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body_diff: "[{\"diffs\":[[1,\"# AC Rally — Telemetry Status & Research\\\n\\\n> **Game**: Assetto Corsa Rally (Early Access, v0.4 as of April 2026)\\\n> **Developer**: KUNOS Simulazioni / 505 Games\\\n> **Engine**: Customized Unreal Engine 5 (NOT AC1 engine, NOT AC EVO engine)\\\n> **Platform**: Windows only (no confirmed Linux/Proton support)\\\n> **Parser status**: ❌ Not applicable — no known telemetry output\\\n> **Steam App ID**: Unknown (Early Access since November 2025)\\\n\\\n---\\\n\\\n## Key Finding: Telemetry Availability Is UNKNOWN\\\n\\\nAC Rally is built on a **customized version of Unreal Engine 5** (confirmed by the official website at assettocorsa.gg). As of Early Access v0.4 (April 2026):\\\n\\\n- **No public telemetry API documentation** found\\\n- **No UDP protocol specification** published\\\n- **No community telemetry tools** found\\\n- **Patch notes** for v0.1–v0.4 do not mention telemetry support\\\n- The game's [official page](https://assettocorsa.gg/assetto-corsa-rally/) does not mention data output\\\n\\\n### Strategic Importance\\\n\\\nAC Rally is the **key differentiator** for our telemetry platform. As documented in the product roadmap (§16 of main project plan), **no competitor serves rally telemetry**. Track Titan, SimRacingSetup, VRS, and MoTeC all focus exclusively on circuit racing. AC Rally presents a unique market opportunity if we can capture and analyze its data.\\\n\\\n---\\\n\\\n## Cross-References\\\n\\\n- **AC original protocol**: [Assetto Corsa — UDP Telemetry Protocol Specification](joplin://aed9f3be040943048273a16e05a8100f)\\\n- **ACC protocol**: [ACC — UDP Telemetry Protocol Specification](joplin://6ae7005d9810437093d63470cff98b59)\\\n- **AC EVO status**: [AC EVO — Telemetry Status & Research](joplin://TODO_EVO_NOTE)\\\n- **PCARS protocol**: [Project CARS 1 & 2 — UDP Telemetry Protocol Specification](joplin://c6bd2c45938246fa9d61776deae9874b)\\\n- **Product roadmap**: [Sim Racing Telemetry Analysis Platform — Project Plan](joplin://6c0dcb2a567348fd9796f50c790082e4) (§16 — rally as key differentiator)\\\n\\\n---\\\n\\\n## Engine Analysis & Protocol Prediction\\\n\\\n### What We Know About the Engine\\\n\\\n- **Unreal Engine 5** (customized) — confirmed by official website: \\\"Powered by a customized version of Unreal Engine 5, tailored to the needs of a racing game\\\"\\\n- Physics based on \\\"a refined version of Assetto Corsa's physics engine\\\" — but the rendering/infrastructure is UE5\\\n- Laser-scanned real-world rally stages\\\n- Dynamic weather, day-night cycle, destructible environments\\\n- FWD, RWD, and AWD support with modular drivetrains\\\n- Professional co-driver pace notes\\\n- Physics-driven damage model\\\n- Online leaderboards and multiplayer\\\n\\\n### Protocol Predictions (Ranked by Likelihood)\\\n\\\n**1. ACC-style Registration Protocol (Most Likely — 50%)**\\\nSince AC Rally uses UE5 (and ACC uses UE4), KUNOS likely reuses the ACC telemetry framework with rally-specific extensions. The registration + multi-packet broadcast model is proven and works well for UE-based games.\\\n\\\n**2. UE5 Standard Telemetry (Possible — 25%)**\\\nUE5 has built-in telemetry and analytics capabilities. KUNOS might expose data through UE5's standard subsystem rather than a custom UDP protocol.\\\n\\\n**3. Evolved AC1-style (Unlikely — 15%)**\\\nDespite the physics heritage, the UE5 infrastructure makes the AC1-style direct UDP streaming less likely. The engine architecture doesn't naturally support the same socket model.\\\n\\\n**4. No Telemetry Yet (Possible — 10%)**\\\nBeing Early Access v0.4, telemetry may simply not be implemented yet.\\\n\\\n---\\\n\\\n## Rally-Specific Telemetry Requirements\\\n\\\nRally telemetry analysis requires fields that don't exist in circuit racing:\\\n\\\n### New Fields Needed (Not in AC1/ACC/PCARS)\\\n\\\n| Category | Field | Why It Matters |\\\n|---|---|---|\\\n| **Stage timing** | stage_time_ms | Instead of lap_time — single run, no laps |\\\n| **Stage progress** | stage_progress (0.0–1.0) | Like spline_position but for a stage |\\\n| **Split times** | intermediate_times[] | Multiple splits per stage (not just 3 sectors) |\\\n| **Surface type** | surface_type[4] per wheel | Gravel, tarmac, ice, snow, mud, grass |\\\n| **Surface grip** | surface_grip | Overall surface friction coefficient |\\\n| **Co-driver sync** | pace_note_index | Which pace note is currently active |\\\n| **Jump detection** | is_airborne, air_time | Rally stages have jumps — key coaching metric |\\\n| **Stage conditions** | stage_weather, stage_surface_evolution | Conditions change during a rally weekend |\\\n| **Damage accumulation** | cumulative_damage | Damage carries across stages in a rally weekend |\\\n| **Tyre choice** | tyre_type (gravel/asphalt/snow/ice) | Different tyres for different stages |\\\n| **Co-driver audio sync** | pace_note_trigger_time | When the call was made vs when the corner arrives |\\\n| **Stage restart** | is_stage_restart | Rally allows restarts within limits |\\\n\\\n### Rally-Specific Analysis Use Cases\\\n\\\n| Analysis | Description | Data Required |\\\n|---|---|---|\\\n| **Pace note timing** | Was the call too early/late? | pace_note_index, stage_progress, speed |\\\n| **Surface adaptation** | How did driving style change on mixed surfaces? | surface_type, slip_ratio, brake_pressure |\\\n| **Jump optimization** | Too fast/slow over crests? | is_airborne, air_time, speed before/after |\\\n| **Tyre strategy** | Which tyres for which stage conditions? | tyre_type, surface_type, stage_times |\\\n| **Damage management** | Is the driver too aggressive early in the rally? | cumulative_damage, stage_times |\\\n| **Gravel vs tarmac technique** | Different techniques for different surfaces | surface_type, steer_angle, throttle_map |\\\n| **Stage evolution** | How does grip change as more cars run? | stage_surface_evolution, split_times |\\\n| **Co-driver trust metric** | Does the driver follow pace notes? | pace_note_index, brake_point, actual_corner |\\\n\\\n---\\\n\\\n## Investigation Plan\\\n\\\n### Phase 1: Port Scanning (After Purchase)\\\n\\\nProbe common telemetry ports while the game is running:\\\n\\\n| Port | Purpose | What to Look For |\\\n|---|---|---|\\\n| 9000 | ACC-style default | Registration response after sending handshake |\\\n| 9996 | AC1 KSUDP legacy | Binary packets starting with `0x61` ('a') |\\\n| 5606 | PCARS-compatible | Binary packets with PCARS-style headers |\\\n| 8080 | HTTP/WebSocket | REST API or WebSocket handshake |\\\n| 0–65535 | Broad scan | Any UDP activity using `tcpdump` or `netstat` |\\\n\\\n### Phase 2: UE5-Specific Investigation\\\n\\\nSince AC Rally uses UE5, check for:\\\n- UE5 shared memory (Windows): `Local\\\\ACRally*` or similar mapped file names\\\n- UE5 UDP debugging: Unreal has built-in network debugging that sometimes exposes telemetry\\\n- UE5 analytics plugins: Some UE5 games expose data through the analytics framework\\\n- Configuration files mentioning telemetry/logging\\\n\\\n### Phase 3: File System Analysis\\\n\\\nCheck game directory for:\\\n- `docs/` folder (ACC had documentation here)\\\n- Configuration files mentioning UDP/telemetry\\\n- Shared memory configuration\\\n- Log files mentioning telemetry startup\\\n- Plugin directories\\\n\\\n### Phase 4: Community Monitoring\\\n\\\n- Watch official KUNOS Discord for rally telemetry discussions\\\n- Monitor OverTake.gg AC Rally forums\\\n- Check Steam discussions\\\n- Watch for third-party rally dashboards\\\n\\\n---\\\n\\\n## Comparison: AC Rally vs Other Rally Games\\\n\\\n| Game | Telemetry | Platform | Our Support |\\\n|---|---|---|---|\\\n| **AC Rally** | Unknown (EA) | Win | ❌ Planned |\\\n| **EA Sports WRC** | UDP out (Codemasters format) | Win/PS5/Xbox | ❌ Not planned |\\\n| **DiRT Rally 2.0** | UDP out (CM format) | Win | ❌ Not planned |\\\n| **Richard Burns Rally** | Plugin system | Win | ❌ Not planned |\\\n| **AC1 + Rally mods** | Same as AC1 (KSUDP/10101) | Win/Linux | ✅ Working |\\\n\\\n**AC Rally is the only modern rally sim with potential for Kunos-quality telemetry.** If KUNOS ports their telemetry infrastructure from ACC/EVO to Rally, we get rally-specific data with the same quality as circuit telemetry. No other product offers this combination.\\\n\\\n---\\\n\\\n## Prerequisites for Investigation\\\n\\\n1. **Purchase AC Rally** on Steam (~€30 during Early Access)\\\n2. **Windows environment** — AC Rally does not have Linux support\\\n3. **Port scanning tools**: `nmap`, `tcpdump`, `netstat`\\\n4. **Wireshark** for packet capture\\\n5. **UE5 debugging tools** (optional, for advanced investigation)\\\n\\\n---\\\n\\\n## Relevance to rusty-telemetry\\\n\\\n- **Priority**: HIGH — rally is our key differentiator (per §16 of product roadmap)\\\n- **Timeline**: Investigate as soon as game is purchased and core AC1 pipeline works\\\n- **Effort to support**: Depends on protocol — days if ACC-compatible, weeks if entirely new\\\n- **Unique value**: **No competitor serves rally telemetry analysis.** This alone could define our product.\\\n- **Rally mod advantage**: AC1 already has rally mods using the same parsers — we can start building rally analysis with AC1 data while waiting for AC Rally telemetry\\\n\\\n---\\\n\\\n*Created: 2026-06-06*\\\n*Status: Research/planning — game not yet purchased*\\\n*Next step: Purchase AC Rally, run port scan during gameplay*\\\n*Strategic note: This is the most important unknown — rally telemetry is our unique market position*\"]],\"start1\":0,\"start2\":0,\"length1\":0,\"length2\":8951}]"
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updated_time: 2026-06-06T08:24:11.587Z
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