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