Faya 1,190 Posted June 20, 2019 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 3 Share this post Link to post Share on other sites
Faya 1,190 Posted June 20, 2019 FAQS How do I enable the UDP Telemetry Output? In F1 2019, 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=”2019” 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. What has changed since last year? F1 2019 sees the following changes to the UDP specification: Updated driver list and included F2 drivers Added terrain tyre contact type to motion packet Removed exhaust damage Added game version to packet header Renamed num cars to num active cars Increased accuracy of steering, brakes and accelerator values Added new event types Added visual tyre compound to deal with new F1 tyres Added fuel remaining in laps – value on MFD Added restrictions to sensitive data via “Your Telemetry” setting What is the order of the wheel arrays? All wheel arrays are in the following order: 0 – Rear Left (RL) 1 – Rear Right (RR) 2 – Front Left (FL) 3 – Front Right (FR) Do the vehicle indices change? 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. What encoding format is used? All values are encoded using Little Endian format. Are the data structures packed? Yes, all data is packed, there is no padding used. Will there always be 20 cars in the data structures? Most structures contain 20 cars – this is the maximum that can be in a race in the game. There is a 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. How often are updated packets sent? 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: Packets sent on Frame 1: (All packets sent on this frame have “Session timestamp” 0.000) Session Participants Car Setups Lap Data Motion Data Car Telemetry Car Status 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: Packets sent on Frame 2: (All packets sent on this frame have “Session timestamp” 0.016) Lap Data Motion Data Car Telemetry Car Status … Packets sent on Frame 31: (All packets sent on this frame have “Session timestamp” 0.5) Session (since 2 updates per second) Car Setups (since 2 updates per second) Lap Data Motion Data Car Telemetry Car Status Will my old app still work with F1 2019? F1 2019 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 2018” or “legacy” (for F1 2017 and earlier). Specifications for the legacy format can be seen here: http://forums.codemasters.com/discussion/53139/f1-2017-d-box-and-udp-output-specification/p1 Specifications for the F1 2018 format can be seen here: How do I enable D-BOX output? D-BOX output is currently supported on the PC platform. In F1 2019, 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. How can I disable in-game support for LED device? 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. Can I configure the UDP output using an XML File? 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=”2019” /> ... </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. Share this post Link to post Share on other sites
Faya 1,190 Posted June 20, 2019 Appendices Here are the values used for the team ID, driver ID and track ID parameters. N.B. Driver IDs in network games differ from the actual driver IDs. All the IDs of human players start at 100 and are unique within the game session, but don’t directly correlate to the player. Team IDs ID Team ID Team ID Team 0 Mercedes 21 Red Bull 2010 42 Art GP ’19 1 Ferrari 22 Ferrari 1976 43 Campos ’19 2 Red Bull Racing 23 ART Grand Prix 44 Carlin ’19 3 Williams 24 Campos Vexatec Racing 45 Sauber Junior Charouz ’19 4 Racing Point 25 Carlin 46 Dams ’19 5 Renault 26 Charouz Racing System 47 Uni-Virtuosi ‘19 6 Toro Rosso 27 DAMS 48 MP Motorsport ‘19 7 Haas 28 Russian Time 49 Prema ’19 8 McLaren 29 MP Motorsport 50 Trident ’19 9 Alfa Romeo 30 Pertamina 51 Arden ’19 10 McLaren 1988 31 McLaren 1990 63 Ferrari 1990 11 McLaren 1991 32 Trident 64 McLaren 2010 12 Williams 1992 33 BWT Arden 65 Ferrari 2010 13 Ferrari 1995 34 McLaren 1976 14 Williams 1996 35 Lotus 1972 15 McLaren 1998 36 Ferrari 1979 16 Ferrari 2002 37 McLaren 1982 17 Ferrari 2004 38 Williams 2003 18 Renault 2006 39 Brawn 2009 19 Ferrari 2007 40 Lotus 1978 Driver IDs ID Driver ID Driver ID Driver 0 Carlos Sainz 37 Peter Belousov 69 Ruben Meijer 1 Daniil Kvyat 38 Klimek Michalski 70 Rashid Nair 2 Daniel Ricciardo 39 Santiago Moreno 71 Jack Tremblay 6 Kimi Räikkönen 40 Benjamin Coppens 74 Antonio Giovinazzi 7 Lewis Hamilton 41 Noah Visser 75 Robert Kubica 9 Max Verstappen 42 Gert Waldmuller 78 Nobuharu Matsushita 10 Nico Hulkenburg 43 Julian Quesada 79 Nikita Mazepin 11 Kevin Magnussen 44 Daniel Jones 80 Guanya Zhou 12 Romain Grosjean 45 Artem Markelov 81 Mick Schumacher 13 Sebastian Vettel 46 Tadasuke Makino 82 Callum Ilott 14 Sergio Perez 47 Sean Gelael 83 Juan Manuel Correa 15 Valtteri Bottas 48 Nyck De Vries 84 Jordan King 19 Lance Stroll 49 Jack Aitken 85 Mahaveer Raghunathan 20 Arron Barnes 50 George Russell 86 Tatiana Calderon 21 Martin Giles 51 Maximilian Günther 87 Anthoine Hubert 22 Alex Murray 52 Nirei Fukuzumi 88 Guiliano Alesi 23 Lucas Roth 53 Luca Ghiotto 89 Ralph Boschung 24 Igor Correia 54 Lando Norris 25 Sophie Levasseur 55 Sérgio Sette Câmara 26 Jonas Schiffer 56 Louis Delétraz 27 Alain Forest 57 Antonio Fuoco 28 Jay Letourneau 58 Charles Leclerc 29 Esto Saari 59 Pierre Gasly 30 Yasar Atiyeh 62 Alexander Albon 31 Callisto Calabresi 63 Nicholas Latifi 32 Naota Izum 64 Dorian Boccolacci 33 Howard Clarke 65 Niko Kari 34 Wilheim Kaufmann 66 Roberto Merhi 35 Marie Laursen 67 Arjun Maini 36 Flavio Nieves 68 Alessio Lorandi Track IDs 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 Nationality IDs ID Nationality ID Nationality ID Nationality 1 American 31 Greek 61 Panamanian 2 Argentinean 32 Guatemalan 62 Paraguayan 3 Australian 33 Honduran 63 Peruvian 4 Austrian 34 Hong Konger 64 Polish 5 Azerbaijani 35 Hungarian 65 Portuguese 6 Bahraini 36 Icelander 66 Qatari 7 Belgian 37 Indian 67 Romanian 8 Bolivian 38 Indonesian 68 Russian 9 Brazilian 39 Irish 69 Salvadoran 10 British 40 Israeli 70 Saudi 11 Bulgarian 41 Italian 71 Scottish 12 Cameroonian 42 Jamaican 72 Serbian 13 Canadian 43 Japanese 73 Singaporean 14 Chilean 44 Jordanian 74 Slovakian 15 Chinese 45 Kuwaiti 75 Slovenian 16 Colombian 46 Latvian 76 South Korean 17 Costa Rican 47 Lebanese 77 South African 18 Croatian 48 Lithuanian 78 Spanish 19 Cypriot 49 Luxembourger 79 Swedish 20 Czech 50 Malaysian 80 Swiss 21 Danish 51 Maltese 81 Thai 22 Dutch 52 Mexican 82 Turkish 23 Ecuadorian 53 Monegasque 83 Uruguayan 24 English 54 New Zealander 84 Ukrainian 25 Emirian 55 Nicaraguan 85 Venezuelan 26 Estonian 56 North Korean 86 Welsh 27 Finnish 57 Northern Irish 28 French 58 Norwegian 29 German 59 Omani 30 Ghanaian 60 Pakistani Surface types 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 Button flags 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 0x0001 Cross or A 0x0002 Triangle or Y 0x0004 Circle or B 0x0008 Square or X 0x0010 D-pad Left 0x0020 D-pad Right 0x0040 D-pad Up 0x0080 D-pad Down 0x0100 Options or Menu 0x0200 L1 or LB 0x0400 R1 or RB 0x0800 L2 or LT 0x1000 R2 or RT 0x2000 Left Stick Click 0x4000 Right Stick Click Share this post Link to post Share on other sites
Bannish 3 Posted June 21, 2019 I have one question regarding the surface type. When is the surface type set to 8 (water)? As soon as there is standing water on the track or does that not affect the surface type field? Share this post Link to post Share on other sites
AlexTT 489 Posted June 22, 2019 Nice! Fuel laps like on MFD! Share this post Link to post Share on other sites
Oasis81 4 Posted June 23, 2019 HI The Sectors in the laptime, for every cars, are stored this year or not? in the 2018 I had to save it everytime because after the lap they disappeared, and it was not so simple it will be good if every laptime in Q and Race are saved with their sector time... or stored when the lap is complete and overwrite in the new lap. Share this post Link to post Share on other sites
rafitagd 2 Posted June 23, 2019 @Retornik there is a "special" version of the game (press version) which codemasters give access to for some people (brand ambassadors, YouTubers,known people in sim racing etc.) Normally those persons get a copy of the game like a month before lunch. They can't post anything (prohibited) about the game for a time. But usually week or two before release the game developer allows this users to start posting info and videos about the game. For F1 2019 was last Friday, so since last Friday all people with this press game version where allowed by codemasters to share all type of media about the game. This is an usual procedure with any game. And thanks Codemasters to share the new specs before release for us devs to be able to have our apps ready for release day! Share this post Link to post Share on other sites
LonelyRacer 11 Posted June 25, 2019 @Hoo, Any change, that at some upcoming patches, the PacketEventData could send the DRS status (DRSD or DRSE) after the SSTA? Now as I understand the situation, DRS is available on all other modes, except at Race Start. And in P/Q, if it rains, it should be disabled. Now it seems, the DRS is available in Practice even if it rains. If you want to display the correct start of session DRSD/DRSE status in a tool, getting the DRSD / DRSE after SSTA would make things much easier. Cheers, Share this post Link to post Share on other sites
Hoo 168 Posted June 25, 2019 5 hours ago, LonelyRacer said: @Hoo, Any change, that at some upcoming patches, the PacketEventData could send the DRS status (DRSD or DRSE) after the SSTA? Now as I understand the situation, DRS is available on all other modes, except at Race Start. And in P/Q, if it rains, it should be disabled. Now it seems, the DRS is available in Practice even if it rains. If you want to display the correct start of session DRSD/DRSE status in a tool, getting the DRSD / DRSE after SSTA would make things much easier. Cheers, Hi, I've checked the DRS here and it seems to be correctly disabled when in light or heavy rain during practice sessions. If it is very light rain then DRS will still be allowed, so please check whether it has hit the "light rain" threshold. Let us know if you are still seeing issues an we'll take another look. The DRS events (DRSD / DRDE) should be triggering correctly when there is a change in status during the race. If DRS is permitted from the start of the session then it should already be set to enabled. Trying to send this message after the race start could get messy as the game would end up sending out a bunch of session info after the race has actually started. We'd prefer to avoid changing the timing of this unless it is causing you major problems. If you are noticing the DRS-related messages triggering incorrectly then please let us know and we'll take a look. Thanks, Hoo. Share this post Link to post Share on other sites
navarreitor 7 Posted June 25, 2019 (edited) @Hoo @Faya I have a PS4 copy and I can't find where the Restricted/public telemetry data option is. I hope on PS4 we can make this data public because for commentators all this info is very useful. In fact, it would be fabulous if in the menus of the leagues it could be restricted to be public, just as the assistance that can be used in the races can be restricted when you create the league. In all the competitions in which I participate, we use models that I have provided to have that information to commentators and viewers of the races on youtube/twitch (links below) Edited June 25, 2019 by navarreitor Share this post Link to post Share on other sites
Hoo 168 Posted June 25, 2019 38 minutes ago, navarreitor said: @Hoo @Faya I have a PS4 copy and I can't find where the Restricted/public telemetry data option is. I hope on PS4 we can make this data public because for commentators all this info is very useful. In fact, it would be fabulous if in the menus of the leagues it could be restricted to be public, just as the assistance that can be used in the races can be restricted when you create the league. In all the competitions in which I participate, we use models that I have provided to have that information to commentators and viewers of the races on youtube/twitch (links below) Hi @navarreitor, The current version (1.03) contains the correct structure in the UDP packet, but the game doesn't yet use this field. This option should be available in our next game update (v1.04). The intention is for leagues to manage the setting of the restricted flag with their members directly. The game will not override users' privacy settings based on game mode. If this causes too many issues with league management then let us know and we will see if there are any alternative approaches that we can take. Thanks, Hoo. Share this post Link to post Share on other sites
navarreitor 7 Posted June 25, 2019 (edited) 3 hours ago, Hoo said: Hi @navarreitor, The current version (1.03) contains the correct structure in the UDP packet, but the game doesn't yet use this field. This option should be available in our next game update (v1.04). The intention is for leagues to manage the setting of the restricted flag with their members directly. The game will not override users' privacy settings based on game mode. If this causes too many issues with league management then let us know and we will see if there are any alternative approaches that we can take. Thanks, Hoo. Thank you @Hoo We can ask our participants to do public their data but would be better if we can manage that form the admin/owner menu. If not, it is possible that some pilot forget to put his data public and the only solution we would have is to sanction them. BTW, League mode is great, but it would be best if it has a fourth profile as a guest (as well as owner, administrator, and participant). That way, when not all the participants can run a race, instead of AI, they could be replaced by guest pilots for a grand prize. The AI is fine, but nothing like the human touch. Another subject, it would be possible that "Stop and go" penalties sums in the penalties of a player until they are fulfilled? Thank you again Edited June 25, 2019 by navarreitor Share this post Link to post Share on other sites
trenamax 0 Posted June 25, 2019 On 6/20/2019 at 4:51 PM, Faya said: FAQS What has changed since last year? F1 2019 sees the following changes to the UDP specification: Added terrain tyre contact type to motion packet Hi @Faya I can't see terrain tyre contact type in the motion packet table. It looks the same as the 2018 version. Share this post Link to post Share on other sites
trenamax 0 Posted June 25, 2019 2 minutes ago, trenamax said: Hi @Faya I can't see terrain tyre contact type in the motion packet table. It looks the same as the 2018 version. Ah, I'm guessing it's this in the car telemetry data packet. uint8 m_surfaceType[4]; Share this post Link to post Share on other sites
navarreitor 7 Posted June 26, 2019 (edited) Hi Why 48 names if races only allow 20 + 2 spect? (m_name[48];) Edit I just test it and now understand my mistake, are 48 characters for each name .... But on ps4 are P/L/A/Y/E/R always on multiplayer Same last year personal data policy ? Edited June 26, 2019 by navarreitor 1 Share this post Link to post Share on other sites
Oasis81 4 Posted June 28, 2019 (edited) HI the tyrecompund data ...what value is used in the game correctly? tyrecompound or tyreVisual? Edited June 28, 2019 by Oasis81 Share this post Link to post Share on other sites
Oasis81 4 Posted June 28, 2019 On 6/22/2019 at 9:05 PM, Retornik said: 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 this is not the zone pls user general zone. game on pc was unlocked yesterday evening and on phisical store was sold before, same as other games. Share this post Link to post Share on other sites
CanTQuiT 1 Posted June 28, 2019 (edited) In Multiplayer (unranked) all player names are "Player". (PC-Version) Seriously? Edited June 29, 2019 by CanTQuiT Share this post Link to post Share on other sites
Bannish 3 Posted July 1, 2019 (edited) On 6/20/2019 at 5:29 PM, Faya said: 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; }; This might be a nooby question, but I am writing a Telemetry app in c# and afaik, there is no "union" type. What do I have to do in C# to get this to work? Edit: After some searching, I found out that people say to use the Explicit LayoutKind. so now i wanted to know, if this would work, or if I can make this easier [StructLayout(LayoutKind.Explicit, Pack = 1)] public struct EventDataDetails { [FieldOffset(0)] public FastestLap ftlp; [FieldOffset(0)] public Retirement rtmt; [FieldOffset(0)] public TeamMateInPits tmpt; [FieldOffset(0)] public RaceWinner rcwn; } public struct FastestLap { byte vehicleIdx; // Vehicle index of car achieving fastest lap float lapTime; // Lap time is in seconds } public struct Retirement { byte vehicleIdx; // Vehicle index of car retiring } public struct TeamMateInPits { byte vehicleIdx; // Vehicle index of team mate } public struct RaceWinner { byte vehicleIdx; // Vehicle index of the race winner } Edited July 1, 2019 by Bannish maybe found a solution Share this post Link to post Share on other sites
Oasis81 4 Posted July 1, 2019 (edited) I really don't understand why you don't storage the sector! in the packetlapdata only the bestlap is stored, the sector is always resetted. but in the table during the Q every bestlap has is sector I'done a lot of work for find a way to store the sector for every bestlap for every driver, but if i FFw the time obviously i lost that info. if i come back to garage directly the time has a jump and i lost the info if some driver does his best lap. why?! wehre are that info?! Edited July 1, 2019 by Oasis81 Share this post Link to post Share on other sites
rafitagd 2 Posted July 2, 2019 17 hours ago, Bannish said: This might be a nooby question, but I am writing a Telemetry app in c# and afaik, there is no "union" type. What do I have to do in C# to get this to work? Edit: After some searching, I found out that people say to use the Explicit LayoutKind. so now i wanted to know, if this would work, or if I can make this easier [StructLayout(LayoutKind.Explicit, Pack = 1)] public struct EventDataDetails { [FieldOffset(0)] public FastestLap ftlp; [FieldOffset(0)] public Retirement rtmt; [FieldOffset(0)] public TeamMateInPits tmpt; [FieldOffset(0)] public RaceWinner rcwn; } public struct FastestLap { byte vehicleIdx; // Vehicle index of car achieving fastest lap float lapTime; // Lap time is in seconds } public struct Retirement { byte vehicleIdx; // Vehicle index of car retiring } public struct TeamMateInPits { byte vehicleIdx; // Vehicle index of team mate } public struct RaceWinner { byte vehicleIdx; // Vehicle index of the race winner } @Bannish You can't do much "better" than that. You are right using structs and you are right using StructLayout, this way your structs will get populated with correct data from data packet, as long as the order of the fields is the same, since C# use the data type of the field to know how many bits should take from data packet for each field... But YOU HAVE TO BE SURE, the order of your fields/props doesn't change/is the same as Codies posted... if it changes you will get "corrupted" data... Share this post Link to post Share on other sites
NoizeGamer 0 Posted July 3, 2019 (edited) Hello, I started a new projet (C#) yesterday but i can't show the participants' names correctly while i used UTF-8 format 😕 packet format = 2019 On 6/20/2019 at 5:29 PM, Faya said: char m_name[48]; // Name of participant in UTF-8 format – null terminated // Will be truncated with … (U+2026) if too long and the driverId (from Participant packet, m_participants[X].m_driverId) when i receive it, it's not the same than table here... Could someone clarify me ? PS : sorry for my english. Edited July 4, 2019 by NoizeGamer new code Share this post Link to post Share on other sites
thetravisty 0 Posted July 5, 2019 Can anyone help me please? Ive been able to read all the basic data but I don't understand how the multi-values work. Example m_brakesTemperature[4] is supposed to be a uint16 but I get 32 as the answer when i try to read it: readUInt16LE(43).toString() Sorry for the noob question. Thank you in advance Share this post Link to post Share on other sites
DaveyGravy 10 Posted July 6, 2019 5 hours ago, thetravisty said: Can anyone help me please? Ive been able to read all the basic data but I don't understand how the multi-values work. Example m_brakesTemperature[4] is supposed to be a uint16 but I get 32 as the answer when i try to read it: readUInt16LE(43).toString() Sorry for the noob question. Thank you in advance Welcome to programming, you’ve picked a tough project to start with but it sounds like you’re going well. Unsigned 16 bit number is a value between 0 and 65535 so 32 isn’t wrong. Also, I’ve noticed that the brake temps seem to come through as 32 at the start of a session so I think if you wait a bit longer you’ll get the full values correctly. In terms of the multi-value aspect, this just means it’s an array of 4 items which starts at 0; so you can access each item by using m_brakesTemperature[0], m_brakesTemperature[1], etc. Hope this helps. 1 Share this post Link to post Share on other sites
thetravisty 0 Posted July 8, 2019 @DaveyGravy Thank you for that information. Ive been able to get more data from the packets because of it. Now I need to figure out why the engine temp is always 89.... Im actually an ex-programmer but I mostly worked in .net - I never came across structs and udp during that time. Share this post Link to post Share on other sites