2.1.1 • Published 2 years ago

f1-22-udp v2.1.1

Weekly downloads
-
License
MIT
Repository
github
Last release
2 years ago

Data Output from F1 22 Game

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).

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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 our official forum page here.

If you cannot find the information that you require then please contact the team via the official forum thread listed above. For any bugs with the UDP system, please post a new bug report on the F1 22 forum.

DISCLAIMER: “This information is being provided under license from EA for reference purposes only and we do not make any representations or warranties about the accuracy or reliability of the information for any specific purpose.”

forwarding

you can forward the udp data to your laptop, phone or any other other device for development or other consumption

npx f1-22-udp --forward 192.168.88.114:20777 192.168.88.200:20777

logging

you can log the parsed data to the console using any of the packet id's

npx f1-22-udp --log 0 1 2 3 4 5 6 7 8 9 10 11

Installing

npm install f1-22-udp

Usage

typescript with imports

import { F122UDP } from "f1-22-udp";
/*
*   'port' is optional, defaults to 20777
*   'address' is optional, defaults to localhost, in certain cases you may need to set address explicitly
*/

const f122: F122UDP = new F122UDP();
f122.start();
// motion 0
f122.on('motion',function(data) {
    console.log(data);
})

CommonJS

const { F122UDP } = require("f1-22-udp")
/*
*   'port' is optional, defaults to 20777
*   'address' is optional, defaults to localhost, in certain cases you may need to set address explicitly
*/

const f122 = new F122UDP()
f122.start();
// motion 0
f122.on('motion', function (data) {
    console.log(data);
})

f122.on("event", data => {
    console.log(data);
}) 

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Contents

  • Overview 1
  • Packet Information 2
  • FAQS 15
  • Appendices 20
  • Legal Notice 25

Packet Information

Packet Types

Each packet carries different types of data rather than having one packet which contains everything. The header in each packet describes the packet type and versioning info so 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:

TypeDescription
uint8Unsigned 8-bit integer
int8Signed 8-bit integer
uint16Unsigned 16-bit integer
int16Signed 16-bit integer
uint32Unsigned 32-bit integer
floatFloating point (32-bit)
uint64Unsigned 64-bit integer

Packet Header

Each packet has the following header:

struct PacketHeader{

    uint16    m_packetFormat;            // 2022
    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
    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 NameValueDescription
Motion0Contains all motion data for player’s car – only sent while player is in control
Session1Data about the session – track, time left
Lap Data2Data about all the lap times of cars in the session
Event3Various notable events that happen during a session
Participants4List of participants in the session, mostly relevant for multiplayer
Car Setups5Packet detailing car setups for cars in the race
Car Telemetry6Telemetry data for all cars
Car Status7Status data for all cars
Final Classification8Final classification confirmation at the end of a race
Lobby Info9Information about players in a multiplayer lobby
Car Damage10Damage status for all cars
Session History11Lap and tyre data for session

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

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: 632 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 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
};

Lap Data Packet

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

Frequency: Rate as specified in menus

ize: 972 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
    uint16   m_sector2TimeInMS;           // Sector 2 time 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_warnings;                  // Accumulated number of 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: 36 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
    {
    	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         m_buttonStatus;    // Bit flags specifying which buttons are being pressed
                                          // currently - see appendices
    } Buttons;
};

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

EventCodeDescription
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

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: 1257 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
};

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

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: 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_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: 1058 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
   					   // 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, 4 = red
    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: 1015 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: 1191 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
    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: 2 per second

Size: 948 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: 1155 bytes

Version: 1

struct LapHistoryData
{
    uint32    m_lapTimeInMS;           // Lap time in milliseconds
    uint16    m_sector1TimeInMS;       // Sector 1 time in milliseconds
    uint16    m_sector2TimeInMS;       // Sector 2 time in milliseconds
    uint16    m_sector3TimeInMS;       // Sector 3 time in milliseconds
    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];
};

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

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

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 22, 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=”2022” 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 22 sees the following changes to the UDP specification:

•	Custom UDP actions have been added to the button array so you can assign up to 12 custom controller button to come through UDP
•	Personal best and rival car indices added to lap data for time trial
•	Added game mode id to the session packet – see appendix for list
•	Added ERS and engine damage states to damage packet
•	End lap added to tyre stint data in final classification packet
•	Added fastest driver and speed to speed trap event, also fixing a bug with fastest speed
•	Player’s online name is now displayed in the Participant packet when enabled
•	Added ruleset, time of day and session length to the session packet

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?

No, certain game modes or car classes allow 22 cars to be present on the grid. This means that all previous places where 20 cars were used, 22 is now the maximum. Note that if your UDP format is 2019, 2018 or legacy and you are in “My Team” career mode, no UDP output will be produced because of this limitation.

There is still 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

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
•	Car Damage (since 2 updates per second)

Will my old app still work with F1 22?

F1 22 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 “2021”, “2020”, “2019”, “2018” or “Legacy” (for F1 2017 and earlier). Specifications for the olders formats can be seen here:

•	Legacy (2017 and earlier) - http://forums.codemasters.com/discussion/53139/f1-2017-d-box-and-udp-output-specification/p1.
•	F1 2018 - https://forums.codemasters.com/topic/30601-f1-2018-udp-specification/
•	F1 2019 - https://forums.codemasters.com/topic/44592-f1-2019-udp-specification/
•	F1 2020 - https://forums.codemasters.com/topic/54423-f1%C2%AE-2020-udp-specification/ 
•	F1 2021 - https://forums.codemasters.com/topic/80231-f1-2021-udp-specification

How do I enable D-BOX output?

D-BOX output is currently supported on the PC platform. In F1 22, 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 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:

   <motion>
     ...
     <udp enabled="false" broadcast=”false” ip="127.0.0.1" port="20777" sendRate=”20” format=”2022” 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.


Appendices

Here are the ID values used for different game data.

Team IDs

IDTeamIDTeam
0Mercedes101McLaren Artura
1Ferrari102Mercedes AMG GT Black Series Safety Car
2Red Bull Racing103Mercedes AMG GTR Pro
3Williams104F1 Custom Team
4Aston Martin106Prema ‘21
5Alpine107Uni-Virtuosi ‘21
6Alpha Tauri108Carlin ‘21
7Haas109Hitech ‘21
8McLaren110Art GP ‘21
9Alfa Romeo111MP Motorsport ‘21
85Mercedes 2020112Charouz ‘21
86Ferrari 2020113Dams ‘21
87Red Bull 2020114Campos ‘21
88Williams 2020115BWT ‘21
89Racing Point 2020116Trident ‘21
90Renault 2020117Mercedes AMG GT Black Series
91Alpha Tauri 2020
92Haas 2020
93McLaren 2020
94Alfa Romeo 2020
95Aston Martin DB11 V12
96Aston Martin Vantage F1 Edition
97Aston Martin Vantage Safety Car
98Ferrari F8 Tributo
99Ferrari Roma
100McLaren 720S

Driver IDs

IDDriverIDDriverIDDriver
0Carlos Sainz45Artem Markelov88Guiliano Alesi
1Daniil Kvyat46Tadasuke Makino89Ralph Boschung
2Daniel Ricciardo47Sean Gelael90Michael Schumacher
3Fernando Alonso48Nyck De Vries91Dan Ticktum
4Felipe Massa49Jack Aitken92Marcus Armstrong
6Kimi Räikkönen50George Russell93Christian Lundgaard
7Lewis Hamilton51Maximilian Günther94Yuki Tsunoda
9Max Verstappen52Nirei Fukuzumi95Jehan Daruvala
10Nico Hulkenburg53Luca Ghiotto96Gulherme Samaia
11Kevin Magnussen54Lando Norris97Pedro Piquet
12Romain Grosjean55Sérgio Sette Câmara98Felipe Drugovich
13Sebastian Vettel56Louis Delétraz99Robert Schwartzman
14Sergio Perez57Antonio Fuoco100Roy Nissany
15Valtteri Bottas58Charles Leclerc101Marino Sato
17Esteban Ocon59Pierre Gasly102Aidan Jackson
19Lance Stroll62Alexander Albon103Casper Akkerman
20Arron Barnes63Nicholas Latifi109Jenson Button
21Martin Giles64Dorian Boccolacci110David Coulthard
22Alex Murray65Niko Kari111Nico Rosberg
23Lucas Roth66Roberto Merhi112Oscar Piastri
24Igor Correia67Arjun Maini113Liam Lawson
25Sophie Levasseur68Alessio Lorandi114Juri Vips
26Jonas Schiffer69Ruben Meijer115Theo Pourchaire
27Alain Forest70Rashid Nair116Richard Verschoor
28Jay Letourneau71Jack Tremblay117Lirim Zendeli
29Esto Saari72Devon Butler118David Beckmann
30Yasar Atiyeh73Lukas Weber121Alessio Deledda
31Callisto Calabresi74Antonio Giovinazzi122Bent Viscaal
32Naota Izum75Robert Kubica123Enzo Fittipaldi
33Howard Clarke76Alain Prost125Mark Webber
34Wilheim Kaufmann77Ayrton Senna126Jacques Villeneuve
35Marie Laursen78Nobuharu Matsushita
36Flavio Nieves79Nikita Mazepin
37Peter Belousov80Guanya Zhou
38Klimek Michalski81Mick Schumacher
39Santiago Moreno82Callum Ilott
40Benjamin Coppens83Juan Manuel Correa
41Noah Visser84Jordan King
42Gert Waldmuller85Mahaveer Raghunathan
43Julian Quesada86Tatiana Calderon
44Daniel Jones87Anthoine Hubert

Track IDs

IDTrack
0Melbourne
1Paul Ricard
2Shanghai
3Sakhir (Bahrain)
4Catalunya
5Monaco
6Montreal
7Silverstone
8Hockenheim
9Hungaroring
10Spa
11Monza
12Singapore
13Suzuka
14Abu Dhabi
15Texas
16Brazil
17Austria
18Sochi
19Mexico
20Baku (Azerbaijan)
21Sakhir Short
22Silverstone Short
23Texas Short
24Suzuka Short
25Hanoi
26Zandvoort
27Imola
28Portimão
29Jeddah
30Miami

Nationality IDs

IDNationalityIDNationalityIDNationality
1American31Greek61Paraguayan
2Argentinean32Guatemalan62Peruvian
3Australian33Honduran63Polish
4Austrian34Hong Konger64Portuguese
5Azerbaijani35Hungarian65Qatari
6Bahraini36Icelander66Romanian
7Belgian37Indian67Russian
8Bolivian38Indonesian68Salvadoran
9Brazilian39Irish69Saudi
10British40Israeli70Scottish
11Bulgarian41Italian71Serbian
12Cameroonian42Jamaican72Singaporean
13Canadian43Japanese73Slovakian
14Chilean44Jordanian74Slovenian
15Chinese45Kuwaiti75South Korean
16Colombian46Latvian76South African
17Costa Rican47Lebanese77Spanish
18Croatian48Lithuanian78Swedish
19Cypriot49Luxembourger79Swiss
20Czech50Malaysian80Thai
21Danish51Maltese81Turkish
22Dutch52Mexican82Uruguayan
23Ecuadorian53Monegasque83Ukrainian
24English54New Zealander84Venezuelan
25Emirian55Nicaraguan85Barbadian
26Estonian56Northern Irish86Welsh
27Finnish57Norwegian87Vietnamese
28French58Omani29German
59Pakistani30Ghanaian60Panamanian

Game Mode IDs

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

Ruleset IDs

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

Surface types

These types are from physics data and show what type of contact each wheel is experiencing.

IDSurface
0Tarmac
1Rumble strip
2Concrete
3Rock
4Gravel
5Mud
6Sand
7Grass
8Water
9Cobblestone
10Metal
11Ridged

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 FlagButton
0x00000001Cross or A
0x00000002Triangle or Y
0x00000004Circle or B
0x00000008Square or X
0x00000010D-pad Left
0x00000020D-pad Right
0x00000040D-pad Up
0x00000080D-pad Down
0x00000100Options or Menu
0x00000200L1 or LB
0x00000400R1 or RB
0x00000800L2 or LT
0x00001000R2 or RT
0x00002000Left Stick Click
0x00004000Right Stick Click
0x00008000Right Stick Left
0x00010000Right Stick Right
0x00020000Right Stick Up
0x00040000Right Stick Down
0x00080000Special
0x00100000UDP Action 1
0x00200000UDP Action 2
0x00400000UDP Action 3
0x00800000UDP Action 4
0x01000000UDP Action 5
0x02000000UDP Action 6
0x04000000UDP Action 7
0x08000000UDP Action 8
0x10000000UDP Action 9
0x20000000UDP Action 10
0x40000000UDP Action 11
0x80000000UDP Action 12

Penalty types

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

Infringement types

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

Legal Notice

  • F1 22 Game - an official product of the FIA FORMULA ONE WORLD CHAMPIONSHIP. © 2022 The Codemasters Software Company Limited ("Codemasters"). All rights reserved. "Codemasters”®, “Ego”® and the Codemasters logo are registered trademarks owned by Codemasters. “Codemasters Racing”™ is a trade mark of Codemasters.

  • The F1 FORMULA 1 logo, F1 logo, F1 FIA FORMULA 1 WORLD CHAMPIONSHIP logo, FORMULA 1, FORMULA ONE, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trademarks of Formula One Licensing BV, a Formula One group company. Licensed by Formula One World Championship Limited. All rights reserved.

  • All other copyrights or trademarks are the property of their respective owners and are being used under license. Unauthorised copying, adaptation, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission, public performance, distribution or extraction of this product or any trade mark or copyright work that forms part of this product is prohibited. Developed and published by Codemasters.