Summary
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Researchers can use a Renault Cleo to prevent and manipulate data by preventing and manipulating a racing game.
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Project requirement may indicate decoding steering, acceleration and braking so that they can be translated into the game input.
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The real -world control was mapped into “supertxcart” in evidence of the concept, but the boundaries prevented complete integration.
latest Mario Kart Admission to Nintendo Switch 2 is very good. But have you ever wanted that it felt a little more … real? With a car and supertxcart, this can be done. One type.
Researchers have turned a standard hatchback into a completely functional controller that works for a racing video game. The project was done by the UK -based Safety Consultancy Pen Test Partners (PTP). The team used its in-house research vehicle, 2016 Renault Cleo for the experiment, and the final goal was to showcase how the controller sector network (can) data is to stop and manipulate, which is an important skill for someone to enter the field of automotive security. The can simply allow the internal communication network that allows various electronic control units (ECUs) to exchange information in a car, enabling tasks such as braking, speed and steering.
So it has valid, serious applications that are not playing games. But you could. By tapping in this network, the researchers targeted the car’s real-world control to the input of “supertxcart”, which is an independent and open-source racing game similar to “Mario Cart”. The technical effort was led by PTP’s hardware hacker, David Lodge, which was started by physically siptiicing in Cleo’s can wiring. This also requires decoding the edge of data flowing through the network. For this, to study vehicle documentation, using the open-source tool designed to understand the Cleo-specific code, and of course, good old testing and error and some elbow and some elbows (perhaps literally) were required to be used. Lodge carefully pressed the paddle and replaced the steering wheel to see which “mediation ID” – identifier for identifiers for messages – ideologically for every specific action.
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Once specific signals for steering, acceleration and braking were isolated, they were translated into sports inputs. The brake was relatively straightforward to configure, as they serve as a simple on/off switch. However, Steering presented a physical challenge. Since the car was stable, the aggressive twist exhibition wore the tire over the exhibition floor. The team solved this by setting a minimum steering angle threshold for in-game control without damaging the vehicle.
The project was not without its limits. The team had expected to use Cleo’s horn to activate in-game items such as power-ups, but they came to know that the can bus is not sent to operate the horn in the can bus. In addition, a tight time limit stopped them from connecting the actual speedometer of the car to the game display, although the lodge is confident that it can be obtained by sending a specific message to the vehicle’s instrument cluster. The end result probably is probably nothing that feels good to play, and it will not be clearly something you will ever find to play, but this is a good proof of the concept.
Source: register

