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F1 23 UDP | Library for use on ESP 32 / ESP8266 devices

Data Output from F1® 23 Game

This program captures and parses packets that are sent by the F1 2023 game. This library is written specifically for usage on the ESP32 and ESP8266.

Usage:

#include "F1_23_UDP.h"
F1_23_Parser* parser;

void setup()
{
    parser->begin();
}

void loop()
{
    parser = new F1_23_Parser();
    parser->read();
}

Overview

The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices).

The following information summarise these data structures so that developers of supporting hardware or software can configure these to work correctly with the F1 game.

Note: To ensure that you are using the latest specification for this game, please check the official forum page here.  

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
uint32 Unsigned 32-bit integer
float Floating point (32-bit)
uint64 Unsigned 64-bit integer

Packet Header

Each packet has the following header:

Size: 29 bytes

struct PacketHeader
{
uint16 m_packetFormat; // 2023
uint8 m_gameYear; // Game year - last two digits e.g. 23
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
uint32 m_overallFrameIdentifier; // Overall identifier for the frame the data was retrieved
// on, doesn't go back after flashbacks
uint8 m_playerCarIndex; // Index of player's car in the array
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
Final Classification 8 Final classification confirmation at the end of a race
Lobby Info 9 Information about players in a multiplayer lobby
Car Damage 10 Damage status for all cars
Session History 11 Lap and tyre data for session
Tyre Sets 12 Extended tyre set data
Motion Ex 13 Extended motion data for player car

Motion Packet

The motion packet gives physics data for all the cars being driven.

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: 1349 bytes

Version: 1

struct CarMotionData
{
float m_worldPositionX; // World space X position - metres
float m_worldPositionY; // World space Y position
float m_worldPositionZ; // World space Z position
float m_worldVelocityX; // Velocity in world space X – metres/s
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
};

Session Packet

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

Frequency: 2 per second

Size: 644 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
};
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 = R3, 13 = Time Trial
uint8 m_timeOffset; // Time in minutes the forecast is for
uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast
// 3 = light rain, 4 = heavy rain, 5 = storm
int8 m_trackTemperature; // Track temp. in degrees Celsius
int8 m_trackTemperatureChange; // Track temp. change – 0 = up, 1 = down, 2 = no change
int8 m_airTemperature; // Air temp. in degrees celsius
int8 m_airTemperatureChange; // Air temp. change – 0 = up, 1 = down, 2 = no change
uint8 m_rainPercentage; // Rain percentage (0-100)
};
struct PacketSessionData
{
PacketHeader m_header; // Header
uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast
// 3 = light rain, 4 = heavy rain, 5 = storm
int8 m_trackTemperature; // Track temp. in degrees celsius
int8 m_airTemperature; // Air temp. in degrees celsius
uint8 m_totalLaps; // Total number of laps in this race
uint16 m_trackLength; // Track length in metres
uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P
// 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ
// 10 = R, 11 = R2, 12 = R3, 13 = Time Trial
int8 m_trackId; // -1 for unknown, see appendix
uint8 m_formula; // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2,
// 3 = F1 Generic, 4 = Beta, 5 = Supercars
// 6 = Esports, 7 = F2 2021
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 – network game only
uint8 m_isSpectating; // Whether the player is spectating
uint8 m_spectatorCarIndex; // Index of the car being spectated
uint8 m_sliProNativeSupport; // SLI Pro support, 0 = inactive, 1 = active
uint8 m_numMarshalZones; // Number of marshal zones to follow
MarshalZone m_marshalZones[21]; // List of marshal zones – max 21
uint8 m_safetyCarStatus; // 0 = no safety car, 1 = full
// 2 = virtual, 3 = formation lap
uint8 m_networkGame; // 0 = offline, 1 = online
uint8 m_numWeatherForecastSamples; // Number of weather samples to follow
WeatherForecastSample m_weatherForecastSamples[56]; // Array of weather forecast samples
uint8 m_forecastAccuracy; // 0 = Perfect, 1 = Approximate
uint8 m_aiDifficulty; // AI Difficulty rating – 0-110
uint32 m_seasonLinkIdentifier; // Identifier for season - persists across saves
uint32 m_weekendLinkIdentifier; // Identifier for weekend - persists across saves
uint32 m_sessionLinkIdentifier; // Identifier for session - persists across saves
uint8 m_pitStopWindowIdealLap; // Ideal lap to pit on for current strategy (player)
uint8 m_pitStopWindowLatestLap; // Latest lap to pit on for current strategy (player)
uint8 m_pitStopRejoinPosition; // Predicted position to rejoin at (player)
uint8 m_steeringAssist; // 0 = off, 1 = on
uint8 m_brakingAssist; // 0 = off, 1 = low, 2 = medium, 3 = high
uint8 m_gearboxAssist; // 1 = manual, 2 = manual & suggested gear, 3 = auto
uint8 m_pitAssist; // 0 = off, 1 = on
uint8 m_pitReleaseAssist; // 0 = off, 1 = on
uint8 m_ERSAssist; // 0 = off, 1 = on
uint8 m_DRSAssist; // 0 = off, 1 = on
uint8 m_dynamicRacingLine; // 0 = off, 1 = corners only, 2 = full
uint8 m_dynamicRacingLineType; // 0 = 2D, 1 = 3D
uint8 m_gameMode; // Game mode id - see appendix
uint8 m_ruleSet; // Ruleset - see appendix
uint32 m_timeOfDay; // Local time of day - minutes since midnight
uint8 m_sessionLength; // 0 = None, 2 = Very Short, 3 = Short, 4 = Medium
// 5 = Medium Long, 6 = Long, 7 = Full
uint8 m_speedUnitsLeadPlayer; // 0 = MPH, 1 = KPH
uint8 m_temperatureUnitsLeadPlayer; // 0 = Celsius, 1 = Fahrenheit
uint8 m_speedUnitsSecondaryPlayer; // 0 = MPH, 1 = KPH
uint8 m_temperatureUnitsSecondaryPlayer; // 0 = Celsius, 1 = Fahrenheit
uint8 m_numSafetyCarPeriods; // Number of safety cars called during session
uint8 m_numVirtualSafetyCarPeriods; // Number of virtual safety cars called
uint8 m_numRedFlagPeriods; // Number of red flags called during session
};

Lap Data Packet

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

Frequency: Rate as specified in menus

Size: 1131 bytes

Version: 1

struct LapData
{
uint32 m_lastLapTimeInMS; // Last lap time in milliseconds
uint32 m_currentLapTimeInMS; // Current time around the lap in milliseconds
uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds
uint8 m_sector1TimeMinutes; // Sector 1 whole minute part
uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds
uint8 m_sector2TimeMinutes; // Sector 2 whole minute part
uint16 m_deltaToCarInFrontInMS; // Time delta to car in front in milliseconds
uint16 m_deltaToRaceLeaderInMS; // Time delta to race leader in milliseconds
float m_lapDistance; // Distance vehicle is around current lap in metres – could
// be negative if line hasn’t been crossed yet
float m_totalDistance; // Total distance travelled in session in metres – could
// be negative if line hasn’t been crossed yet
float m_safetyCarDelta; // Delta in seconds for safety car
uint8 m_carPosition; // Car race position
uint8 m_currentLapNum; // Current lap number
uint8 m_pitStatus; // 0 = none, 1 = pitting, 2 = in pit area
uint8 m_numPitStops; // Number of pit stops taken in this race
uint8 m_sector; // 0 = sector1, 1 = sector2, 2 = sector3
uint8 m_currentLapInvalid; // Current lap invalid - 0 = valid, 1 = invalid
uint8 m_penalties; // Accumulated time penalties in seconds to be added
uint8 m_totalWarnings; // Accumulated number of warnings issued
uint8 m_cornerCuttingWarnings; // Accumulated number of corner cutting warnings issued
uint8 m_numUnservedDriveThroughPens; // Num drive through pens left to serve
uint8 m_numUnservedStopGoPens; // Num stop go pens left to serve
uint8 m_gridPosition; // Grid position the vehicle started the race in
uint8 m_driverStatus; // Status of driver - 0 = in garage, 1 = flying lap
// 2 = in lap, 3 = out lap, 4 = on track
uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active
// 3 = finished, 4 = didnotfinish, 5 = disqualified
// 6 = not classified, 7 = retired
uint8 m_pitLaneTimerActive; // Pit lane timing, 0 = inactive, 1 = active
uint16 m_pitLaneTimeInLaneInMS; // If active, the current time spent in the pit lane in ms
uint16 m_pitStopTimerInMS; // Time of the actual pit stop in ms
uint8 m_pitStopShouldServePen; // Whether the car should serve a penalty at this stop
};
struct PacketLapData
{
PacketHeader m_header; // Header
LapData m_lapData[22]; // Lap data for all cars on track
uint8 m_timeTrialPBCarIdx; // Index of Personal Best car in time trial (255 if invalid)
uint8 m_timeTrialRivalCarIdx; // Index of Rival car in time trial (255 if invalid)
};

Event Packet

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

Frequency: When the event occurs

Size: 45 bytes

Version: 1

union EventDataDetails
{
struct
{
uint8 vehicleIdx; // Vehicle index of car achieving fastest lap
float lapTime; // Lap time is in seconds
} FastestLap;
struct
{
uint8 vehicleIdx; // Vehicle index of car retiring
} Retirement;
struct
{
uint8 vehicleIdx; // Vehicle index of team mate
} TeamMateInPits;
struct
{
uint8 vehicleIdx; // Vehicle index of the race winner
} RaceWinner;
struct
{
uint8 penaltyType; // Penalty type – see Appendices
uint8 infringementType; // Infringement type – see Appendices
uint8 vehicleIdx; // Vehicle index of the car the penalty is applied to
uint8 otherVehicleIdx; // Vehicle index of the other car involved
uint8 time; // Time gained, or time spent doing action in seconds
uint8 lapNum; // Lap the penalty occurred on
uint8 placesGained; // Number of places gained by this
} Penalty;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle triggering speed trap
float speed; // Top speed achieved in kilometres per hour
uint8 isOverallFastestInSession; // Overall fastest speed in session = 1, otherwise 0
uint8 isDriverFastestInSession; // Fastest speed for driver in session = 1, otherwise 0
uint8 fastestVehicleIdxInSession;// Vehicle index of the vehicle that is the fastest
// in this session
float fastestSpeedInSession; // Speed of the vehicle that is the fastest
// in this session
} SpeedTrap;
struct
{
uint8 numLights; // Number of lights showing
} StartLIghts;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle serving drive through
} DriveThroughPenaltyServed;
struct
{
uint8 vehicleIdx; // Vehicle index of the vehicle serving stop go
} StopGoPenaltyServed;
struct
{
uint32 flashbackFrameIdentifier; // Frame identifier flashed back to
float flashbackSessionTime; // Session time flashed back to
} Flashback;
struct
{
uint32 buttonStatus; // Bit flags specifying which buttons are being pressed
// currently - see appendices
} Buttons;
struct
{
uint8 overtakingVehicleIdx; // Vehicle index of the vehicle overtaking
uint8 beingOvertakenVehicleIdx; // Vehicle index of the vehicle being overtaken
} Overtake;
};
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
Start lights “STLG” Start lights – number shown
Lights out “LGOT” Lights out
Drive through served “DTSV” Drive through penalty served
Stop go served “SGSV” Stop go penalty served
Flashback “FLBK” Flashback activated
Button status “BUTN” Button status changed
Red Flag “RDFL” Red flag shown
Overtake “OVTK” Overtake occurred

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: 1306 bytes

Version: 1

struct ParticipantData
{
uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled
uint8 m_driverId; // Driver id - see appendix, 255 if network human
uint8 m_networkId; // Network id – unique identifier for network players
uint8 m_teamId; // Team id - see appendix
uint8 m_myTeam; // My team flag – 1 = My Team, 0 = otherwise
uint8 m_raceNumber; // Race number of the car
uint8 m_nationality; // Nationality of the driver
char m_name[48]; // Name of participant in UTF-8 format – null terminated
// Will be truncated with … (U+2026) if too long
uint8 m_yourTelemetry; // The player's UDP setting, 0 = restricted, 1 = public
uint8 m_showOnlineNames; // The player's show online names setting, 0 = off, 1 = on
uint8 m_platform; // 1 = Steam, 3 = PlayStation, 4 = Xbox, 6 = Origin, 255 = unknown
};
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 own car setup, regardless of the “Your Telemetry” setting. Spectators will also not be able to see any car setups.

Frequency: 2 per second

Size: 1107 bytes

Version: 1

struct CarSetupData
{
uint8 m_frontWing; // Front wing aero
uint8 m_rearWing; // Rear wing aero
uint8 m_onThrottle; // Differential adjustment on throttle (percentage)
uint8 m_offThrottle; // Differential adjustment off throttle (percentage)
float m_frontCamber; // Front camber angle (suspension geometry)
float m_rearCamber; // Rear camber angle (suspension geometry)
float m_frontToe; // Front toe angle (suspension geometry)
float m_rearToe; // Rear toe angle (suspension geometry)
uint8 m_frontSuspension; // Front suspension
uint8 m_rearSuspension; // Rear suspension
uint8 m_frontAntiRollBar; // Front anti-roll bar
uint8 m_rearAntiRollBar; // Front anti-roll bar
uint8 m_frontSuspensionHeight; // Front ride height
uint8 m_rearSuspensionHeight; // Rear ride height
uint8 m_brakePressure; // Brake pressure (percentage)
uint8 m_brakeBias; // Brake bias (percentage)
float m_rearLeftTyrePressure; // Rear left tyre pressure (PSI)
float m_rearRightTyrePressure; // Rear right tyre pressure (PSI)
float m_frontLeftTyrePressure; // Front left tyre pressure (PSI)
float m_frontRightTyrePressure; // Front right tyre pressure (PSI)
uint8 m_ballast; // Ballast
float m_fuelLoad; // Fuel load
};
struct PacketCarSetupData
{
PacketHeader m_header; // Header
CarSetupData m_carSetups[22];
};

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. Note that the rev light configurations are presented separately as well and will mimic real life driver preferences.

Frequency: Rate as specified in menus

Size: 1352 bytes

Version: 1

struct CarTelemetryData
{
uint16 m_speed; // Speed of car in kilometres per hour
float m_throttle; // Amount of throttle applied (0.0 to 1.0)
float m_steer; // Steering (-1.0 (full lock left) to 1.0 (full lock right))
float m_brake; // Amount of brake applied (0.0 to 1.0)
uint8 m_clutch; // Amount of clutch applied (0 to 100)
int8 m_gear; // Gear selected (1-8, N=0, R=-1)
uint16 m_engineRPM; // Engine RPM
uint8 m_drs; // 0 = off, 1 = on
uint8 m_revLightsPercent; // Rev lights indicator (percentage)
uint16 m_revLightsBitValue; // Rev lights (bit 0 = leftmost LED, bit 14 = rightmost LED)
uint16 m_brakesTemperature[4]; // Brakes temperature (celsius)
uint8 m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius)
uint8 m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius)
uint16 m_engineTemperature; // Engine temperature (celsius)
float m_tyresPressure[4]; // Tyres pressure (PSI)
uint8 m_surfaceType[4]; // Driving surface, see appendices
};
struct PacketCarTelemetryData
{
PacketHeader m_header; // Header
CarTelemetryData m_carTelemetryData[22];
uint8 m_mfdPanelIndex; // Index of MFD panel open - 255 = MFD closed
// Single player, race – 0 = Car setup, 1 = Pits
// 2 = Damage, 3 = Engine, 4 = Temperatures
// May vary depending on game mode
uint8 m_mfdPanelIndexSecondaryPlayer; // See above
int8 m_suggestedGear; // Suggested gear for the player (1-8)
// 0 if no gear suggested
};

Car Status Packet

This packet details car statuses for all the cars in the race.

Frequency: Rate as specified in menus

Size: 1239 bytes

Version: 1

struct CarStatusData
{
uint8 m_tractionControl; // Traction control - 0 = off, 1 = medium, 2 = full
uint8 m_antiLockBrakes; // 0 (off) - 1 (on)
uint8 m_fuelMix; // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max
uint8 m_frontBrakeBias; // Front brake bias (percentage)
uint8 m_pitLimiterStatus; // Pit limiter status - 0 = off, 1 = on
float m_fuelInTank; // Current fuel mass
float m_fuelCapacity; // Fuel capacity
float m_fuelRemainingLaps; // Fuel remaining in terms of laps (value on MFD)
uint16 m_maxRPM; // Cars max RPM, point of rev limiter
uint16 m_idleRPM; // Cars idle RPM
uint8 m_maxGears; // Maximum number of gears
uint8 m_drsAllowed; // 0 = not allowed, 1 = allowed
uint16 m_drsActivationDistance; // 0 = DRS not available, non-zero - DRS will be available
// in [X] metres
uint8 m_actualTyreCompound; // F1 Modern - 16 = C5, 17 = C4, 18 = C3, 19 = C2, 20 = C1
// 21 = C0, 7 = inter, 8 = wet
// F1 Classic - 9 = dry, 10 = wet
// F2 – 11 = super soft, 12 = soft, 13 = medium, 14 = hard
// 15 = wet
uint8 m_visualTyreCompound; // F1 visual (can be different from actual compound)
// 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet
// F1 Classic – same as above
// F2 ‘19, 15 = wet, 19 – super soft, 20 = soft
// 21 = medium , 22 = hard
uint8 m_tyresAgeLaps; // Age in laps of the current set of tyres
int8 m_vehicleFiaFlags; // -1 = invalid/unknown, 0 = none, 1 = green
// 2 = blue, 3 = yellow
float m_enginePowerICE; // Engine power output of ICE (W)
float m_enginePowerMGUK; // Engine power output of MGU-K (W)
float m_ersStoreEnergy; // ERS energy store in Joules
uint8 m_ersDeployMode; // ERS deployment mode, 0 = none, 1 = medium
// 2 = hotlap, 3 = overtake
float m_ersHarvestedThisLapMGUK; // ERS energy harvested this lap by MGU-K
float m_ersHarvestedThisLapMGUH; // ERS energy harvested this lap by MGU-H
float m_ersDeployedThisLap; // ERS energy deployed this lap
uint8 m_networkPaused; // Whether the car is paused in a network game
};
struct PacketCarStatusData
{
PacketHeader m_header; // Header
CarStatusData m_carStatusData[22];
};

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: 1020 bytes

Version: 1

struct FinalClassificationData
{
uint8 m_position; // Finishing position
uint8 m_numLaps; // Number of laps completed
uint8 m_gridPosition; // Grid position of the car
uint8 m_points; // Number of points scored
uint8 m_numPitStops; // Number of pit stops made
uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active
// 3 = finished, 4 = didnotfinish, 5 = disqualified
// 6 = not classified, 7 = retired
uint32 m_bestLapTimeInMS; // Best lap time of the session in milliseconds
double m_totalRaceTime; // Total race time in seconds without penalties
uint8 m_penaltiesTime; // Total penalties accumulated in seconds
uint8 m_numPenalties; // Number of penalties applied to this driver
uint8 m_numTyreStints; // Number of tyres stints up to maximum
uint8 m_tyreStintsActual[8]; // Actual tyres used by this driver
uint8 m_tyreStintsVisual[8]; // Visual tyres used by this driver
uint8 m_tyreStintsEndLaps[8]; // The lap number stints end on
};
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: 1218 bytes

Version: 1

struct LobbyInfoData
{
uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled
uint8 m_teamId; // Team id - see appendix (255 if no team currently selected)
uint8 m_nationality; // Nationality of the driver
uint8 m_platform; // 1 = Steam, 3 = PlayStation, 4 = Xbox, 6 = Origin, 255 = unknown
char m_name[48]; // Name of participant in UTF-8 format – null terminated
// Will be truncated with ... (U+2026) if too long
uint8 m_carNumber; // Car number of the player
uint8 m_readyStatus; // 0 = not ready, 1 = ready, 2 = spectating
};
struct PacketLobbyInfoData
{
PacketHeader m_header; // Header
// Packet specific data
uint8 m_numPlayers; // Number of players in the lobby data
LobbyInfoData m_lobbyPlayers[22];
};

Car Damage Packet

This packet details car damage parameters for all the cars in the race.

Frequency: 10 per second

Size: 953 bytes

Version: 1

struct CarDamageData
{
float m_tyresWear[4]; // Tyre wear (percentage)
uint8 m_tyresDamage[4]; // Tyre damage (percentage)
uint8 m_brakesDamage[4]; // Brakes damage (percentage)
uint8 m_frontLeftWingDamage; // Front left wing damage (percentage)
uint8 m_frontRightWingDamage; // Front right wing damage (percentage)
uint8 m_rearWingDamage; // Rear wing damage (percentage)
uint8 m_floorDamage; // Floor damage (percentage)
uint8 m_diffuserDamage; // Diffuser damage (percentage)
uint8 m_sidepodDamage; // Sidepod damage (percentage)
uint8 m_drsFault; // Indicator for DRS fault, 0 = OK, 1 = fault
uint8 m_ersFault; // Indicator for ERS fault, 0 = OK, 1 = fault
uint8 m_gearBoxDamage; // Gear box damage (percentage)
uint8 m_engineDamage; // Engine damage (percentage)
uint8 m_engineMGUHWear; // Engine wear MGU-H (percentage)
uint8 m_engineESWear; // Engine wear ES (percentage)
uint8 m_engineCEWear; // Engine wear CE (percentage)
uint8 m_engineICEWear; // Engine wear ICE (percentage)
uint8 m_engineMGUKWear; // Engine wear MGU-K (percentage)
uint8 m_engineTCWear; // Engine wear TC (percentage)
uint8 m_engineBlown; // Engine blown, 0 = OK, 1 = fault
uint8 m_engineSeized; // Engine seized, 0 = OK, 1 = fault
}
struct PacketCarDamageData
{
PacketHeader m_header; // Header
CarDamageData m_carDamageData[22];
};

Session History Packet

This packet contains lap times and tyre usage for the session. This packet works slightly differently to other packets. To reduce CPU and bandwidth, each packet relates to a specific vehicle and is sent every 1/20 s, and the vehicle being sent is cycled through. Therefore in a 20 car race you should receive an update for each vehicle at least once per second.

Note that at the end of the race, after the final classification packet has been sent, a final bulk update of all the session histories for the vehicles in that session will be sent.

Frequency: 20 per second but cycling through cars

Size: 1460 bytes

struct LapHistoryData
{
uint32 m_lapTimeInMS; // Lap time in milliseconds
uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds
uint8 m_sector1TimeMinutes; // Sector 1 whole minute part
uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds
uint8 m_sector1TimeMinutes; // Sector 2 whole minute part
uint16 m_sector3TimeInMS; // Sector 3 time in milliseconds
uint8 m_sector3TimeMinutes; // Sector 3 whole minute part
uint8 m_lapValidBitFlags; // 0x01 bit set-lap valid, 0x02 bit set-sector 1 valid
// 0x04 bit set-sector 2 valid, 0x08 bit set-sector 3 valid
};
struct TyreStintHistoryData
{
uint8 m_endLap; // Lap the tyre usage ends on (255 of current tyre)
uint8 m_tyreActualCompound; // Actual tyres used by this driver
uint8 m_tyreVisualCompound; // Visual tyres used by this driver
};
struct PacketSessionHistoryData
{
PacketHeader m_header; // Header
uint8 m_carIdx; // Index of the car this lap data relates to
uint8 m_numLaps; // Num laps in the data (including current partial lap)
uint8 m_numTyreStints; // Number of tyre stints in the data
uint8 m_bestLapTimeLapNum; // Lap the best lap time was achieved on
uint8 m_bestSector1LapNum; // Lap the best Sector 1 time was achieved on
uint8 m_bestSector2LapNum; // Lap the best Sector 2 time was achieved on
uint8 m_bestSector3LapNum; // Lap the best Sector 3 time was achieved on
LapHistoryData m_lapHistoryData[100]; // 100 laps of data max
TyreStintHistoryData m_tyreStintsHistoryData[8];
};

Tyre Sets Packet

This packets gives a more in-depth details about tyre sets assigned to a vehicle during the session.

Frequency: 20 per second but cycling through cars

Size: 231 bytes

Version: 1

struct TyreSetData
{
uint8 m_actualTyreCompound; // Actual tyre compound used
uint8 m_visualTyreCompound; // Visual tyre compound used
uint8 m_wear; // Tyre wear (percentage)
uint8 m_available; // Whether this set is currently available
uint8 m_recommendedSession; // Recommended session for tyre set
uint8 m_lifeSpan; // Laps left in this tyre set
uint8 m_usableLife; // Max number of laps recommended for this compound
int16 m_lapDeltaTime; // Lap delta time in milliseconds compared to fitted set
uint8 m_fitted; // Whether the set is fitted or not
};
struct PacketTyreSetsData
{
PacketHeader m_header; // Header
uint8 m_carIdx; // Index of the car this data relates to
TyreSetData m_tyreSetData[20]; // 13 (dry) + 7 (wet)
uint8 m_fittedIdx; // Index into array of fitted tyre
};

Motion Ex Packet

The motion packet gives extended data for the car being driven with the goal of being able to drive a motion platform setup.

Frequency: Rate as specified in menus

Size: 217 bytes

Version: 1

struct PacketMotionExData
{
PacketHeader m_header; // Header
// 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_wheelSlipRatio[4]; // Slip ratio for each wheel
float m_wheelSlipAngle[4]; // Slip angles for each wheel
float m_wheelLatForce[4]; // Lateral forces for each wheel
float m_wheelLongForce[4]; // Longitudinal forces for each wheel
float m_heightOfCOGAboveGround; // Height of centre of gravity above ground
float m_localVelocityX; // Velocity in local space – metres/s
float m_localVelocityY; // Velocity in local space
float m_localVelocityZ; // Velocity in local space
float m_angularVelocityX; // Angular velocity x-component – radians/s
float m_angularVelocityY; // Angular velocity y-component
float m_angularVelocityZ; // Angular velocity z-component
float m_angularAccelerationX; // Angular acceleration x-component – radians/s/s
float m_angularAccelerationY; // Angular acceleration y-component
float m_angularAccelerationZ; // Angular acceleration z-component
float m_frontWheelsAngle; // Current front wheels angle in radians
float m_wheelVertForce[4]; // Vertical forces for each wheel
};

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
  • Show online ID – this additional option allows other players to view your online ID / gamertag in their UDP output.

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_ersDeployMode
  • m_ersStoreEnergy
  • m_ersDeployedThisLap
  • m_ersHarvestedThisLapMGUK
  • m_ersHarvestedThisLapMGUH
  • m_enginePowerICE
  • m_enginePowerMGUK

Car damage packet

  • m_frontLeftWingDamage
  • m_frontRightWingDamage
  • m_rearWingDamage
  • m_floorDamage
  • m_diffuserDamage
  • m_sidepodDamage
  • m_engineDamage
  • m_gearBoxDamage
  • m_tyresWear (All four wheels)
  • m_tyresDamage (All four wheels)
  • m_brakesDamage (All four wheels)
  • m_drsFault
  • m_engineMGUHWear
  • m_engineESWear
  • m_engineCEWear
  • m_engineICEWear
  • m_engineMGUKWear
  • m_engineTCWear

Tyre set packet

  • All data within this packet for player car

To allow other players to view your online ID in their UDP output during an online session, you must enable the “Show online ID / gamertags” option. Selecting this will bring up a confirmation box that must be confirmed before this option is enabled.

Please note that all options can be changed during a game session and will take immediate effect.

#FAQS

How do I enable the UDP Telemetry Output?

In F1 23, 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:

...

...

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® 23 sees the following changes to the UDP specification:

  • Added game year to packet header – apps can identify which F1 game data is coming from
  • Temperature and speed units choice for players sent in session packet
  • Platform of players added to lobby info and participants packets
  • Added flag to say whether a player has their “Show online names” flag set in participants packet
  • Added whole minute part to sector times in lap data and session history packets
  • Damage packet now updates at 10/s
  • Separated corner cutting warnings in the lap data packet
  • Added new tyre sets packet to give more detail about tyre sets for each car
  • Added time deltas for cars in the lap data packet
  • Added overall frame identifier to packet header to help deal with flashbacks
  • Red flag event added
  • Added Safety car, VSC and Red Flag counts to session data
  • Added more physics data in the motion packet
  • Added Overtake event
  • Added power outputs readings for the engine
  • Added C0 tyre type
  • Added a new Motion Ex packet and moved player car settings from Motion packet to stop it getting too large, added vertical wheel forces

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.

How many cars are in the data structures?

The maximum number of cars in the data structures is 22, to allow for certain game modes, although the data is not always filled in.

You should always check the data item called m_numActiveCars in the participants packet which tells you how many cars are active in the race. However, you should check the individual result status of each car in the lap data to see if that car is actively providing data. If it is not “Invalid” or “Inactive” then the corresponding vehicle index has valid data.

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
  • Car Damage
  • Motion Ex Data

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
  • Motion Ex Data

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
  • Car Damage (since 2 updates per second)
  • Motion Ex Data

Will my old app still work with F1 23?

Please note that from F1 23 the game will only support the previous 2 UDP formats.

F1 23 uses a new format for the UDP data. However, some 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 “2022” or “2021”.

Specifications for the older formats can be seen here:

  • F1 2021 - https://forums.codemasters.com/topic/80231-f1-2021-udp-specification
  • F1 22 - https://answers.ea.com/t5/General-Discussion/F1-22-UDP-Specification/td-p/11551274

How do I enable D-BOX output?

D-BOX output is currently supported on the PC platform. In F1 23, 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:

...
<dbox enabled="false" />

...

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 the game’s 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:

...

 <udp enabled="false" broadcast=”false” ip="127.0.0.1" port="20777" sendRate=”20” format=”2023” yourTelemetry="restricted" onlineNames="off" />

...

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.

#Appendices

Here are the values used for some of the parameters in the UDP data output.

Team IDs

ID Team ID Team ID Team
0 Mercedes 106 Prema ‘21 136 Campos ‘22
1 Ferrari 107 Uni-Virtuosi ‘21 137 Van Amersfoort Racing ‘22
2 Red Bull Racing 108 Carlin ‘21 138 Trident ‘22
3 Williams 109 Hitech ‘21 139 Hitech ‘22
4 Aston Martin 110 Art GP ‘21 140 Art GP ‘22
5 Alpine 111 MP Motorsport ‘21
6 Alpha Tauri 112 Charouz ‘21
7 Haas 113 Dams ‘21
8 McLaren 114 Campos ‘21
9 Alfa Romeo 115 BWT ‘21
85 Mercedes 2020 116 Trident ‘21
86 Ferrari 2020 117 Mercedes AMG GT Black Series
87 Red Bull 2020 118 Mercedes ‘22
88 Williams 2020 119 Ferrari ‘22
89 Racing Point 2020 120 Red Bull Racing ‘22
90 Renault 2020 121 Williams ‘22
91 Alpha Tauri 2020 122 Aston Martin ‘22
92 Haas 2020 123 Alpine ‘22
93 McLaren 2020 124 Alpha Tauri ‘22
94 Alfa Romeo 2020 125 Haas ‘22
95 Aston Martin DB11 V12 126 McLaren ‘22
96 Aston Martin Vantage F1 Edition 127 Alfa Romeo ‘22
97 Aston Martin Vantage Safety Car 128 Konnersport ‘22
98 Ferrari F8 Tributo 129 Konnersport
99 Ferrari Roma 130 Prema ‘22
100 McLaren 720S 131 Virtuosi ‘22
101 McLaren Artura 132 Carlin ‘22
102 Mercedes AMG GT Black Series Safety Car 133 MP Motorsport ‘22
103 Mercedes AMG GTR Pro 134 Charouz ‘22
104 F1 Custom Team 135 Dams ‘22

Driver IDs

ID Driver ID Driver ID Driver
0 Carlos Sainz 56 Louis Delétraz 115 Theo Pourchaire
1 Daniil Kvyat 57 Antonio Fuoco 116 Richard Verschoor
2 Daniel Ricciardo 58 Charles Leclerc 117 Lirim Zendeli
3 Fernando Alonso 59 Pierre Gasly 118 David Beckmann
4 Felipe Massa 62 Alexander Albon 121 Alessio Deledda
6 Kimi Räikkönen 63 Nicholas Latifi 122 Bent Viscaal
7 Lewis Hamilton 64 Dorian Boccolacci 123 Enzo Fittipaldi
9 Max Verstappen 65 Niko Kari 125 Mark Webber
10 Nico Hulkenburg 66 Roberto Merhi 126 Jacques Villeneuve
11 Kevin Magnussen 67 Arjun Maini 127 Callie Mayer
12 Romain Grosjean 68 Alessio Lorandi 128 Noah Bell
13 Sebastian Vettel 69 Ruben Meijer 129 Jake Hughes
14 Sergio Perez 70 Rashid Nair 130 Frederik Vesti
15 Valtteri Bottas 71 Jack Tremblay 131 Olli Caldwell
17 Esteban Ocon 72 Devon Butler 132 Logan Sargeant
19 Lance Stroll 73 Lukas Weber 133 Cem Bolukbasi
20 Arron Barnes 74 Antonio Giovinazzi 134 Ayumu Iwasa
21 Martin Giles 75 Robert Kubica 135 Clement Novalak
22 Alex Murray 76 Alain Prost 136 Jack Doohan
23 Lucas Roth 77 Ayrton Senna 137 Amaury Cordeel
24 Igor Correia 78 Nobuharu Matsushita 138 Dennis Hauger
25 Sophie Levasseur 79 Nikita Mazepin 139 Calan Williams
26 Jonas Schiffer 80 Guanya Zhou 140 Jamie Chadwick
27 Alain Forest 81 Mick Schumacher 141 Kamui Kobayashi
28 Jay Letourneau 82 Callum Ilott 142 Pastor Maldonado
29 Esto Saari 83 Juan Manuel Correa 143 Mika Hakkinen
30 Yasar Atiyeh 84 Jordan King 144 Nigel Mansell
31 Callisto Calabresi 85 Mahaveer Raghunathan
32 Naota Izum 86 Tatiana Calderon
33 Howard Clarke 87 Anthoine Hubert
34 Wilheim Kaufmann 88 Guiliano Alesi
35 Marie Laursen 89 Ralph Boschung
36 Flavio Nieves 90 Michael Schumacher
37 Peter Belousov 91 Dan Ticktum
38 Klimek Michalski 92 Marcus Armstrong
39 Santiago Moreno 93 Christian Lundgaard
40 Benjamin Coppens 94 Yuki Tsunoda
41 Noah Visser 95 Jehan Daruvala
42 Gert Waldmuller 96 Gulherme Samaia
43 Julian Quesada 97 Pedro Piquet
44 Daniel Jones 98 Felipe Drugovich
45 Artem Markelov 99 Robert Schwartzman
46 Tadasuke Makino 100 Roy Nissany
47 Sean Gelael 101 Marino Sato
48 Nyck De Vries 102 Aidan Jackson
49 Jack Aitken 103 Casper Akkerman
50 George Russell 109 Jenson Button
51 Maximilian Günther 110 David Coulthard
52 Nirei Fukuzumi 111 Nico Rosberg
53 Luca Ghiotto 112 Oscar Piastri
54 Lando Norris 113 Liam Lawson
55 Sérgio Sette Câmara 114 Juri Vips

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
25 Hanoi
26 Zandvoort
27 Imola
28 Portimão
29 Jeddah
30 Miami
31 Las Vegas
32 Losail

Nationality IDs

ID Nationality ID Nationality ID Nationality
1 American 31 Greek 61 Paraguayan
2 Argentinean 32 Guatemalan 62 Peruvian
3 Australian 33 Honduran 63 Polish
4 Austrian 34 Hong Konger 64 Portuguese
5 Azerbaijani 35 Hungarian 65 Qatari
6 Bahraini 36 Icelander 66 Romanian
7 Belgian 37 Indian 67 Russian
8 Bolivian 38 Indonesian 68 Salvadoran
9 Brazilian 39 Irish 69 Saudi
10 British 40 Israeli 70 Scottish
11 Bulgarian 41 Italian 71 Serbian
12 Cameroonian 42 Jamaican 72 Singaporean
13 Canadian 43 Japanese 73 Slovakian
14 Chilean 44 Jordanian 74 Slovenian
15 Chinese 45 Kuwaiti 75 South Korean
16 Colombian 46 Latvian 76 South African
17 Costa Rican 47 Lebanese 77 Spanish
18 Croatian 48 Lithuanian 78 Swedish
19 Cypriot 49 Luxembourger 79 Swiss
20 Czech 50 Malaysian 80 Thai
21 Danish 51 Maltese 81 Turkish
22 Dutch 52 Mexican 82 Uruguayan
23 Ecuadorian 53 Monegasque 83 Ukrainian
24 English 54 New Zealander 84 Venezuelan
25 Emirian 55 Nicaraguan 85 Barbadian
26 Estonian 56 Northern Irish 86 Welsh
27 Finnish 57 Norwegian 87 Vietnamese
28 French 58 Omani
29 German 59 Pakistani
30 Ghanaian 60 Panamanian

Game Mode IDs

ID Mode
0 Event Mode
3 Grand Prix
4 Grand Prix ‘23
5 Time Trial
6 Splitscreen
7 Online Custom
8 Online League
11 Career Invitational
12 Championship Invitational
13 Championship
14 Online Championship
15 Online Weekly Event
17 Story Mode
19 Career ‘22
20 Career ’22 Online
21 Career ‘23
22 Career ’23 Online
127 Benchmark

Ruleset IDs

ID Ruleset
0 Practice & Qualifying
1 Race
2 Time Trial
4 Time Attack
6 Checkpoint Challenge
8 Autocross
9 Drift
10 Average Speed Zone
11 Rival Duel

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
0x00000001 Cross or A
0x00000002 Triangle or Y
0x00000004 Circle or B
0x00000008 Square or X
0x00000010 D-pad Left
0x00000020 D-pad Right
0x00000040 D-pad Up
0x00000080 D-pad Down
0x00000100 Options or Menu
0x00000200 L1 or LB
0x00000400 R1 or RB
0x00000800 L2 or LT
0x00001000 R2 or RT
0x00002000 Left Stick Click
0x00004000 Right Stick Click
0x00008000 Right Stick Left
0x00010000 Right Stick Right
0x00020000 Right Stick Up
0x00040000 Right Stick Down
0x00080000 Special
0x00100000 UDP Action 1
0x00200000 UDP Action 2
0x00400000 UDP Action 3
0x00800000 UDP Action 4
0x01000000 UDP Action 5
0x02000000 UDP Action 6
0x04000000 UDP Action 7
0x08000000 UDP Action 8
0x10000000 UDP Action 9
0x20000000 UDP Action 10
0x40000000 UDP Action 11
0x80000000 UDP Action 12

Penalty types

ID Penalty meaning
0 Drive through
1 Stop Go
2 Grid penalty
3 Penalty reminder
4 Time penalty
5 Warning
6 Disqualified
7 Removed from formation lap
8 Parked too long timer
9 Tyre regulations
10 This lap invalidated
11 This and next lap invalidated
12 This lap invalidated without reason
13 This and next lap invalidated without reason
14 This and previous lap invalidated
15 This and previous lap invalidated without reason
16 Retired
17 Black flag timer

Infringement types

ID Infringement meaning
0 Blocking by slow driving
1 Blocking by wrong way driving
2 Reversing off the start line
3 Big Collision
4 Small Collision
5 Collision failed to hand back position single
6 Collision failed to hand back position multiple
7 Corner cutting gained time
8 Corner cutting overtake single
9 Corner cutting overtake multiple
10 Crossed pit exit lane
11 Ignoring blue flags
12 Ignoring yellow flags
13 Ignoring drive through
14 Too many drive throughs
15 Drive through reminder serve within n laps
16 Drive through reminder serve this lap
17 Pit lane speeding
18 Parked for too long
19 Ignoring tyre regulations
20 Too many penalties
21 Multiple warnings
22 Approaching disqualification
23 Tyre regulations select single
24 Tyre regulations select multiple
25 Lap invalidated corner cutting
26 Lap invalidated running wide
27 Corner cutting ran wide gained time minor
28 Corner cutting ran wide gained time significant
29 Corner cutting ran wide gained time extreme
30 Lap invalidated wall riding
31 Lap invalidated flashback used
32 Lap invalidated reset to track
33 Blocking the pitlane
34 Jump start
35 Safety car to car collision
36 Safety car illegal overtake
37 Safety car exceeding allowed pace
38 Virtual safety car exceeding allowed pace
39 Formation lap below allowed speed
40 Formation lap parking
41 Retired mechanical failure
42 Retired terminally damaged
43 Safety car falling too far back
44 Black flag timer
45 Unserved stop go penalty
46 Unserved drive through penalty
47 Engine component change
48 Gearbox change
49 Parc Fermé change
50 League grid penalty
51 Retry penalty
52 Illegal time gain
53 Mandatory pitstop
54 Attribute assigned

Legal Notice

F1® 23 Game - an official product of the FIA Formula One World Championship™.

The F1 Formula 1 logo, F1 logo, Formula 1, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trademarks of Formula One Licensing BV, a Formula 1 company. © 2023 Cover images Formula One World Championship Limited, a Formula 1 company. Licensed by Formula One World Championship Limited. The F2 FIA Formula 2 CHAMPIONSHIP logo, FIA Formula 2 CHAMPIONSHIP, FIA Formula 2, Formula 2, F2 and related marks are trademarks of the Federation Internationale de l’Automobile and used exclusively under licence. All rights reserved. The FIA and FIA AfRS logos are trademarks of Federation Internationale de l’Automobile. All rights reserved.