Pushed new .h and .cs files with Tyre Load from our last update. https://github.com/sector3studios/r3e-api
I only know wheel load which is the real weight of the car and the downforce weight on each wheel. So in left corners there is more weight on the right wheels, and on high speed there is more weight due to aerodynamical downforce. I don´t know if this is the same or if for tyre load there are also other forces apart from the vertical forces included.
I would like to request additional data regarding pit status: * pit stop requested or not * if game simulates crew getting ready, field to indicate pit crew ready or not * pit stall occupied or not. Or, for each car: position/lap dist of the assigned pit stall. * field to indicate pit stop is complete (I still need to check, it is possible PitState == 4 is that). * field to indicate car is entering ramp into pits, but is before speed limit detection point. Thanks.
I had some time this weekend, and actually it looks like most of what I asked above is available, so sorry for the noise. Still, would be nice to know if car is approaching pitlane (I have a workaround for it locally).
Request for more data on rated servers - current incident points value - max incidents points before dq on current server (if not fixed) - rating/reputation of you and other drivers on track (at start of session)
Hi I'm interested on this. I have seen that the json with results that is generated after the race contains all laptimes, so it means R3E is calculating time even for invalid laps, but I didn't found it anywhere in the API...
yes, me too, but I have seen there is a JSON file with the results of the race and all the laptimes, it is generated by the game, so it already calculate those laptimes even if the lap is invalid... so that info is somewhere in the game. Question is if it is populated to the shared-memory so we could access it.
Hello dear developers. So there's a new API version - 2.7 and no info, no announcement, no nothing. Nice.