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Re:Writing an iRacing SDK Implementation in F# by tashoecraft on Saturday January 09, 2021 @12:46AM (#25697696)
Happy to see another iracer here. Got mine in June and it’s been a blast.

I’ve looked into doing some dev related work, seems like the apis are funky and limitations can be quite odd. This will probably be my inspiration to build out a side project.

Good luck, have fun, and see you on the track

Re:Writing an iRacing SDK Implementation in F# by sanesmith on Saturday January 09, 2021 @12:54AM (#25697752)
Thats awesome, glad I was able to inspire you!

Yeah, iRacing can be tons of fun and the level of realism is impressive. I live within walking distance of Circuit Gilles Villeneuve and have walked and biked the track more times than I can count and the the sim gets so many of the track details right.

Re:Writing an iRacing SDK Implementation in F# by dan00 on Saturday January 09, 2021 @05:13AM (#25699127)
Do you have any clue how the spotter gets the info of near opponents? So the basis for the „left/right side“ messages.

I would really like to have a visual spotter similar to Assetto Corsa Competizione.

Re:Writing an iRacing SDK Implementation in F# by philjohn on Saturday January 09, 2021 @06:43AM (#25699585)
The biggest limitation, IMHO, is limiting telemetry to 60hz which makes things like FFB and motion rigs less high fidelity.