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DOCS ACC Shared Memory Documentation

Discussion in 'ACC Blog' started by Fernando Barbarossa, Aug 28, 2019.

  1. Ensi Ferrum

    Ensi Ferrum Racer

    It is in Graphics Page.
    int currentTyreSet - Tyre Set currently in use
    int strategyTyreSet - Next Tyre Set per Strategy
     
  2. expor

    expor Gamer

    That's what I assumed (not Physics page indeed). But still strategy set sounds same as selected set in MFD, aren't they?
     
  3. expor

    expor Gamer

    While I appreciate the effort of adding these new variables. The CurrentTyreSet is not 0-based whereas all others are (e.g. when selecting tyre set 1 as current set, it shows 1 in shared memory. But when selecting MFD/NextStrategeTyre the shared memory says 0 when selecting 1). It would be nice if this could be kept consistent (brakes are also 0-based) ;).

    Edit: Actually, 0 seems to be useful, as it indicates WET. Would be nice to add that to documentation though due to what I mentioned above.
     
    Last edited: Mar 20, 2021
  4. XIV-V

    XIV-V Gamer

    Some recently added attributes like currentTyreSet, strategyTyreSet, rainIntensity*, mfdTyrePressure*, mfdTyreSet, mfdFuelToAdd are missing from simhub properties list. Is it by design ?

    An additionnal property would be very interesting : the tyre pressure at cold on the last pit stop / start of race (values from setup HUD). The point is to give to driver the confort to setup the next pit (in MFD) relatively to pressures at cold of the currently used tyres . This is not persisted anywhere. Alternatively, it could be nice to implement it in official game HUD.
     
    TheBigO likes this.
  5. TheBigO

    TheBigO Gamer

    This is also on the top of my whish list for the the AI-based virtual race engineer, I am working on (https://github.com/SeriousOldMan/Simulator-Controller/wiki/Virtual-Race-Engineer). And, if I have one christmas whish free, it would be absolutely great to have an API (DLL or REST, no matter) to externally control the Pitstop MFD. I currently do this using keyboard and mouse automation, but this is very error prone.
     
    XIV-V likes this.
  6. Tom Shane

    Tom Shane Racer

    Could we finally get invalid laps properly flagged during race sessions, please? Now all laps are always reported as valid.
     
  7. Festa_PWR

    Festa_PWR Alien

    Am i right that this only outputs bodywork damage and there are no SM indicators for suspension damage amounts?

    float carDamage[5] - Car damage: front 0, rear 1, left 2, right 3, centre 4

    Also, what you call centre seems just to sum up all front/rear/left/right?
     
  8. TheBigO

    TheBigO Gamer

    There are suspension damage fields as well, and yes, centre seems to be the sum of all other fields at the moment.

    suspensionDamage is a field in the physics page.
     
  9. Doug Duthie

    Doug Duthie Simracer

    suspensionDamage is in red in the doc - doesn't that mean it isn't used? Admittedly, I haven't checked
     
  10. expor

    expor Gamer

    How do you use the data if I may ask? I've tried making sense of it but it just seems to be a "random" number that keeps increasing with damage, but no clear scale or anything. It's neither a percentage or related to time, so what is it, and what's the max value (it kept increasing the more I kept ramming it into a wall, even if it seemed no more damage was possible :p).
     
  11. Festa_PWR

    Festa_PWR Alien

    TheBigO - You are right, it is in there, but Doug is also right in that it`s red and so not used by ACC. Bummer.

    I missed it when i scanned through as i was ignoring the red ones!
     
  12. Festa_PWR

    Festa_PWR Alien

    I did some proper trial and error stuff and ended up converting the number to seconds and dividing it by 3.54168. It`s fairly accurate to within .001, but only for body damage. As soon as suspension damage occurs, its out unless you turn off repairing it in the mfd.
     
    expor likes this.
  13. expor

    expor Gamer

    I took the same approach but never got a common denominator. Maybe because I didn't realize center is already the sum of other components. Thanks for the info!
     
  14. TheBigO

    TheBigO Gamer

    I use them in my AI Race Engineer and the values are valid.
     
    Festa_PWR and expor like this.
  15. expor

    expor Gamer

    I see for suspension the conversion factor is slightly different but I got the number anyway. Seems indeed accurate till 0.001 which is more than sufficient.
     
  16. Doug Duthie

    Doug Duthie Simracer

    I've got an issue if the default language pack is Turkish. It appears that for Imola, the SPageFileStatic.track is reported as "ımola" not "imola" - ie the first character has been changed to the non-dotted Turkish "I" character - x131 rather than x69. All other tracks appear the same as with other language packs.

    This is causing havoc with my lookups. Is this intended behaviour or shouldn't the track codes be consistent regardless of language pack?
    Thanks
     
    Cirith Ungol likes this.
  17. Iko Rein

    Iko Rein Gamer

    Just checking, are the bytes from the shared memory for the odd first char in SPageFileStatic.track same or different between different language packs? This could be a locale issue when you change the bytearray to string. At least in Java if you convert a byte array to String and you use different locale/charset, the resulting string might have different characters.
    Cheers.
     
  18. Doug Duthie

    Doug Duthie Simracer

    In C#, I'm mashalling as a ByValTStr using CharSet.Unicode, which I believe is correct (I could be wrong though). I could understand character set translation issues if it was a character that wasn't in the standard ASCII set. But "i" should always be x69 shouldn't it? Also, only the "i" in imola is affected. All other tracks are fine apparently.

    Anyway, just wondering if anyone else has seen this (ie "ımola" in Turkish) to see if it is a source data issue or with my code reading to strings.

    Cheers
     
  19. Holger Gunkel

    Holger Gunkel Rookie

    Hi, you may create a savegame of Imola (single player sessions only) for proof that. Thereafter look the last "nnH.json" file in savegame folder. There is a parameter called "trackName" inside. Probably it should be same as in Shared Memory.
     
  20. Iko Rein

    Iko Rein Gamer

    @pankykapus Would it be possible to add to the SHMEM data the steer ratio from the car setup. That would make it easier to automate oversteer/understeer calculations.

    Cheers
     
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