensionDeflection; public TireData<Double> SuspensionVelocity; Which provide the information for each wheel. Should be pretty easy for them to adapt their code.
Hey guys, thanks for reporting, we at SimRacingStudio just fixed and it will be available in the on the Thursday release (25th Jun).
Alex, thanks for the reply, we just fixed the issue. Quick question for you, would be possible to add the surface terrain that each wheel is on? For example grass, rumble strip, etc? Pcars2 offers the following... I think it would be a very nice add on for shakers... TERRAIN_ROAD = 0, TERRAIN_LOW_GRIP_ROAD, TERRAIN_BUMPY_ROAD1, TERRAIN_BUMPY_ROAD2, TERRAIN_BUMPY_ROAD3, TERRAIN_MARBLES, TERRAIN_GRASSY_BERMS, TERRAIN_GRASS, TERRAIN_GRAVEL, TERRAIN_BUMPY_GRAVEL, TERRAIN_RUMBLE_STRIPS, TERRAIN_DRAINS, TERRAIN_TYREWALLS, TERRAIN_CEMENTWALLS, TERRAIN_GUARDRAILS, TERRAIN_SAND, TERRAIN_BUMPY_SAND, TERRAIN_DIRT, TERRAIN_BUMPY_DIRT, TERRAIN_DIRT_ROAD, TERRAIN_BUMPY_DIRT_ROAD, TERRAIN_PAVEMENT, TERRAIN_DIRT_BANK, TERRAIN_WOOD, TERRAIN_DRY_VERGE, TERRAIN_EXIT_RUMBLE_STRIPS, TERRAIN_GRASSCRETE, TERRAIN_LONG_GRASS, TERRAIN_SLOPE_GRASS, TERRAIN_COBBLES, TERRAIN_SAND_ROAD, TERRAIN_BAKED_CLAY, TERRAIN_ASTROTURF, TERRAIN_SNOWHALF, TERRAIN_SNOWFULL, TERRAIN_DAMAGED_ROAD1, TERRAIN_TRAIN_TRACK_ROAD, TERRAIN_BUMPYCOBBLES, TERRAIN_ARIES_ONLY, TERRAIN_ORION_ONLY, TERRAIN_B1RUMBLES, TERRAIN_B2RUMBLES, TERRAIN_ROUGH_SAND_MEDIUM, TERRAIN_ROUGH_SAND_HEAVY, TERRAIN_SNOWWALLS, TERRAIN_ICE_ROAD, TERRAIN_RUNOFF_ROAD, TERRAIN_ILLEGAL_STRIP, TERRAIN_PAINT_CONCRETE, TERRAIN_PAINT_CONCRETE_ILLEGAL, TERRAIN_RALLY_TARMAC,
I have some suggestions too like: simple track/weather conditions unique SessionId But I think I'm gonna post a separate topic about that.
@marcelomanzo for sure, but the team member responsible for that has just taken his summer holiday for a month!
Luck him! I I'm watching your git repo r3e-api, as soon you have an update I will be aware and make changes on my side. Thanks a lot @Alex Hodgkinson