This is a TypeScript UDP client and telemetry parser for Codemasters F1 2021 game that enables the consumption of such information.
The F1 series of games support the outputting of key game data via a UDP data stream. This data can be interpreted by external apps or connected peripherals for a range of different uses, including providing additional telemetry information, customised HUD displays, motion platform hardware support or providing force feedback data for custom steering wheels.
you can forward the udp data to your laptop, phone or any other other device for development or other consumption
npx f1-2021-udp --forward 192.168.88.114:20777 192.168.88.200:20777
you can log the parsed data to the console using any of the packet id's
npx f1-2021-udp --log 0 1 2 3 4 5 6 7 8 9 10 11
npm install f1-2021-udp
import { F1TelemetryClient } from "f1-2021-udp";
/*
* 'port' is optional, defaults to 20777
* 'bigintEnabled' is optional, defaults to true
setting it to false makes the parser skip bigint values
* 'binaryButtonFlags' is optional, defaults to false
setting it to true makes the parser return an object
with a binary flag for every button
* 'forwardAddresses' is optional, defaults to undefined
it's an array of Address objects to forward unparsed telemetry to.
each address object is comprised of a port and an optional ip address
* 'skipParsing' is optional, defaults to false
setting it to true will make the client not parse and emit content.
You can consume telemetry data using forwardAddresses instead.
*/
const client: F1TelemetryClient = new F1TelemetryClient();
// motion 0
client.on('motion',function(data) {
console.log(data);
})
// session 1
client.on('session',function(data) {
console.log(data);
})
// lap data 2
client.on('lapData',function(data) {
console.log(data);
})
// event 3
client.on('event',function(data) {
console.log(data);
})
// participants 4
client.on('participants',function(data) {
console.log(data);
})
// car setup 5
client.on('carSetups',function(data) {
console.log(data);
})
// car telemetry 6
client.on('carTelemetry',function(data) {
console.log(data);
})
// car status 7
client.on('carStatus',function(data) {
console.log(data);
})
// final classification 8
client.on('finalClassification',function(data) {
console.log(data);
})
// lobby info 9
client.on('lobbyInfo',function(data) {
console.log(data);
})
// car damage 10
client.on('carDamage',function(data) {
console.log(data);
})
// session history 11
client.on('sessionHistory',function(data) {
console.log(data);
})
// to start listening:
client.start();
// and when you want to stop:
client.stop();
import { F1TelemetryClient, constants } from "f1-2021-udp";
const { PACKETS } = constants;
const client = new F1TelemetryClient();
client.on(PACKETS.motion,function(data) {
console.log(data);
})
const client = new F1TelemetryClient({binaryButtonFlags: true});
/*
* 'binaryButtonFlags' is optional, defaults to false
setting it to true makes the parser return an object
with a binary flag for every button
*/
{
"m_header": {
"m_packetFormat": 2021,
"m_gameMajorVersion": 1,
"m_gameMinorVersion": 10,
"m_packetVersion": 1,
"m_packetId": 3,
"m_sessionUID": 1110141079483444784,
"m_sessionTime": 4221.21923828125,
"m_frameIdentifier": 281654,
"m_playerCarIndex": 0,
"m_secondaryPlayerCarIndex": 255
},
"m_eventStringCode": "BUTN",
"Buttons": {
"bit1": 0,
"bit2": 0,
"bit3": 0,
"bit4": 0,
"bit5": 0,
"bit6": 0,
"bit7": 0,
"bit8": 0,
"Right_Stick_Right": 0,
"Right_Stick_Up": 0,
"Right_Stick_Down": 0,
"Special": 0,
"bit13": 0,
"bit14": 0,
"bit15": 0,
"bit16": 0,
"Options_or_Menu": 0,
"L1_or_LB": 0,
"R1_or_RB": 0,
"L2_or_LT": 0,
"R2_or_RT": 1,
"Left_Stick_Click": 0,
"Right_Stick_Click": 0,
"Right_Stick_Left": 0,
"Cross_or_A": 0,
"Triangle_or_Y": 0,
"Circle_or_B": 0,
"Square_or_X": 1,
"D_Pad_Left": 0,
"D_Pad_Right": 1,
"D_Pad_Up": 0,
"D_Pad_Down": 0
}
}
{
"m_header": {
"m_packetFormat": 2021,
"m_gameMajorVersion": 1,
"m_gameMinorVersion": 10,
"m_packetVersion": 1,
"m_packetId": 3,
"m_sessionUID": 1110141079483444784,
"m_sessionTime": 4221.21923828125,
"m_frameIdentifier": 281654,
"m_playerCarIndex": 0,
"m_secondaryPlayerCarIndex": 255
},
"m_eventStringCode": "BUTN",
"Buttons": {
"m_buttonStatus": 524288
}
}
export interface PacketEventData {
m_header: PacketHeader;
m_eventStringCode: string;
FastestLap?: FastestLap;
Retirement?: Retirement;
TeamMateInPits?: TeamMateInPits;
RaceWinner?: RaceWinner;
Penalty?: Penalty;
SpeedTrap?: SpeedTrap;
StartLIghts?: StartLIghts;
StartLightsOut?: StartLightsOutParser;
DriveThroughPenaltyServed?: DriveThroughPenaltyServed;
StopGoPenaltyServed?: StopGoPenaltyServed;
Flashback?: Flashback;
Buttons?: Buttons;
}
The following links contain information that summarises the UDP data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game.
This project is originally a fork of f1-telemetry-client.
Licensed under the MIT License.
- Data Output from F1 2021
- Contents
- Overview
- Packet Information
- Packet IDs
- FAQS
- How do I enable the UDP Telemetry Output?
- What has changed since last year?
- What is the order of the wheel arrays?
- Do the vehicle indices change?
- What encoding format is used?
- Are the data structures packed?
- Will there always be 20 cars in the data structures?
- How often are updated packets sent?
- Will my old app still work with F1 2021?
- How do I enable D-BOX output?
- How can I disable in-game support for LED device?
- Can I configure the UDP output using an XML File?
- Appendices
The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices).
The following information summarise these data structures so that developers of supporting hardware or software can configure these to work correctly with the F1 game.
Note: To ensure that you are using the latest specification for this game, please check our official forum page here.
If you cannot find the information that you require then please contact the team via the official Codemasters forum thread listed above, or raise a bug report through the F1 2021 forum, and a member of the team will respond to your query as soon as possible.
Each packet can now carry different types of data rather than having one packet which contains everything. A header has been added to each packet as well so that versioning can be tracked and it will be easier for applications to check they are interpreting the incoming data in the correct way. Please note that all values are encoded using Little Endian format. All data is packed.
The following data types are used in the structures:
Type | Description |
---|---|
uint8 | Unsigned 8-bit integer |
int8 | Signed 8-bit integer |
uint16 | Unsigned 16-bit integer |
int16 | Signed 16-bit integer |
uint32 | Unsigned 32-bit integer |
float | Floating point (32-bit) |
uint64 | Unsigned 64-bit integer |
Each packet has the following header:
struct PacketHeader
{
uint16 m_packetFormat; // 2021
uint8 m_gameMajorVersion; // Game major version - "X.00"
uint8 m_gameMinorVersion; // Game minor version - "1.XX"
uint8 m_packetVersion; // Version of this packet type,
// all start from 1
uint8 m_packetId; // Identifier for the packet type,
// see below
uint64 m_sessionUID; // Unique identifier for the session
float m_sessionTime; // Session timestamp
uint32 m_frameIdentifier; // Identifier for the frame the data
// was retrieved on
uint8 m_playerCarIndex; // Index of player's car in the array
uint8 m_secondaryPlayerCarIndex; // Index of secondary player's car in
// the array (split-screen)
// 255 if no second player
};
The packets IDs are as follows:
Packet Name | Value | Description |
---|---|---|
Motion | 0 | Contains all motion data for player’s car – only sent while player is in control |
Session | 1 | Data about the session – track, time left |
Lap Data | 2 | Data about all the lap times of cars in the session |
Event | 3 | Various notable events that happen during a session |
Participants | 4 | List of participants in the session, mostly relevant for multiplayer |
Car Setups | 5 | Packet detailing car setups for cars in the race |
Car Telemetry | 6 | Telemetry data for all cars |
Car Status | 7 | Status data for all cars |
Final Classification | 8 | Final classification confirmation at the end of a race |
Lobby Info | 9 | Information about players in a multiplayer lobby |
Car Damage | 10 | Damage status for all cars |
Session History | 11 | Lap and tyre data for session |
The motion packet gives physics data for all the cars being driven. There is additional data for the car being driven with the goal of being able to drive a motion platform setup. N.B. For the normalised vectors below, to convert to float values divide by 32767.0f – 16-bit signed values are used to pack the data and on the assumption that direction values are always between -1.0f and 1.0f.
Frequency: Rate as specified in menus
Size: 1464 bytes
Version: 1
struct CarMotionData
{
float m_worldPositionX; // World space X position
float m_worldPositionY; // World space Y position
float m_worldPositionZ; // World space Z position
float m_worldVelocityX; // Velocity in world space X
float m_worldVelocityY; // Velocity in world space Y
float m_worldVelocityZ; // Velocity in world space Z
int16 m_worldForwardDirX; // World space forward X direction (normalised)
int16 m_worldForwardDirY; // World space forward Y direction (normalised)
int16 m_worldForwardDirZ; // World space forward Z direction (normalised)
int16 m_worldRightDirX; // World space right X direction (normalised)
int16 m_worldRightDirY; // World space right Y direction (normalised)
int16 m_worldRightDirZ; // World space right Z direction (normalised)
float m_gForceLateral; // Lateral G-Force component
float m_gForceLongitudinal; // Longitudinal G-Force component
float m_gForceVertical; // Vertical G-Force component
float m_yaw; // Yaw angle in radians
float m_pitch; // Pitch angle in radians
float m_roll; // Roll angle in radians
};
struct PacketMotionData
{
PacketHeader m_header; // Header
CarMotionData m_carMotionData:[22]; // Data for all cars on track
// Extra player car ONLY data
float m_suspensionPosition[4]; // Note: All wheel arrays have the following order:
float m_suspensionVelocity[4]; // RL, RR, FL, FR
float m_suspensionAcceleration[4]; // RL, RR, FL, FR
float m_wheelSpeed[4]; // Speed of each wheel
float m_wheelSlip[4]; // Slip ratio for each wheel
float m_localVelocityX; // Velocity in local space
float m_localVelocityY; // Velocity in local space
float m_localVelocityZ; // Velocity in local space
float m_angularVelocityX; // Angular velocity x-component
float m_angularVelocityY; // Angular velocity y-component
float m_angularVelocityZ; // Angular velocity z-component
float m_angularAccelerationX; // Angular velocity x-component
float m_angularAccelerationY; // Angular velocity y-component
float m_angularAccelerationZ; // Angular velocity z-component
float m_frontWheelsAngle; // Current front wheels angle in radians
};
The session packet includes details about the current session in progress.
Frequency: 2 per second
Size: 625 bytes
Version: 1
struct MarshalZone
{
float m_zoneStart; // Fraction (0..1) of way through the lap the marshal zone starts
int8 m_zoneFlag; // -1 = invalid/unknown, 0 = none, 1 = green, 2 = blue, 3 = yellow, 4 = red
};
struct WeatherForecastSample
{
uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P, 5 = Q1
// 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ, 10 = R, 11 = R2
// 12 = Time Trial
uint8 m_timeOffset; // Time in minutes the forecast is for
uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast
// 3 = light rain, 4 = heavy rain, 5 = storm
int8 m_trackTemperature; // Track temp. in degrees Celsius
int8 m_trackTemperatureChange; // Track temp. change – 0 = up, 1 = down, 2 = no change
int8 m_airTemperature; // Air temp. in degrees celsius
int8 m_airTemperatureChange; // Air temp. change – 0 = up, 1 = down, 2 = no change
uint8 m_rainPercentage; // Rain percentage (0-100)
};
struct PacketSessionData
{
PacketHeader m_header; // Header
uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast
// 3 = light rain, 4 = heavy rain, 5 = storm
int8 m_trackTemperature; // Track temp. in degrees celsius
int8 m_airTemperature; // Air temp. in degrees celsius
uint8 m_totalLaps; // Total number of laps in this race
uint16 m_trackLength; // Track length in metres
uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P
// 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ
// 10 = R, 11 = R2, 12 = R3, 13 = Time Trial
int8 m_trackId; // -1 for unknown, 0-21 for tracks, see appendix
uint8 m_formula; // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2,
// 3 = F1 Generic
uint16 m_sessionTimeLeft; // Time left in session in seconds
uint16 m_sessionDuration; // Session duration in seconds
uint8 m_pitSpeedLimit; // Pit speed limit in kilometres per hour
uint8 m_gamePaused; // Whether the game is paused
uint8 m_isSpectating; // Whether the player is spectating
uint8 m_spectatorCarIndex; // Index of the car being spectated
uint8 m_sliProNativeSupport; // SLI Pro support, 0 = inactive, 1 = active
uint8 m_numMarshalZones; // Number of marshal zones to follow
MarshalZone m_marshalZones[21]; // List of marshal zones – max 21
uint8 m_safetyCarStatus; // 0 = no safety car, 1 = full
// 2 = virtual, 3 = formation lap
uint8 m_networkGame; // 0 = offline, 1 = online
uint8 m_numWeatherForecastSamples; // Number of weather samples to follow
WeatherForecastSample m_weatherForecastSamples[56]; // Array of weather forecast samples
uint8 m_forecastAccuracy; // 0 = Perfect, 1 = Approximate
uint8 m_aiDifficulty; // AI Difficulty rating – 0-110
uint32 m_seasonLinkIdentifier; // Identifier for season - persists across saves
uint32 m_weekendLinkIdentifier; // Identifier for weekend - persists across saves
uint32 m_sessionLinkIdentifier; // Identifier for session - persists across saves
uint8 m_pitStopWindowIdealLap; // Ideal lap to pit on for current strategy (player)
uint8 m_pitStopWindowLatestLap; // Latest lap to pit on for current strategy (player)
uint8 m_pitStopRejoinPosition; // Predicted position to rejoin at (player)
uint8 m_steeringAssist; // 0 = off, 1 = on
uint8 m_brakingAssist; // 0 = off, 1 = low, 2 = medium, 3 = high
uint8 m_gearboxAssist; // 1 = manual, 2 = manual & suggested gear, 3 = auto
uint8 m_pitAssist; // 0 = off, 1 = on
uint8 m_pitReleaseAssist; // 0 = off, 1 = on
uint8 m_ERSAssist; // 0 = off, 1 = on
uint8 m_DRSAssist; // 0 = off, 1 = on
uint8 m_dynamicRacingLine; // 0 = off, 1 = corners only, 2 = full
uint8 m_dynamicRacingLineType; // 0 = 2D, 1 = 3D
};
The lap data packet gives details of all the cars in the session.
Frequency: Rate as specified in menus
Size: 970 bytes
Version: 1
struct LapData
{
uint32 m_lastLapTimeInMS; // Last lap time in milliseconds
uint32 m_currentLapTimeInMS; // Current time around the lap in milliseconds
uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds
uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds
float m_lapDistance; // Distance vehicle is around current lap in metres – could
// be negative if line hasn’t been crossed yet
float m_totalDistance; // Total distance travelled in session in metres – could
// be negative if line hasn’t been crossed yet
float m_safetyCarDelta; // Delta in seconds for safety car
uint8 m_carPosition; // Car race position
uint8 m_currentLapNum; // Current lap number
uint8 m_pitStatus; // 0 = none, 1 = pitting, 2 = in pit area
uint8 m_numPitStops; // Number of pit stops taken in this race
uint8 m_sector; // 0 = sector1, 1 = sector2, 2 = sector3
uint8 m_currentLapInvalid; // Current lap invalid - 0 = valid, 1 = invalid
uint8 m_penalties; // Accumulated time penalties in seconds to be added
uint8 m_warnings; // Accumulated number of warnings issued
uint8 m_numUnservedDriveThroughPens; // Num drive through pens left to serve
uint8 m_numUnservedStopGoPens; // Num stop go pens left to serve
uint8 m_gridPosition; // Grid position the vehicle started the race in
uint8 m_driverStatus; // Status of driver - 0 = in garage, 1 = flying lap
// 2 = in lap, 3 = out lap, 4 = on track
uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active
// 3 = finished, 4 = didnotfinish, 5 = disqualified
// 6 = not classified, 7 = retired
uint8 m_pitLaneTimerActive; // Pit lane timing, 0 = inactive, 1 = active
uint16 m_pitLaneTimeInLaneInMS; // If active, the current time spent in the pit lane in ms
uint16 m_pitStopTimerInMS; // Time of the actual pit stop in ms
uint8 m_pitStopShouldServePen; // Whether the car should serve a penalty at this stop
};
struct PacketLapData
{
PacketHeader m_header; // Header
LapData m_lapData[22]; // Lap data for all cars on track
};
This packet gives details of events that happen during the course of a session.
Frequency: When the event occurs
Size: 36 bytes
Version: 1
// The event details packet is different for each type of event.
// Make sure only the correct type is interpreted.
union EventDataDetails
{
struct
{
uint8 vehicleIdx; // Vehicle index of car achieving fastest lap
float lapTime; // Lap time is in seconds
} FastestLap;
struct
{
uint8 vehicleIdx; // Vehicle index of car retiring
} Retirement;
struct
{
uint8 vehicleIdx; // Vehicle index of team mate
} TeamMateInPits;
struct
{
uint8 vehicleIdx; // Vehicle index of the race winner
} RaceWinner;
struct
{
uint8 penaltyType; // Penalty type – see Appendices
uint8 infringementType; // Infringement type – see Appendices
uint8 vehicleIdx; // Vehicle index of the car the penalty is applied to
uint8 otherVehicleIdx; // Vehicle index of the other car involved
uint8 time; // Time gained, or time spent doing action in seconds
uint8 lapNum; // Lap the penalty occurred on
uint8 placesGained; // Number of places gained by this
} Penalty;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle triggering speed trap
float speed; // Top speed achieved in kilometres per hour
uint8 overallFastestInSession; // Overall fastest speed in session = 1, otherwise 0
uint8 driverFastestInSession; // Fastest speed for driver in session = 1, otherwise 0
} SpeedTrap;
struct
{
uint8 numLights; // Number of lights showing
} StartLIghts;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle serving drive through
} DriveThroughPenaltyServed;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle serving stop go
} StopGoPenaltyServed;
struct
{
uint32 flashbackFrameIdentifier; // Frame identifier flashed back to
float flashbackSessionTime; // Session time flashed back to
} Flashback;
struct
{
uint32 m_buttonStatus; // Bit flags specifying which buttons are being pressed
// currently - see appendices
} Buttons;
};
struct PacketEventData
{
PacketHeader m_header; // Header
uint8 m_eventStringCode[4]; // Event string code, see below
EventDataDetails m_eventDetails; // Event details - should be interpreted differently
// for each type
};
Event | Code | Description |
---|---|---|
Session Started | “SSTA” | Sent when the session starts |
Session Ended | “SEND” | Sent when the session ends |
Fastest Lap | “FTLP” | When a driver achieves the fastest lap |
Retirement | “RTMT” | When a driver retires |
DRS enabled | “DRSE” | Race control have enabled DRS |
DRS disabled | “DRSD” | Race control have disabled DRS |
Team mate in pits | “TMPT” | Your team mate has entered the pits |
Chequered flag | “CHQF” | The chequered flag has been waved |
Race Winner | “RCWN” | The race winner is announced |
Penalty Issued | “PENA” | A penalty has been issued – details in event |
Speed Trap Triggered | “SPTP” | Speed trap has been triggered by fastest speed |
Start lights | “STLG” | Start lights – number shown |
Lights out | “LGOT” | Lights out |
Drive through served | “DTSV” | Drive through penalty served |
Stop go served | “SGSV” | Stop go penalty served |
Flashback | “FLBK” | Flashback activated |
Button status | “BUTN” | Button status changed |
This is a list of participants in the race. If the vehicle is controlled by AI, then the name will be the driver name. If this is a multiplayer game, the names will be the Steam Id on PC, or the LAN name if appropriate.
N.B. on Xbox One, the names will always be the driver name, on PS4 the name will be the LAN name if playing a LAN game, otherwise it will be the driver name.
The array should be indexed by vehicle index.
Frequency: Every 5 seconds
Size: 1257 bytes
Version: 1
struct ParticipantData
{
uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled
uint8 m_driverId; // Driver id - see appendix, 255 if network human
uint8 m_networkId; // Network id – unique identifier for network players
uint8 m_teamId; // Team id - see appendix
uint8 m_myTeam; // My team flag – 1 = My Team, 0 = otherwise
uint8 m_raceNumber; // Race number of the car
uint8 m_nationality; // Nationality of the driver
char m_name[48]; // Name of participant in UTF-8 format – null terminated
// Will be truncated with … (U+2026) if too long
uint8 m_yourTelemetry; // The player's UDP setting, 0 = restricted, 1 = public
};
struct PacketParticipantsData
{
PacketHeader m_header; // Header
uint8 m_numActiveCars; // Number of active cars in the data – should match number of
// cars on HUD
ParticipantData m_participants[22];
};
This packet details the car setups for each vehicle in the session. Note that in multiplayer games, other player cars will appear as blank, you will only be able to see your car setup and AI cars.
Frequency: 2 per second
Size: 1102 bytes
Version: 1
struct CarSetupData
{
uint8 m_frontWing; // Front wing aero
uint8 m_rearWing; // Rear wing aero
uint8 m_onThrottle; // Differential adjustment on throttle (percentage)
uint8 m_offThrottle; // Differential adjustment off throttle (percentage)
float m_frontCamber; // Front camber angle (suspension geometry)
float m_rearCamber; // Rear camber angle (suspension geometry)
float m_frontToe; // Front toe angle (suspension geometry)
float m_rearToe; // Rear toe angle (suspension geometry)
uint8 m_frontSuspension; // Front suspension
uint8 m_rearSuspension; // Rear suspension
uint8 m_frontAntiRollBar; // Front anti-roll bar
uint8 m_rearAntiRollBar; // Front anti-roll bar
uint8 m_frontSuspensionHeight; // Front ride height
uint8 m_rearSuspensionHeight; // Rear ride height
uint8 m_brakePressure; // Brake pressure (percentage)
uint8 m_brakeBias; // Brake bias (percentage)
float m_rearLeftTyrePressure; // Rear left tyre pressure (PSI)
float m_rearRightTyrePressure; // Rear right tyre pressure (PSI)
float m_frontLeftTyrePressure; // Front left tyre pressure (PSI)
float m_frontRightTyrePressure; // Front right tyre pressure (PSI)
uint8 m_ballast; // Ballast
float m_fuelLoad; // Fuel load
};
struct PacketCarSetupData
{
PacketHeader m_header; // Header
CarSetupData m_carSetups[22];
};
This packet details telemetry for all the cars in the race. It details various values that would be recorded on the car such as speed, throttle application, DRS etc. Note that the rev light configurations are presented separately as well and will mimic real life driver preferences.
Frequency: Rate as specified in menus
Size: 1347 bytes
Version: 1
struct CarTelemetryData
{
uint16 m_speed; // Speed of car in kilometres per hour
float m_throttle; // Amount of throttle applied (0.0 to 1.0)
float m_steer; // Steering (-1.0 (full lock left) to 1.0 (full lock right))
float m_brake; // Amount of brake applied (0.0 to 1.0)
uint8 m_clutch; // Amount of clutch applied (0 to 100)
int8 m_gear; // Gear selected (1-8, N=0, R=-1)
uint16 m_engineRPM; // Engine RPM
uint8 m_drs; // 0 = off, 1 = on
uint8 m_revLightsPercent; // Rev lights indicator (percentage)
uint16 m_revLightsBitValue; // Rev lights (bit 0 = leftmost LED, bit 14 = rightmost LED)
uint16 m_brakesTemperature[4]; // Brakes temperature (celsius)
uint8 m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius)
uint8 m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius)
uint16 m_engineTemperature; // Engine temperature (celsius)
float m_tyresPressure[4]; // Tyres pressure (PSI)
uint8 m_surfaceType[4]; // Driving surface, see appendices
};
struct PacketCarTelemetryData
{
PacketHeader m_header; // Header
CarTelemetryData m_carTelemetryData[22];
uint8 m_mfdPanelIndex; // Index of MFD panel open - 255 = MFD closed
// Single player, race – 0 = Car setup, 1 = Pits
// 2 = Damage, 3 = Engine, 4 = Temperatures
// May vary depending on game mode
uint8 m_mfdPanelIndexSecondaryPlayer; // See above
int8 m_suggestedGear; // Suggested gear for the player (1-8)
// 0 if no gear suggested
};
This packet details car statuses for all the cars in the race.
Frequency: Rate as specified in menus
Size: 1058 bytes
Version: 1
struct CarStatusData
{
uint8 m_tractionControl; // Traction control - 0 = off, 1 = medium, 2 = full
uint8 m_antiLockBrakes; // 0 (off) - 1 (on)
uint8 m_fuelMix; // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max
uint8 m_frontBrakeBias; // Front brake bias (percentage)
uint8 m_pitLimiterStatus; // Pit limiter status - 0 = off, 1 = on
float m_fuelInTank; // Current fuel mass
float m_fuelCapacity; // Fuel capacity
float m_fuelRemainingLaps; // Fuel remaining in terms of laps (value on MFD)
uint16 m_maxRPM; // Cars max RPM, point of rev limiter
uint16 m_idleRPM; // Cars idle RPM
uint8 m_maxGears; // Maximum number of gears
uint8 m_drsAllowed; // 0 = not allowed, 1 = allowed
uint16 m_drsActivationDistance; // 0 = DRS not available, non-zero - DRS will be available
// in [X] metres
uint8 m_actualTyreCompound; // F1 Modern - 16 = C5, 17 = C4, 18 = C3, 19 = C2, 20 = C1
// 7 = inter, 8 = wet
// F1 Classic - 9 = dry, 10 = wet
// F2 – 11 = super soft, 12 = soft, 13 = medium, 14 = hard
// 15 = wet
uint8 m_visualTyreCompound; // F1 visual (can be different from actual compound)
// 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet
// F1 Classic – same as above
// F2 ‘19, 15 = wet, 19 – super soft, 20 = soft
// 21 = medium , 22 = hard
uint8 m_tyresAgeLaps; // Age in laps of the current set of tyres
int8 m_vehicleFiaFlags; // -1 = invalid/unknown, 0 = none, 1 = green
// 2 = blue, 3 = yellow, 4 = red
float m_ersStoreEnergy; // ERS energy store in Joules
uint8 m_ersDeployMode; // ERS deployment mode, 0 = none, 1 = medium
// 2 = hotlap, 3 = overtake
float m_ersHarvestedThisLapMGUK; // ERS energy harvested this lap by MGU-K
float m_ersHarvestedThisLapMGUH; // ERS energy harvested this lap by MGU-H
float m_ersDeployedThisLap; // ERS energy deployed this lap
uint8 m_networkPaused; // Whether the car is paused in a network game
};
struct PacketCarStatusData
{
PacketHeader m_header; // Header
CarStatusData m_carStatusData[22];
};
This packet details the final classification at the end of the race, and the data will match with the post race results screen. This is especially useful for multiplayer games where it is not always possible to send lap times on the final frame because of network delay.
Frequency: Once at the end of a race
Size: 839 bytes
Version: 1
struct FinalClassificationData
{
uint8 m_position; // Finishing position
uint8 m_numLaps; // Number of laps completed
uint8 m_gridPosition; // Grid position of the car
uint8 m_points; // Number of points scored
uint8 m_numPitStops; // Number of pit stops made
uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active
// 3 = finished, 4 = didnotfinish, 5 = disqualified
// 6 = not classified, 7 = retired
uint32 m_bestLapTimeInMS; // Best lap time of the session in milliseconds
double m_totalRaceTime; // Total race time in seconds without penalties
uint8 m_penaltiesTime; // Total penalties accumulated in seconds
uint8 m_numPenalties; // Number of penalties applied to this driver
uint8 m_numTyreStints; // Number of tyres stints up to maximum
uint8 m_tyreStintsActual[8]; // Actual tyres used by this driver
uint8 m_tyreStintsVisual[8]; // Visual tyres used by this driver
};
struct PacketFinalClassificationData
{
PacketHeader m_header; // Header
uint8 m_numCars; // Number of cars in the final classification
FinalClassificationData m_classificationData[22];
};
This packet details the players currently in a multiplayer lobby. It details each player’s selected car, any AI involved in the game and also the ready status of each of the participants.
Frequency: Two every second when in the lobby
Size: 1191 bytes
Version: 1
struct LobbyInfoData
{
uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled
uint8 m_teamId; // Team id - see appendix (255 if no team currently selected)
uint8 m_nationality; // Nationality of the driver
char m_name[48]; // Name of participant in UTF-8 format – null terminated
// Will be truncated with ... (U+2026) if too long
uint8 m_carNumber; // Car number of the player
uint8 m_readyStatus; // 0 = not ready, 1 = ready, 2 = spectating
};
struct PacketLobbyInfoData
{
PacketHeader m_header; // Header
// Packet specific data
uint8 m_numPlayers; // Number of players in the lobby data
LobbyInfoData m_lobbyPlayers[22];
};
This packet details car damage parameters for all the cars in the race.
Frequency: 2 per second
Size: 882 bytes
Version: 1
struct CarDamageData
{
float m_tyresWear[4]; // Tyre wear (percentage)
uint8 m_tyresDamage[4]; // Tyre damage (percentage)
uint8 m_brakesDamage[4]; // Brakes damage (percentage)
uint8 m_frontLeftWingDamage; // Front left wing damage (percentage)
uint8 m_frontRightWingDamage; // Front right wing damage (percentage)
uint8 m_rearWingDamage; // Rear wing damage (percentage)
uint8 m_floorDamage; // Floor damage (percentage)
uint8 m_diffuserDamage; // Diffuser damage (percentage)
uint8 m_sidepodDamage; // Sidepod damage (percentage)
uint8 m_drsFault; // Indicator for DRS fault, 0 = OK, 1 = fault
uint8 m_gearBoxDamage; // Gear box damage (percentage)
uint8 m_engineDamage; // Engine damage (percentage)
uint8 m_engineMGUHWear; // Engine wear MGU-H (percentage)
uint8 m_engineESWear; // Engine wear ES (percentage)
uint8 m_engineCEWear; // Engine wear CE (percentage)
uint8 m_engineICEWear; // Engine wear ICE (percentage)
uint8 m_engineMGUKWear; // Engine wear MGU-K (percentage)
uint8 m_engineTCWear; // Engine wear TC (percentage)
}
struct PacketCarDamageData
{
PacketHeader m_header; // Header
CarDamageData m_carDamageData[22];
};
This packet contains lap times and tyre usage for the session. This packet works slightly differently to other packets. To reduce CPU and bandwidth, each packet relates to a specific vehicle and is sent every 1/20 s, and the vehicle being sent is cycled through. Therefore in a 20 car race you should receive an update for each vehicle at least once per second.
Note that at the end of the race, after the final classification packet has been sent, a final bulk update of all the session histories for the vehicles in that session will be sent.
Frequency: 20 per second but cycling through cars
Size: 1155 bytes
Version: 1
struct LapHistoryData
{
uint32 m_lapTimeInMS; // Lap time in milliseconds
uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds
uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds
uint16 m_sector3TimeInMS; // Sector 3 time in milliseconds
uint8 m_lapValidBitFlags; // 0x01 bit set-lap valid, 0x02 bit set-sector 1 valid
// 0x04 bit set-sector 2 valid, 0x08 bit set-sector 3 valid
};
struct TyreStintHistoryData
{
uint8 m_endLap; // Lap the tyre usage ends on (255 of current tyre)
uint8 m_tyreActualCompound; // Actual tyres used by this driver
uint8 m_tyreVisualCompound; // Visual tyres used by this driver
};
struct PacketSessionHistoryData
{
PacketHeader m_header; // Header
uint8 m_carIdx; // Index of the car this lap data relates to
uint8 m_numLaps; // Num laps in the data (including current partial lap)
uint8 m_numTyreStints; // Number of tyre stints in the data
uint8 m_bestLapTimeLapNum; // Lap the best lap time was achieved on
uint8 m_bestSector1LapNum; // Lap the best Sector 1 time was achieved on
uint8 m_bestSector2LapNum; // Lap the best Sector 2 time was achieved on
uint8 m_bestSector3LapNum; // Lap the best Sector 3 time was achieved on
LapHistoryData m_lapHistoryData[100]; // 100 laps of data max
TyreStintHistoryData m_tyreStintsHistoryData[8];
};
There is some data in the UDP that you may not want other players seeing if you are in a multiplayer game. This is controlled by the “Your Telemetry” setting in the Telemetry options. The options are:
- Restricted (Default) – other players viewing the UDP data will not see values for your car
- Public – all other players can see all the data for your car
Note: You can always see the data for the car you are driving regardless of the setting.
The following data items are set to zero if the player driving the car in question has their “Your Telemetry” set to “Restricted”:
- m_fuelInTank
- m_fuelCapacity
- m_fuelMix
- m_fuelRemainingLaps
- m_frontBrakeBias
- m_ersDeployMode
- m_ersStoreEnergy
- m_ersDeployedThisLap
- m_ersHarvestedThisLapMGUK
- m_ersHarvestedThisLapMGUH
- m_frontLeftWingDamage
- m_frontRightWingDamage
- m_rearWingDamage
- m_floorDamage
- m_diffuserDamage
- m_sidepodDamage
- m_engineDamage
- m_gearBoxDamage
- m_tyresWear (All four wheels)
- m_tyresDamage (All four wheels)
- m_brakesDamage (All four wheels)
- m_drsFault
- m_engineMGUHWear
- m_engineESWear
- m_engineCEWear
- m_engineICEWear
- m_engineMGUKWear
- m_engineTCWear
In F1 2021, UDP telemetry output is controlled via the in-game menus. To enable this, enter the options menu from the main menu (triangle / Y), then enter the settings menu - the UDP option will be at the bottom of the list. From there you will be able to enable / disable the UDP output, configure the IP address and port for the receiving application, toggle broadcast mode and set the send rate. Broadcast mode transmits the data across the network subnet to allow multiple devices on the same subnet to be able to receive this information. When using broadcast mode it is not necessary to set a target IP address, just a target port for applications to listen on.
Advanced PC Users: You can additionally edit the game’s configuration XML file to configure UDP output. The file is located here (after an initial boot of the game):
...\Documents\My Games\<game_folder>\hardwaresettings\hardware_settings_config.xml
You should see the tag:
<motion>
...
<udp enabled="false" broadcast=”false” ip="127.0.0.1" port="20777" sendRate=”20” format=”2021” yourTelemetry=”restricted” />
...
</motion>
Here you can set the values manually. Note that any changes made within the game when it is running will overwrite any changes made manually. Note the enabled flag is now a state.
F1 2021 sees the following changes to the UDP specification:
-
Car Damage packet including new engine wear parameters, brakes damage and more detailed body damage included. Some data sizes changed.
-
Damage and wear parameters moved from car status packet to car damage for consistency and to more efficiently use space
-
Block rev lights have been added for showing more accurate rev light LED arrays
-
Session packet has been updated with more detailed weather forecast together with accuracy setting
-
Nationality IDs have been updated
-
Session types have been updated
-
Adding new track Ids
-
Added car number in the lobby info packet
-
Network identifier added to participants – previously the network Id was offset by 100, but this could be confused with valid Driver Ids as they go over 100 now
-
Updated Result Status values
-
Added AI difficulty to the session packet
-
Added My Team flag to participants and now set invalid driver, team, nationality & network ids to 255
-
Added number of pit stops to the lap data
-
New “Start lights” and “Lights out” events
-
Added identifiers into the session packet so data sets can be linked
-
Pit stop window data for the player has been added to the session packet
-
Pit stop timings for all vehicles are now available in the lap data
-
New session history packet gives details of lap times and tyre usage across the session
-
Removed best lap/sector times/lap numbers from Lap Data packet as all this information is now available in the Session History packet
-
Assists for local player are now in the session packet
-
Added num penalties unserved into lap data and events for when drive through and stop-go penalties are served
-
Added num warnings a driver has been issued in the lap data
-
Added network paused flag to the car status (for every car)
-
Flashback event added to help figure out discontinuities in the data
-
Added dynamic racing line assists
-
Lap times are now all in milliseconds (lap data and final classification packets affected)
-
Lap valid flags added to the session history
-
Added new event for button status so it can be detected throughout the game, not just driving
-
Removed the button status from the car telemetry packet as the event packet is now available
All wheel arrays are in the following order:
- 0 – Rear Left (RL)
- 1 – Rear Right (RR)
- 2 – Front Left (FL)
- 3 – Front Right (FR)
During a session, each car is assigned a vehicle index. This will not change throughout the session and all the arrays that are sent use this vehicle index to dereference the correct piece of data.
All values are encoded using Little Endian format.
Yes, all data is packed, there is no padding used.
No, for F1 2020, there is a new feature called “My Team” which allows an extra team to be present on the grid. This means that all previous places where 20 cars were used, 22 is now the maximum. If “My Team” is not active however, most games modes will act as before and have a maximum of 20. Note that if your UDP format is 2019, 2018 or legacy and you are in “My Team” career mode, no UDP output will be produced because of this limitation.
There is still the data item called m_numActiveCars
in the participants packet which tells you how many cars are active in the race. However, you should check the individual result status of each car in the lap data to see if that car is actively providing data. If it is not “Invalid”
or “Inactive”
then the corresponding vehicle index has valid data.
For the packets which get updated at “Rate as specified in the menus” you can be guaranteed that on the frame that these get sent they will all get sent together and will never be separated across frames. This of course relies on the reliability of your network as to whether they are received correctly as everything is sent via UDP. Other packets that get sent at specific rates can arrive on any frame. If you are connected to the game when it starts transmitting the first frame will contain the following information to help initialise data structures on the receiving application:
- Session
- Participants
- Car Setups
- Lap Data
- Motion Data
- Car Telemetry
- Car Status
- Car Damage
As an example, assuming that you are running at 60Hz with 60Hz update rate selected in the menus then you would expect to see the following packets and timestamps:
- Lap Data
- Motion Data
- Car Telemetry
- Car Status
…
- Session (since 2 updates per second)
- Car Setups (since 2 updates per second)
- Lap Data
- Motion Data
- Car Telemetry
- Car Status
- Car Damage (since 2 updates per second)
F1 2021 uses a new format for the UDP data. However, earlier formats of the data are still supported so that most older apps implemented using the previous data formats should work with little or no change from the developer. To use the old formats, please enter the UDP options menu and set “UDP Format” to either “F1 2020”, “F1 2019”, “F1 2018” or “Legacy” (for F1 2017 and earlier). Specifications for the olders formats can be seen here:
- Legacy (2017 and earlier) - http://forums.codemasters.com/discussion/53139/f1-2017-d-box-and-udp-output-specification/p1.
- F1 2018 - https://forums.codemasters.com/topic/30601-f1-2018-udp-specification/
- F1 2019 - https://forums.codemasters.com/topic/44592-f1-2019-udp-specification/
- F1 2020 - https://forums.codemasters.com/topic/54423-f1%C2%AE-2020-udp-specification/
D-BOX output is currently supported on the PC platform. In F1 2021, the D-BOX activation can be controlled via the menus. Navigate to Game Options->Settings->UDP Telemetry Settings->D-BOX
to activate this on your system.
Advanced PC Users: It is possible to control D-BOX by editing the games’ configuration XML file. The file is located here (after an initial boot of the game):
...\Documents\My Games\<game_folder>\hardwaresettings\hardware_settings_config.xml
You should see the tag:
<motion>
<dbox enabled="false" />
...
</motion>
Set the “enabled”
value to “true”
to allow the game to output to your D-BOX motion platform. Note that any changes made within the game when it is running will overwrite any changes made manually.
The F1 game has native support for some of the basic features supported by some external LED devices, such as the Leo Bodnar SLI Pro and the Fanatec steering wheels. To avoid conflicts between Codemasters’ implementation and any third-party device managers on the PC platform it may be necessary to disable the native support. This is done using the following led_display flags in the hardware_settings_config.xml. The file is located here (after an initial boot of the game):
...\Documents\My Games\<game_folder>\hardwaresettings\hardware_settings_config.xml
The flags to enabled/disable LED output are:
<led_display fanatecNativeSupport="true" sliProNativeSupport="true" />
The sliProNativeSupport flag controls the output to SLI Pro devices. The fanatecNativeSupport flag controls the output to Fanatec (and some related) steering wheel LEDs. Set the values for any of these to “false” to disable them and avoid conflicts with your own device manager.
Please note there is an additional flag to manually control the LED brightness on the SLI Pro:
<led_display sliProForceBrightness="127" />
This option (using value in the range 0-255) will be ignored when setting the sliProNativeSupport flag to “false”.
Also note it is now possible to edit these values on the fly via the Game Options->Settings->UDP Telemetry Settings menu.
PC users can edit the game’s configuration XML file to configure UDP output. The file is located here (after an initial boot of the game):
...\Documents\My Games\<game_folder>\hardwaresettings\hardware_settings_config.xml
You should see the tag:
<motion>
...
<udp enabled="false" broadcast=”false” ip="127.0.0.1" port="20777" sendRate=”20” format=”2021” yourTelemetry="restricted" />
...
</motion>
Here you can set the values manually. Note that any changes made within the game when it is running will overwrite any changes made manually.
Here are the values used for the team ID, driver ID and track ID parameters.
ID | Team | ID | Team | ID | Team |
---|---|---|---|---|---|
0 | Mercedes | 76 | MP Motorsport ‘20 | ||
1 | Ferrari | 77 | Prema ‘20 | ||
2 | Red Bull Racing | 78 | Trident ‘20 | ||
3 | Williams | 79 | BWT ‘20 | ||
4 | Aston Martin | 80 | Hitech ‘20 | ||
5 | Alpine | 85 | Mercedes 2020 | ||
6 | Alpha Tauri | 86 | Ferrari 2020 | ||
7 | Haas | 87 | Red Bull 2020 | ||
8 | McLaren | 88 | Williams 2020 | ||
9 | Alfa Romeo | 89 | Racing Point 2020 | ||
42 | Art GP ’19 | 90 | Renault 2020 | ||
43 | Campos ’19 | 91 | Alpha Tauri 2020 | ||
44 | Carlin ’19 | 92 | Haas 2020 | ||
45 | Sauber Junior Charouz ’19 | 93 | McLaren 2020 | ||
46 | Dams ’19 | 94 | Alfa Romeo 2020 | ||
47 | Uni-Virtuosi ‘19 | ||||
48 | MP Motorsport ‘19 | ||||
49 | Prema ’19 | ||||
50 | Trident ’19 | ||||
51 | Arden ’19 | ||||
70 | Art GP ‘20 | ||||
71 | Campos ‘20 | ||||
72 | Carlin ‘20 | ||||
73 | Charouz ‘20 | ||||
74 | Dams ‘20 | ||||
75 | Uni-Virtuosi ‘20 |
ID | Driver | ID | Driver | ID | Driver |
---|---|---|---|---|---|
0 | Carlos Sainz | 39 | Santiago Moreno | 76 | Alain Prost |
1 | Daniil Kvyat | 40 | Benjamin Coppens | 77 | Ayrton Senna |
2 | Daniel Ricciardo | 41 | Noah Visser | 78 | Nobuharu Matsushita |
3 | Fernando Alonso | 42 | Gert Waldmuller | 79 | Nikita Mazepin |
4 | Felipe Massa | 43 | Julian Quesada | 80 | Guanya Zhou |
6 | Kimi Räikkönen | 44 | Daniel Jones | 81 | Mick Schumacher |
7 | Lewis Hamilton | 45 | Artem Markelov | 82 | Callum Ilott |
9 | Max Verstappen | 46 | Tadasuke Makino | 83 | Juan Manuel Correa |
10 | Nico Hulkenburg | 47 | Sean Gelael | 84 | Jordan King |
11 | Kevin Magnussen | 48 | Nyck De Vries | 85 | Mahaveer Raghunathan |
12 | Romain Grosjean | 49 | Jack Aitken | 86 | Tatiana Calderon |
13 | Sebastian Vettel | 50 | George Russell | 87 | Anthoine Hubert |
14 | Sergio Perez | 51 | Maximilian Günther | 88 | Guiliano Alesi |
15 | Valtteri Bottas | 52 | Nirei Fukuzumi | 89 | Ralph Boschung |
17 | Esteban Ocon | 53 | Luca Ghiotto | 90 | Michael Schumacher |
19 | Lance Stroll | 54 | Lando Norris | 91 | Dan Ticktum |
20 | Arron Barnes | 55 | Sérgio Sette Câmara | 92 | Marcus Armstrong |
21 | Martin Giles | 56 | Louis Delétraz | 93 | Christian Lundgaard |
22 | Alex Murray | 57 | Antonio Fuoco | 94 | Yuki Tsunoda |
23 | Lucas Roth | 58 | Charles Leclerc | 95 | Jehan Daruvala |
24 | Igor Correia | 59 | Pierre Gasly | 96 | Gulherme Samaia |
25 | Sophie Levasseur | 62 | Alexander Albon | 97 | Pedro Piquet |
26 | Jonas Schiffer | 63 | Nicholas Latifi | 98 | Felipe Drugovich |
27 | Alain Forest | 64 | Dorian Boccolacci | 99 | Robert Schwartzman |
28 | Jay Letourneau | 65 | Niko Kari | 100 | Roy Nissany |
29 | Esto Saari | 66 | Roberto Merhi | 101 | Marino Sato |
30 | Yasar Atiyeh | 67 | Arjun Maini | 102 | Aidan Jackson |
31 | Callisto Calabresi | 68 | Alessio Lorandi | 103 | Casper Akkerman |
32 | Naota Izum | 69 | Ruben Meijer | 109 | Jenson Button |
33 | Howard Clarke | 70 | Rashid Nair | 110 | David Coulthard |
34 | Wilheim Kaufmann | 71 | Jack Tremblay | 111 | Nico Rosberg |
35 | Marie Laursen | 72 | Devon Butler | ||
36 | Flavio Nieves | 73 | Lukas Weber | ||
37 | Peter Belousov | 74 | Antonio Giovinazzi | ||
38 | Klimek Michalski | 75 | Robert Kubica |
ID | Track |
---|---|
0 | Melbourne |
1 | Paul Ricard |
2 | Shanghai |
3 | Sakhir (Bahrain) |
4 | Catalunya |
5 | Monaco |
6 | Montreal |
7 | Silverstone |
8 | Hockenheim |
9 | Hungaroring |
10 | Spa |
11 | Monza |
12 | Singapore |
13 | Suzuka |
14 | Abu Dhabi |
15 | Texas |
16 | Brazil |
17 | Austria |
18 | Sochi |
19 | Mexico |
20 | Baku (Azerbaijan) |
21 | Sakhir Short |
22 | Silverstone Short |
23 | Texas Short |
24 | Suzuka Short |
25 | Hanoi |
26 | Zandvoort |
27 | Imola |
28 | Portimão |
29 | Jeddah |
ID | Nationality | ID | Nationality | ID | Nationality |
---|---|---|---|---|---|
1 | American | 31 | Greek | 61 | Paraguayan |
2 | Argentinean | 32 | Guatemalan | 62 | Peruvian |
3 | Australian | 33 | Honduran | 63 | Polish |
4 | Austrian | 34 | Hong Konger | 64 | Portuguese |
5 | Azerbaijani | 35 | Hungarian | 65 | Qatari |
6 | Bahraini | 36 | Icelander | 66 | Romanian |
7 | Belgian | 37 | Indian | 67 | Russian |
8 | Bolivian | 38 | Indonesian | 68 | Salvadoran |
9 | Brazilian | 39 | Irish | 69 | Saudi |
10 | British | 40 | Israeli | 70 | Scottish |
11 | Bulgarian | 41 | Italian | 71 | Serbian |
12 | Cameroonian | 42 | Jamaican | 72 | Singaporean |
13 | Canadian | 43 | Japanese | 73 | Slovakian |
14 | Chilean | 44 | Jordanian | 74 | Slovenian |
15 | Chinese | 45 | Kuwaiti | 75 | South Korean |
16 | Colombian | 46 | Latvian | 76 | South African |
17 | Costa Rican | 47 | Lebanese | 77 | Spanish |
18 | Croatian | 48 | Lithuanian | 78 | Swedish |
19 | Cypriot | 49 | Luxembourger | 79 | Swiss |
20 | Czech | 50 | Malaysian | 80 | Thai |
21 | Danish | 51 | Maltese | 81 | Turkish |
22 | Dutch | 52 | Mexican | 82 | Uruguayan |
23 | Ecuadorian | 53 | Monegasque | 83 | Ukrainian |
24 | English | 54 | New Zealander | 84 | Venezuelan |
25 | Emirian | 55 | Nicaraguan | 85 | Barbadian |
26 | Estonian | 56 | Northern Irish | 86 | Welsh |
27 | Finnish | 57 | Norwegian | 87 | Vietnamese |
28 | French | 58 | Omani | ||
29 | German | 59 | Pakistani | ||
30 | Ghanaian | 60 | Panamanian |
These types are from physics data and show what type of contact each wheel is experiencing.
ID | Surface |
---|---|
0 | Tarmac |
1 | Rumble strip |
2 | Concrete |
3 | Rock |
4 | Gravel |
5 | Mud |
6 | Sand |
7 | Grass |
8 | Water |
9 | Cobblestone |
10 | Metal |
11 | Ridged |
These flags are used in the telemetry packet to determine if any buttons are being held on the controlling device. If the value below logical ANDed with the button status is set then the corresponding button is being held.
Bit Flag | Button |
---|---|
0x00000001 | Cross or A |
0x00000002 | Triangle or Y |
0x00000004 | Circle or B |
0x00000008 | Square or X |
0x00000010 | D-pad Left |
0x00000020 | D-pad Right |
0x00000040 | D-pad Up |
0x00000080 | D-pad Down |
0x00000100 | Options or Menu |
0x00000200 | L1 or LB |
0x00000400 | R1 or RB |
0x00000800 | L2 or LT |
0x00001000 | R2 or RT |
0x00002000 | Left Stick Click |
0x00004000 | Right Stick Click |
0x00008000 | Right Stick Left |
0x00010000 | Right Stick Right |
0x00020000 | Right Stick Up |
0x00040000 | Right Stick Down |
0x00080000 | Special |
ID | Penalty meaning |
---|---|
0 | Drive through |
1 | Stop Go |
2 | Grid penalty |
3 | Penalty reminder |
4 | Time penalty |
5 | Warning |
6 | Disqualified |
7 | Removed from formation lap |
8 | Parked too long timer |
9 | Tyre regulations |
10 | This lap invalidated |
11 | This and next lap invalidated |
12 | This lap invalidated without reason |
13 | This and next lap invalidated without reason |
14 | This and previous lap invalidated |
15 | This and previous lap invalidated without reason |
16 | Retired |
17 | Black flag timer |
ID | Infringement meaning |
---|---|
0 | Blocking by slow driving |
1 | Blocking by wrong way driving |
2 | Reversing off the start line |
3 | Big Collision |
4 | Small Collision |
5 | Collision failed to hand back position single |
6 | Collision failed to hand back position multiple |
7 | Corner cutting gained time |
8 | Corner cutting overtake single |
9 | Corner cutting overtake multiple |
10 | Crossed pit exit lane |
11 | Ignoring blue flags |
12 | Ignoring yellow flags |
13 | Ignoring drive through |
14 | Too many drive throughs |
15 | Drive through reminder serve within n laps |
16 | Drive through reminder serve this lap |
17 | Pit lane speeding |
18 | Parked for too long |
19 | Ignoring tyre regulations |
20 | Too many penalties |
21 | Multiple warnings |
22 | Approaching disqualification |
23 | Tyre regulations select single |
24 | Tyre regulations select multiple |
25 | Lap invalidated corner cutting |
26 | Lap invalidated running wide |
27 | Corner cutting ran wide gained time minor |
28 | Corner cutting ran wide gained time significant |
29 | Corner cutting ran wide gained time extreme |
30 | Lap invalidated wall riding |
31 | Lap invalidated flashback used |
32 | Lap invalidated reset to track |
33 | Blocking the pitlane |
34 | Jump start |
35 | Safety car to car collision |
36 | Safety car illegal overtake |
37 | Safety car exceeding allowed pace |
38 | Virtual safety car exceeding allowed pace |
39 | Formation lap below allowed speed |
40 | Retired mechanical failure |
41 | Retired terminally damaged |
42 | Safety car falling too far back |
43 | Black flag timer |
44 | Unserved stop go penalty |
45 | Unserved drive through penalty |
46 | Engine component change |
47 | Gearbox change |
48 | League grid penalty |
49 | Retry penalty |
50 | Illegal time gain |
51 | Mandatory pitstop |