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Here is something I have been working on - looking at how ICR2 uses memory during the game. I was able to identify a few chunks of memory that appear to contain real-time DLONG, DLAT, speed, rotation, and other values for every car on the track. 

Because I am now focusing my attention on the Rendition version, I needed a way to access Dosbox memory. But since the game may load into a different place in memory within the Dosbox process during each session, I wrote a program that searches for a unique series of bytes (which I decided would be the words "license with Bob" occurring at a known address in the exe file). From there, it calculates where the base address of the exe file must be at, so then I can tell it to find other known memory/exe addresses from that "anchor" point.

I made a rough overlay program that shows some of what I found, as well as an implementation of split times.



I am hoping to continue to make more useful add-ons like a full field rundown, or other features like in the Pribluda GPL add-on (thanks to jxeboy for pointing that out to me). I was also chatting with some folks that it may be possible to add rudimentary force feedback support using some of the real-time, however I might defer that to some other developers due to the advanced skills needed, and the fact that I have never played a racing game with FFB before.

More adventurous is to see if I can make a program that writes to memory, for example, if I make a boost button that temporarily provides more engine power.

P.S. Some fun facts from this video:
- You can actually get more than 45 inches of boost! I am guessing Papyrus realized that they couldn't be showing you 45.4 inches on the dashboard so all the numbers are rounded down to the last integer.
- "Durability" is a number that decreases when you overrev (i.e. slightly below engine blowing rpm). It may increase your odds of breakdown the lower this number gets.
That's really awesome! I guess you could add this to your custom dashboard?
This would maybe be helpful for making LP files... If we could convert DLONG to records (easy!) and then track speed and DLAT.
it's looking brilliant. Thanks Checkpoint. The split times readout is surely looking similar to pribluda, which has been a great utility for GPL, helping to lift GPL driving experience to another level. I think your utility can do the same for icr2. Am hoping at some point you can have a go at graphical display of lap times/speeds for saved replays. eg speed (y axis) vs position on track (longitudal), where different laps at same track can be compared on a graph. This is like the GPLRA utility of GPL. I know there is an old utility that kind of does this for icr2, but it was just an alpha I think, and a bit limited. I had found a way to do this and hoped I could get it to the level to share with the community, but my computer skills are pretty limited and it's just very basic and not intuitive - not much use...
Update on my live timing/telemetry project! It has a customizable timing overlay and optional radar overlay. I am still working on making it more user-friendly to configure and then will post a release version.

Preview of new track map feature + live timing. The app will now extract the .trk file and use it to draw the centerline. The circles representing each car is colored based on the LP line it is currently using.

I'm in minority but I'm against all this things. What I love about old papy sims is that when you jump into the car - you are alone without all this on screen garbage that can be seen all over youtube from all streamers. Pitboard is your main source of information, F2 standig if you want bit more. And that's is enough, anything more is absolutely unnecessary and kills main gameplay spirit.
I think it is cool that this can now be done. If anyone does not like it, there is always the option of not using any of it Smiley
(09-28-2025, 06:08 PM)checkpoint10 Wrote: [ -> ]Wonderful!!
Excellent job!

(09-28-2025, 11:01 PM)Pavel 69 Wrote: [ -> ]I'm in minority but I'm against all this things. What I love about old papy sims is that when you jump into the car - you are alone without all this on screen garbage that can be seen all over youtube from all streamers. Pitboard is your main source of information, F2 standig if you want bit more. And that's is enough, anything more is absolutely unnecessary and kills main gameplay spirit.

I appreciate your thoughts on this. And I agree with you that if I were to actually play ICR2 I would want as much immersion as possible. But my hope for these projects is that we can understand the sim better so that, for example, we can make better LP lines or something else that increases the realism. But I also know that part of this exercise may take away the magic - and for me, the old Papy sims have a certain quality to them that makes them seem alive and with personality. So, if we get close to understanding all the algorithms (like if we discover that a car switches to PASS1 or PASS2 when it's within 100 feet of the car in front), does that take away the mystery and the joy of playing the game? Maybe a little bit, but for me I think I gain a greater sense of appreciation for the game if I knew how it worked.

And since the game is so old and it is effectively only single player mode nowadays, at least there needs to be no discussion about the ethics of competing (against real people) using these add-ons. And whether it would be good to see streamers with all this information overload - if I may give GPLaps a shout out, I believe he has always brought good taste and classiness to his productions and I don't think that would change no matter what we come up with on the modding side!

The other angle I've thought about is, if we look at the track map and the live timing, your race engineer probably has access to all of this information in real time. So maybe this project could spark other projects like a virtual race engineer who gets a continual feed of this data and talks with you on the radio (like they did in real life) and you get your information like that instead of through these overlays. Or maybe we want to simulate the older eras and all you get is a pitboard every few laps, but reflecting strategic decisions being made in the background from all the data.

@sandro_nunes We haven't seen you in a while but thanks for starting all the research with magic addresses. It has led to some interesting things.
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