f1-22-udp
v2.1.1
Published
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 devi
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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).
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);
})
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:
|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:
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 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
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
|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
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
| ID| Team | ID| Team | |-|-|-|-| 0|Mercedes|101|McLaren Artura 1|Ferrari|102|Mercedes AMG GT Black Series Safety Car 2|Red Bull Racing|103|Mercedes AMG GTR Pro 3|Williams|104|F1 Custom Team 4|Aston Martin|106|Prema ‘21 5|Alpine|107|Uni-Virtuosi ‘21 6|Alpha Tauri|108|Carlin ‘21 7|Haas|109|Hitech ‘21 8|McLaren|110|Art GP ‘21 9|Alfa Romeo|111|MP Motorsport ‘21 85|Mercedes 2020|112|Charouz ‘21 86|Ferrari 2020|113|Dams ‘21 87|Red Bull 2020|114|Campos ‘21 88|Williams 2020|115|BWT ‘21 89|Racing Point 2020|116|Trident ‘21 90|Renault 2020|117|Mercedes AMG GT Black Series 91|Alpha Tauri 2020 92|Haas 2020 93|McLaren 2020 94|Alfa Romeo 2020 95|Aston Martin DB11 V12 96|Aston Martin Vantage F1 Edition 97|Aston Martin Vantage Safety Car 98|Ferrari F8 Tributo 99|Ferrari Roma 100|McLaren 720S
Driver IDs
| ID| Driver | ID| Driver | ID| Driver| |-|-|-|-|-|-| 0|Carlos Sainz|45|Artem Markelov|88|Guiliano Alesi 1|Daniil Kvyat|46|Tadasuke Makino|89|Ralph Boschung 2|Daniel Ricciardo|47|Sean Gelael|90|Michael Schumacher 3|Fernando Alonso|48|Nyck De Vries|91|Dan Ticktum 4|Felipe Massa|49|Jack Aitken|92 |Marcus Armstrong 6|Kimi Räikkönen|50|George Russell|93 |Christian Lundgaard 7|Lewis Hamilton|51|Maximilian Günther|94 |Yuki Tsunoda 9|Max Verstappen|52|Nirei Fukuzumi|95 |Jehan Daruvala 10|Nico Hulkenburg|53|Luca Ghiotto|96 |Gulherme Samaia 11|Kevin Magnussen|54|Lando Norris|97 |Pedro Piquet 12|Romain Grosjean|55|Sérgio Sette Câmara|98 |Felipe Drugovich 13|Sebastian Vettel|56|Louis Delétraz|99 |Robert Schwartzman 14|Sergio Perez|57|Antonio Fuoco|100 |Roy Nissany 15|Valtteri Bottas|58|Charles Leclerc|101 |Marino Sato 17|Esteban Ocon|59|Pierre Gasly|102|Aidan Jackson 19|Lance Stroll|62|Alexander Albon|103|Casper Akkerman 20|Arron Barnes|63|Nicholas Latifi|109|Jenson Button 21|Martin Giles|64|Dorian Boccolacci|110|David Coulthard 22|Alex Murray|65|Niko Kari|111|Nico Rosberg 23|Lucas Roth|66|Roberto Merhi|112|Oscar Piastri 24|Igor Correia|67|Arjun Maini|113|Liam Lawson 25|Sophie Levasseur|68|Alessio Lorandi|114|Juri Vips 26|Jonas Schiffer|69|Ruben Meijer|115|Theo Pourchaire 27|Alain Forest|70|Rashid Nair|116|Richard Verschoor 28|Jay Letourneau|71|Jack Tremblay|117|Lirim Zendeli 29|Esto Saari|72|Devon Butler|118|David Beckmann 30|Yasar Atiyeh|73|Lukas Weber|121|Alessio Deledda 31|Callisto Calabresi|74|Antonio Giovinazzi|122|Bent Viscaal 32|Naota Izum|75|Robert Kubica|123|Enzo Fittipaldi 33|Howard Clarke|76|Alain Prost|125|Mark Webber 34|Wilheim Kaufmann|77|Ayrton Senna|126|Jacques Villeneuve 35|Marie Laursen|78|Nobuharu Matsushita 36|Flavio Nieves|79|Nikita Mazepin 37|Peter Belousov|80|Guanya Zhou 38|Klimek Michalski|81|Mick Schumacher 39|Santiago Moreno|82|Callum Ilott 40|Benjamin Coppens|83|Juan Manuel Correa 41|Noah Visser|84|Jordan King 42|Gert Waldmuller|85|Mahaveer Raghunathan 43|Julian Quesada|86|Tatiana Calderon 44|Daniel Jones|87|Anthoine Hubert
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
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|Team| |-|-| 0|Event Mode 3|Grand Prix 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 19|Career ‘22 20|Career ’22 Online 127|Benchmark
Ruleset IDs
|ID|Team| |-|-| 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|Retired mechanical failure 41|Retired terminally damaged 42|Safety car falling too far back 43|Black flag timer 44|Unserved stop go penalty 45|Unserved drive through penalty 46|Engine component change 47|Gearbox change 48|League grid penalty 49|Retry penalty 50|Illegal time gain 51|Mandatory 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.
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