I was wondering what to expect. Will we be able to get live GUI telemetry while on the track hot lapping in order to know what balance the car may need.
Will we be able to get live GUI telemetry while on the track hot lapping in order to know what balance the car may need.
We already had that in AC. Just wasn't as advanced as many of us wished, at least not without using external tools.
I kind of hoped that the connection to the racing teams of the GT3 series might help in acquiring official MoTeC support for ACC, but I haven't read anything about that, so I don't think it'll happen.
Good thing telemetry is allowed in Blancpain GT. We'll have to see how the HUD interface works out. Shouldn't really speak anything against it...
For data logging in general I'm hoping ACC retains AIM support and perhaps adds native export to a Motec format (but that's probably a licence they'd have to pay for..). An in-game tool (accessible in the session and main menu) to check, save/load the data would be great too.
In AC the telemetry interface in-game was a half-baked attempt only, as if they started and then stopped and changed their minds. I would wish that there is ingame telemtry of better functionality - withoujt needing to mess with external tools and data-file extraction and all that. Just a menu item: "telemetry", then a moving map, the various graphs for ride height, bumper movement and so forth, and a lap selector.
No external stuff needed if done correctly in-game. In AC, it was a pointless effort. So either go all the way in ACC, or do not even start.
I'd say the latter. Just because I've got the feeling that there are much more important things than a telemetry interface if you can use external tools.
If that is t he case I wouldn't mind if this was worked on after the game is released. No rush but it would be nice to have.
Wouldn't there need to be telemetry output anyway. How else motion rigs can work or simvibe support added.
As I understand it even good race car drivers aren't specialist regarding the engineering of the car he/she drives. Here is my question. Does the GUI have to be complex? How about something simplistic for the sake of continuity?
- a complete telemetry dump, to allow professionals to check telemetry data with standard apps, like AiM Race Studio and the like, with the only option of doing it after the session (like in real life: after the free practice, with engineers, in the pits, you make decisions for setup and strategy based on available data).
- no telemetry info shown in the hud or apps that isn't available to real life racers (since the BlancPain series is represented, I would set the allowed data ingame to the same allowed in real life). In AC, for example, we have the tyres app that is well beyond what any race driver can know about the tyres. It's a bit of a cheat to real life racers
- communication from pit-crew to driver for allowed items (eg: "your front right tyre is too hot", or:"shortshift at turn3 to reduce fuel consumption").
I would assume that if a telemetry app interface gets build into the game, the data for that would be available for export as well. But many people want a moderate apprach to using telemetry. They do not care for doing professional analysis externally, just want to learn about certain temps and ride heights in certain corners of the track, and be able to alter their setup on the fly, without much complication. For that, an ingame telemetry interface, preferrably accessible from within the session/box menu, is a must.
This does not mean, as I said, that the data cannot also be processed in dedicated external tools like Motec and Aim. But I know how I used these in past sims (for GTR2 for exmaple): almost never. I calculated the handling hassle versus the access to the ride height data for exmaple - and lost interest very quickly and so did not care for telemetry anymore.
I see where you're going, but I think most simracers (myself included) will want more than you suggest should be available to them while racing. We're losing out on soooo much information (e.g. g-forces) that a little "cheating" seems reasonable
Also, I don't think it's entirely fair to say that AC's tyre app is well beyond what *any* race driver can know - e.g. I think F1 drivers do get tyre temperatures on their in-car display (thus no need for the pit crew to tell them). Also, they don't get wear info, but they do at least get to eyeball the physical tyres
I wish all games had in-game telemetry at least as good as Gran Turismo 6, a serious simracing game shouldn't rely on random people making 3rd party tools to be complete.
We (RacingSimTools.com) are getting ready for ACC, as soon as the UDP structure is announced we will be ready to implement the new structure and have a program on day 1, where you will be able to measure things like, Neutral Steer Channel, Longitudinal Wheel slip, Lateral Slip Angle, Tire Analysis, Ride Height Analysis, Damper Histogram, Suspension FFT's, and much more!
Without a doubt, I post YouTube videos called, Tune that Car, I also run a tuning discord of about 400 members where I'm on everyday giving support and explaining vehicle dynamics, as well as documentation such as the one attached.
Hope telemetry API is pretty high dev priority. Sims without bass shaker + SimCommander4 isn't just the same. Of course I can easily wait for it just like VR guys need to, but sooner the better. Without SimVibe, feels like someone turned off part of my sim
Given what they have said regarding how critical the ride height is to aerodynamics, ride height and suspension travel traces are a must.