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F1 2019 UDP Specification

Question

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 this data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game.

If you cannot find the information that you require then please contact community@codemasters.com and a member of the dev team will respond to your query as soon as possible.

Packet Information

Packet Types

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

float

Floating point (32-bit)

uint64

Unsigned 64-bit integer

Packet Header

Each packet has the following header:

struct PacketHeader
{
    uint16    m_packetFormat;         // 2019
    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
    uint      m_frameIdentifier;      // Identifier for the frame the data was retrieved on
    uint8     m_playerCarIndex;       // Index of player's car in the array
};

Packet IDs

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 such as damage

Motion Packet

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: 1343 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[20];    	// 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
};

Session Packet

The session packet includes details about the current session in progress.

 

Frequency: 2 per second

Size: 149 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 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 = 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 safety car
                                                 // 2 = virtual safety car
    uint8           m_networkGame;               // 0 = offline, 1 = online
};

Lap Data Packet

The lap data packet gives details of all the cars in the session.

 

Frequency: Rate as specified in menus

Size: 843 bytes

Version: 1

struct LapData
{
    float       m_lastLapTime;	       	// Last lap time in seconds
    float       m_currentLapTime;	// Current time around the lap in seconds
    float       m_bestLapTime;		// Best lap time of the session in seconds
    float       m_sector1Time;		// Sector 1 time in seconds
    float       m_sector2Time;		// Sector 2 time in seconds
    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_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_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 = disqualified, 5 = not classified
// 6 = retired
};


struct PacketLapData
{
    PacketHeader    m_header;              // Header

    LapData         m_lapData[20];         // Lap data for all cars on track
};

Event Packet

This packet gives details of events that happen during the course of a session.

 

Frequency: When the event occurs

Size: 32 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 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 String Codes

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

Participants Packet

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: 1104 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
    uint8      m_teamId;                 // Team id - see appendix
    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[20];
};

Car Setups Packet

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: 843 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_frontTyrePressure;        // Front tyre pressure (PSI)
    float     m_rearTyrePressure;         // Rear tyre pressure (PSI)
    uint8     m_ballast;                  // Ballast
    float     m_fuelLoad;                 // Fuel load
};

struct PacketCarSetupData
{
    PacketHeader    m_header;            // Header

    CarSetupData    m_carSetups[20];
};

Car Telemetry Packet

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.

 

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_brakesTemperature[4];     // Brakes temperature (celsius)
    uint16    m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius)
    uint16    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[20];

    uint32              m_buttonStatus;        // Bit flags specifying which buttons are being pressed
                                               // currently - see appendices
};

Car Status Packet

This packet details car statuses for all the cars in the race. It includes values such as the damage readings on the car.

 

Frequency: Rate as specified in menus

Size: 1143 bytes

Version: 1

struct CarStatusData
{
    uint8       m_tractionControl;          // 0 (off) - 2 (high)
    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, -1 = unknown
    uint8       m_tyresWear[4];             // Tyre wear percentage
    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_tyreVisualCompound;       // F1 visual (can be different from actual compound)
   // 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet
   // F1 Classic – same as above
   // F2 – same as above
    uint8       m_tyresDamage[4];           // Tyre 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_engineDamage;             // Engine damage (percentage)
    uint8       m_gearBoxDamage;            // Gear box damage (percentage)
    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 = low, 2 = medium
   					   // 3 = high, 4 = overtake, 5 = hotlap
    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
};

struct PacketCarStatusData
{
    PacketHeader    	m_header;	   // Header

    CarStatusData	m_carStatusData[20];
};

Restricted data (Your Telemetry setting)

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”:

Car status packet

  • m_fuelInTank
  • m_fuelCapacity
  • m_fuelMix
  • m_fuelRemainingLaps
  • m_frontBrakeBias
  • m_frontLeftWingDamage
  • m_frontRightWingDamage
  • m_rearWingDamage
  • m_engineDamage
  • m_gearBoxDamage
  • m_tyresWear (All four wheels)
  • m_tyresDamage (All four wheels)
  • m_ersDeployMode
  • m_ersStoreEnergy
  • m_ersDeployedThisLap
  • m_ersHarvestedThisLapMGUK
  • m_ersHarvestedThisLapMGUH
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Hi All,

We're looking at the potential bugs that have been reported. I'll let you know once our QA team have investigated these.

I'm still discussing the name issue with the dev team, so there is no news on this at the moment.

Thanks.

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Hello,

in Packet header, which size is 

uint      m_frameIdentifier;      // Identifier for the frame the data was retrieved on

??

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HI

uint8       m_penalties;            	// Accumulated time penalties in seconds to be added

field penalties doesn't works.

i'm in race and i have 2 penalty time about 5 seconds

and another pilot has 5 seconds of penalty 

 

but penalties field doesn't have a value , always zero for all the drivers

all the other fields are correct, only penalties doesn't works

 

also after i spent my penalty at the box for the pit, the field is always 0

 

why?

 

 

 

 

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On 8/22/2019 at 1:03 PM, SaschaFocus said:

Hello,

in Packet header, which size is 


uint      m_frameIdentifier;      // Identifier for the frame the data was retrieved on

??

This is 4 bytes. We'll re-write it as uint32 to make it clearer.

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On 8/23/2019 at 7:32 PM, Oasis81 said:

HI


uint8       m_penalties;            	// Accumulated time penalties in seconds to be added

field penalties doesn't works.

i'm in race and i have 2 penalty time about 5 seconds

and another pilot has 5 seconds of penalty 

 

but penalties field doesn't have a value , always zero for all the drivers

all the other fields are correct, only penalties doesn't works

 

also after i spent my penalty at the box for the pit, the field is always 0

 

why?

 

 

 

 

Because Stop&Go penalties are not included in that field until you finish the race. Unfortunately, neither is available in any other field

 

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On 8/27/2019 at 7:46 PM, navarreitor said:

Because Stop&Go penalties are not included in that field until you finish the race. Unfortunately, neither is available in any other field

  

doh!

it's a useless UDP field! 

 

thanks for the answer

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On 9/1/2019 at 12:20 AM, Oasis81 said:

doh!

it's a useless UDP field! 

 

thanks for the answer

 It's good info, but not the best possible

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Sometimes yourTelemetry shows 0 even if is in public mode and must show 1

Also, I have doubts with left and front wing damages because I think are not available even when youTelemetry value is 1

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On 8/19/2019 at 8:26 PM, Hoo said:

Hi All,

We're looking at the potential bugs that have been reported. I'll let you know once our QA team have investigated these.

I'm still discussing the name issue with the dev team, so there is no news on this at the moment.

Thanks.

hello, when do we get news about "driver names" via UDP? It is annoying and incomprehensible because you do not give explanatory information ...

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@Faya @Hoo

Yesterday I test Public/Restricted telemetry with a couple of friends using my graphics (made with Simhub)

I did it because our commentator had problems I described before in this forum and, as he, I had the same issue. Several of the telemetry data that must be available when in public (I guess all of them) is not accessible and gives the same values as in restricted mode. I test this with Simhub and the Telemetry app for Codemasters (v 9.1).

In my test, perhaps I find a "solution" to have this data, but I hope you find the real solution to this problem: You can see in the video and see that when I wanted to verify that my telemetry was well configured (and it was) and I went back to the race (I was in spectator mode) suddenly it begins to work properly.

 

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Thanks for the video @navarreitor. I've passed this onto the test team to get it checked out.

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3 hours ago, Hoo said:

Thanks for the video @navarreitor. I've passed this onto the test team to get it checked out.

You are welcome. I forgot to say it happens playing the PS4 version of the game.

Hope could help you to fix that problem. 

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@Hoo @Faya

Yesterday we play our Friday night race and now I can affirm you that Telemetry is only public if racers check their telemetry menu every time the game is started.

We use this workaround, checking our telemetry menu before the short qualification and then the data is available to spectators. If a racer forgot this step, no matter how his/her telemetry is setting. It works as if it was restricted.

You must check your telemetry menu to 'switch on' the public mode.

Hope you can fix this or make telemetry public until solve this issue. 
 

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I would like to know why many people can play F1 2019 and even make lives on the game since yesterday, yet the game only comes out on the 25/06/2019 Legendary, and normal on 28/06/2019

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