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 summarises these 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, or spot any issues with this specification then please let us know below.
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; // 2020
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
// ADDED IN BETA 2:
uint8 m_secondaryPlayerCarIndex; // Index of secondary player's car in the array (splitscreen)
// 255 if no second player
};
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
Final Classification
8
Final classification confirmation at the end of a race
Lobby Info
9
Information about players in a multiplayer lobby
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: 1464 bytes (Packet size updated in Beta 3)
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
};
Session Packet
The session packet includes details about the current session in progress.
Frequency: 2 per second
Size: 251 bytes (Packet size updated in Beta 3)
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_airTemperature; // Air temp. in degrees celsius
};
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
uint8 m_numWeatherForecastSamples; // Number of weather samples to follow
WeatherForecastSample m_weatherForecastSamples[20]; // Array of weather forecast samples
};
Lap Data Packet
The lap data packet gives details of all the cars in the session.
Frequency: Rate as specified in menus
Size: 1190 bytes (Struct updated in Beta 3)
Version: 1
struct LapData
{
float m_lastLapTime; // Last lap time in seconds
float m_currentLapTime; // Current time around the lap in seconds
//UPDATED in Beta 3:
uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds
uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds
float m_bestLapTime; // Best lap time of the session in seconds
uint8 m_bestLapNum; // Lap number best time achieved on
uint16 m_bestLapSector1TimeInMS; // Sector 1 time of best lap in the session in milliseconds
uint16 m_bestLapSector2TimeInMS; // Sector 2 time of best lap in the session in milliseconds
uint16 m_bestLapSector3TimeInMS; // Sector 3 time of best lap in the session in milliseconds
uint16 m_bestOverallSector1TimeInMS;// Best overall sector 1 time of the session in milliseconds
uint8 m_bestOverallSector1LapNum; // Lap number best overall sector 1 time achieved on
uint16 m_bestOverallSector2TimeInMS;// Best overall sector 2 time of the session in milliseconds
uint8 m_bestOverallSector2LapNum; // Lap number best overall sector 2 time achieved on
uint16 m_bestOverallSector3TimeInMS;// Best overall sector 3 time of the session in milliseconds
uint8 m_bestOverallSector3LapNum; // Lap number best overall sector 3 time achieved on
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[22]; // 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: 35 bytes (Packet size updated in Beta 3)
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
} SpeedTrap;
};
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
Penalty Issued
“PENA”
A penalty has been issued – details in event
Speed Trap Triggered
“SPTP”
Speed trap has been triggered by fastest speed
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: 1213 bytes (Packet size updated in Beta 3)
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[22];
};
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: 1102 bytes (Packet size updated in Beta 3)
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];
};
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: 1307 bytes (Packet size updated in Beta 3)
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)
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];
uint32 m_buttonStatus; // Bit flags specifying which buttons are being pressed
// currently - see appendices
// Added in Beta 3:
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
};
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: 1344 bytes (Packet updated in Beta 3)
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
// Added in Beta3:
uint16 m_drsActivationDistance; // 0 = DRS not available, non-zero - DRS will be available
// in [X] metres
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_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 – same as above
uint8 m_tyresAgeLaps; // Age in laps of the current set of tyres
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)
// Added Beta 3:
uint8 m_drsFault; // Indicator for DRS fault, 0 = OK, 1 = fault
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 = medium
// 2 = overtake, 3 = 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[22];
};
Final Classification Packet
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 (Packet size updated in Beta 3)
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 = disqualified, 5 = not classified
// 6 = retired
float m_bestLapTime; // Best lap time of the session in seconds
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];
};
Lobby Info Packet
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: 1169 bytes (Packet size updated in Beta 3)
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_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];
};
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
m_tyresAgeLaps