F1 2019 Telemetry Packet Specification

Note

This specification was copied (with the minor changes listed below) from the CodeMasters forum topic describing the F1 2019 telemetry UDP packet specification, as found here:

The forum post has one post detailing packet formats, followed by a post with Frequently Asked Questions, followed by a post with appendices, giving a number of lookup tables. The package format and appendices have been reproduced here; for the FAQ, please refer to the original forum topic.

The following changes were made in the process of copying the specification:

  • Added suffix ‘_t’ to all integer types, bringing the type names in lines with the types declared in the standard C header file <stdint.h> (equivalent to <cstdint> in C++). This change also improves the syntax highlighting of the struct definitions below.

  • Added the uint32_t type to the Packet Types table;

  • Changed the type of field m_frameIdentifier in the PacketHeader struct from uint to uint32_t;

  • In struct PacketMotionData: corrected comments of the fields m_angularAccelerationX, m_angularAccelerationY, and m_angularAccelerationZ to reflect that the values represent accelerations rather than velocities;

  • In struct CarSetupData: corrected comment of field m_rearAntiRollBar to refer to rear instead of front;

  • In the Driver IDs appendix: corrected the name of driver 34: Wilheim Kaufmann to Wilhelm Kaufmann.

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

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

If you cannot find the information that you require then please contact community@codemasters.com and a member of the dev team will respond to your query as soon as possible.

Packet Information

Note

The structure definitions given below are specified in the syntax of the C programming language.

The Python versions of the structures provided by the f1-telemetry-packet package are very similar to the C versions, with the notable exception that for all field names, the ‘m_’ prefix is omitted. For example, the header field m_packetFormat is just called packetFormat in the Python version.

Packet Types

Each packet can now carry different types of data rather than having one packet which contains everything. A header has been added to each packet as well so that versioning can be tracked and it will be easier for applications to check they are interpreting the incoming data in the correct way. Please note that all values are encoded using Little Endian format. All data is packed.

The following data types are used in the structures:

Type

Description

uint8_t

Unsigned 8-bit integer

int8_t

Signed 8-bit integer

uint16_t

Unsigned 16-bit integer

int16_t

Signed 16-bit integer

uint32_t

Unsigned 32-bit integer

float

Floating point (32-bit)

uint64_t

Unsigned 64-bit integer

Packet Header

Each packet has the following header:

struct PacketHeader
{
    uint16_t  m_packetFormat;         // 2019
    uint8_t   m_gameMajorVersion;     // Game major version - "X.00"
    uint8_t   m_gameMinorVersion;     // Game minor version - "1.XX"
    uint8_t   m_packetVersion;        // Version of this packet type, all start from 1
    uint8_t   m_packetId;             // Identifier for the packet type, see below
    uint64_t  m_sessionUID;           // Unique identifier for the session
    float     m_sessionTime;          // Session timestamp
    uint32_t  m_frameIdentifier;      // Identifier for the frame the data was retrieved on
    uint8_t   m_playerCarIndex;       // Index of player's car in the array
};

Packet IDs

The packets IDs are as follows:

Packet Name

Value

Description

Motion

0

Contains all motion data for player’s car – only sent while player is in control

Session

1

Data about the session – track, time left

Lap Data

2

Data about all the lap times of cars in the session

Event

3

Various notable events that happen during a session

Participants

4

List of participants in the session, mostly relevant for multiplayer

Car Setups

5

Packet detailing car setups for cars in the race

Car Telemetry

6

Telemetry data for all cars

Car Status

7

Status data for all cars such as damage

Motion Packet

The motion packet gives physics data for all the cars being driven. There is additional data for the car being driven with the goal of being able to drive a motion platform setup.

N.B. For the normalised vectors below, to convert to float values divide by 32767.0f – 16-bit signed values are used to pack the data and on the assumption that direction values are always between -1.0f and 1.0f.

Frequency: Rate as specified in menus
Size: 1343 bytes
Version: 1
struct CarMotionData
{
    float         m_worldPositionX;           // World space X position
    float         m_worldPositionY;           // World space Y position
    float         m_worldPositionZ;           // World space Z position
    float         m_worldVelocityX;           // Velocity in world space X
    float         m_worldVelocityY;           // Velocity in world space Y
    float         m_worldVelocityZ;           // Velocity in world space Z
    int16_t       m_worldForwardDirX;         // World space forward X direction (normalised)
    int16_t       m_worldForwardDirY;         // World space forward Y direction (normalised)
    int16_t       m_worldForwardDirZ;         // World space forward Z direction (normalised)
    int16_t       m_worldRightDirX;           // World space right X direction (normalised)
    int16_t       m_worldRightDirY;           // World space right Y direction (normalised)
    int16_t       m_worldRightDirZ;           // World space right Z direction (normalised)
    float         m_gForceLateral;            // Lateral G-Force component
    float         m_gForceLongitudinal;       // Longitudinal G-Force component
    float         m_gForceVertical;           // Vertical G-Force component
    float         m_yaw;                      // Yaw angle in radians
    float         m_pitch;                    // Pitch angle in radians
    float         m_roll;                     // Roll angle in radians
};

struct PacketMotionData
{
    PacketHeader    m_header;                // Header

    CarMotionData   m_carMotionData[20];     // Data for all cars on track

    // Extra player car ONLY data
    float         m_suspensionPosition[4];       // Note: All wheel arrays have the following order:
    float         m_suspensionVelocity[4];       // RL, RR, FL, FR
    float         m_suspensionAcceleration[4];   // RL, RR, FL, FR
    float         m_wheelSpeed[4];               // Speed of each wheel
    float         m_wheelSlip[4];                // Slip ratio for each wheel
    float         m_localVelocityX;              // Velocity in local space
    float         m_localVelocityY;              // Velocity in local space
    float         m_localVelocityZ;              // Velocity in local space
    float         m_angularVelocityX;            // Angular velocity x-component
    float         m_angularVelocityY;            // Angular velocity y-component
    float         m_angularVelocityZ;            // Angular velocity z-component
    float         m_angularAccelerationX;        // Angular acceleration x-component
    float         m_angularAccelerationY;        // Angular acceleration y-component
    float         m_angularAccelerationZ;        // Angular acceleration z-component
    float         m_frontWheelsAngle;            // Current front wheels angle in radians
};

Session Packet

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

Frequency: 2 per second
Size: 149 bytes
Version: 1
struct MarshalZone
{
    float  m_zoneStart;   // Fraction (0..1) of way through the lap the marshal zone starts
    int8   m_zoneFlag;    // -1 = invalid/unknown, 0 = none, 1 = green, 2 = blue, 3 = yellow, 4 = red
};

struct PacketSessionData
{
    PacketHeader    m_header;                // Header

    uint8_t         m_weather;               // Weather - 0 = clear, 1 = light cloud, 2 = overcast
                                             // 3 = light rain, 4 = heavy rain, 5 = storm
    int8_t          m_trackTemperature;      // Track temp. in degrees celsius
    int8_t          m_airTemperature;        // Air temp. in degrees celsius
    uint8_t         m_totalLaps;             // Total number of laps in this race
    uint16_t        m_trackLength;           // Track length in metres
    uint8_t         m_sessionType;           // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P
                                             // 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ
                                             // 10 = R, 11 = R2, 12 = Time Trial
    int8_t          m_trackId;               // -1 for unknown, 0-21 for tracks, see appendix
    uint8_t         m_formula;               // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2,
                                             // 3 = F1 Generic
    uint16_t        m_sessionTimeLeft;       // Time left in session in seconds
    uint16_t        m_sessionDuration;       // Session duration in seconds
    uint8_t         m_pitSpeedLimit;         // Pit speed limit in kilometres per hour
    uint8_t         m_gamePaused;            // Whether the game is paused
    uint8_t         m_isSpectating;          // Whether the player is spectating
    uint8_t         m_spectatorCarIndex;     // Index of the car being spectated
    uint8_t         m_sliProNativeSupport;   // SLI Pro support, 0 = inactive, 1 = active
    uint8_t         m_numMarshalZones;       // Number of marshal zones to follow
    MarshalZone     m_marshalZones[21];      // List of marshal zones – max 21
    uint8_t         m_safetyCarStatus;       // 0 = no safety car, 1 = full safety car
                                             // 2 = virtual safety car
    uint8_t         m_networkGame;           // 0 = offline, 1 = online
};

Lap Data Packet

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

Frequency: Rate as specified in menus
Size: 843 bytes
Version: 1
struct LapData
{
    float       m_lastLapTime;               // Last lap time in seconds
    float       m_currentLapTime;            // Current time around the lap in seconds
    float       m_bestLapTime;               // Best lap time of the session in seconds
    float       m_sector1Time;               // Sector 1 time in seconds
    float       m_sector2Time;               // Sector 2 time in seconds
    float       m_lapDistance;               // Distance vehicle is around current lap in metres – could
                                             // be negative if line hasn’t been crossed yet
    float       m_totalDistance;             // Total distance travelled in session in metres – could
                                             // be negative if line hasn’t been crossed yet
    float       m_safetyCarDelta;            // Delta in seconds for safety car
    uint8_t     m_carPosition;               // Car race position
    uint8_t     m_currentLapNum;             // Current lap number
    uint8_t     m_pitStatus;                 // 0 = none, 1 = pitting, 2 = in pit area
    uint8_t     m_sector;                    // 0 = sector1, 1 = sector2, 2 = sector3
    uint8_t     m_currentLapInvalid;         // Current lap invalid - 0 = valid, 1 = invalid
    uint8_t     m_penalties;                 // Accumulated time penalties in seconds to be added
    uint8_t     m_gridPosition;              // Grid position the vehicle started the race in
    uint8_t     m_driverStatus;              // Status of driver - 0 = in garage, 1 = flying lap
                                             // 2 = in lap, 3 = out lap, 4 = on track
    uint8_t     m_resultStatus;              // Result status - 0 = invalid, 1 = inactive, 2 = active
                                             // 3 = finished, 4 = disqualified, 5 = not classified
                                             // 6 = retired
};

struct PacketLapData
{
    PacketHeader    m_header;              // Header

    LapData         m_lapData[20];         // Lap data for all cars on track
};

Event Packet

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

Frequency: When the event occurs
Size: 32 bytes
Version: 1
// The event details packet is different for each type of event.
// Make sure only the correct type is interpreted.

union EventDataDetails
{
    struct
    {
        uint8_t      vehicleIdx; // Vehicle index of car achieving fastest lap
        float        lapTime;    // Lap time is in seconds
    } FastestLap;

    struct
    {
        uint8_t vehicleIdx; // Vehicle index of car retiring
    } Retirement;

    struct
    {
        uint8_t vehicleIdx; // Vehicle index of team mate
    } TeamMateInPits;

    struct
    {
        uint8_t vehicleIdx; // Vehicle index of the race winner
    } RaceWinner;
};

struct PacketEventData
{
    PacketHeader     m_header;               // Header

    uint8_t          m_eventStringCode[4];   // Event string code, see below
    EventDataDetails m_eventDetails;         // Event details - should be interpreted differently
                                             // for each type
};

Event String Codes

Event

Code

Description

Session Started

“SSTA”

Sent when the session starts

Session Ended

“SEND”

Sent when the session ends

Fastest Lap

“FTLP”

When a driver achieves the fastest lap

Retirement

“RTMT”

When a driver retires

DRS enabled

“DRSE”

Race control have enabled DRS

DRS disabled

“DRSD”

Race control have disabled DRS

Team mate in pits

“TMPT”

Your team mate has entered the pits

Chequered flag

“CHQF”

The chequered flag has been waved

Race Winner

“RCWN”

The race winner is announced

Participants Packet

This is a list of participants in the race. If the vehicle is controlled by AI, then the name will be the driver name. If this is a multiplayer game, the names will be the Steam Id on PC, or the LAN name if appropriate.

N.B. on Xbox One, the names will always be the driver name, on PS4 the name will be the LAN name if playing a LAN game, otherwise it will be the driver name.

The array should be indexed by vehicle index.

Frequency: Every 5 seconds
Size: 1104 bytes
Version: 1
struct ParticipantData
{
    uint8_t    m_aiControlled;           // Whether the vehicle is AI (1) or Human (0) controlled
    uint8_t    m_driverId;               // Driver id - see appendix
    uint8_t    m_teamId;                 // Team id - see appendix
    uint8_t    m_raceNumber;             // Race number of the car
    uint8_t    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_t    m_yourTelemetry;          // The player's UDP setting, 0 = restricted, 1 = public
};

struct PacketParticipantsData
{
    PacketHeader    m_header;            // Header

    uint8           m_numActiveCars;     // Number of active cars in the data – should match number of
                                         // cars on HUD
    ParticipantData m_participants[20];
};

Car Setups Packet

This packet details the car setups for each vehicle in the session. Note that in multiplayer games, other player cars will appear as blank, you will only be able to see your car setup and AI cars.

Frequency: 2 per second
Size: 843 bytes
Version: 1
struct CarSetupData
{
    uint8_t   m_frontWing;                // Front wing aero
    uint8_t   m_rearWing;                 // Rear wing aero
    uint8_t   m_onThrottle;               // Differential adjustment on throttle (percentage)
    uint8_t   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_t   m_frontSuspension;          // Front suspension
    uint8_t   m_rearSuspension;           // Rear suspension
    uint8_t   m_frontAntiRollBar;         // Front anti-roll bar
    uint8_t   m_rearAntiRollBar;          // Rear anti-roll bar
    uint8_t   m_frontSuspensionHeight;    // Front ride height
    uint8_t   m_rearSuspensionHeight;     // Rear ride height
    uint8_t   m_brakePressure;            // Brake pressure (percentage)
    uint8_t   m_brakeBias;                // Brake bias (percentage)
    float     m_frontTyrePressure;        // Front tyre pressure (PSI)
    float     m_rearTyrePressure;         // Rear tyre pressure (PSI)
    uint8_t   m_ballast;                  // Ballast
    float     m_fuelLoad;                 // Fuel load
};

struct PacketCarSetupData
{
    PacketHeader    m_header;            // Header

    CarSetupData    m_carSetups[20];
};

Car Telemetry Packet

This packet details telemetry for all the cars in the race. It details various values that would be recorded on the car such as speed, throttle application, DRS etc.

Frequency: Rate as specified in menus
Size: 1347 bytes
Version: 1
struct CarTelemetryData
{
    uint16_t  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_t   m_clutch;                   // Amount of clutch applied (0 to 100)
    int8_t    m_gear;                     // Gear selected (1-8, N=0, R=-1)
    uint16_t  m_engineRPM;                // Engine RPM
    uint8_t   m_drs;                      // 0 = off, 1 = on
    uint8_t   m_revLightsPercent;         // Rev lights indicator (percentage)
    uint16_t  m_brakesTemperature[4];     // Brakes temperature (celsius)
    uint16_t  m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius)
    uint16_t  m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius)
    uint16_t  m_engineTemperature;        // Engine temperature (celsius)
    float     m_tyresPressure[4];         // Tyres pressure (PSI)
    uint8_t   m_surfaceType[4];           // Driving surface, see appendices
};

struct PacketCarTelemetryData
{
    PacketHeader     m_header;             // Header

    CarTelemetryData m_carTelemetryData[20];

    uint32_t         m_buttonStatus;        // Bit flags specifying which buttons are being pressed
                                            // currently - see appendices
};

Car Status Packet

This packet details car statuses for all the cars in the race. It includes values such as the damage readings on the car.

Frequency: Rate as specified in menus
Size: 1143 bytes
Version: 1
struct CarStatusData
{
    uint8_t     m_tractionControl;          // 0 (off) - 2 (high)
    uint8_t     m_antiLockBrakes;           // 0 (off) - 1 (on)
    uint8_t     m_fuelMix;                  // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max
    uint8_t     m_frontBrakeBias;           // Front brake bias (percentage)
    uint8_t     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_t    m_maxRPM;                   // Cars max RPM, point of rev limiter
    uint16_t    m_idleRPM;                  // Cars idle RPM
    uint8_t     m_maxGears;                 // Maximum number of gears
    uint8_t     m_drsAllowed;               // 0 = not allowed, 1 = allowed, -1 = unknown
    uint8_t     m_tyresWear[4];             // Tyre wear percentage
    uint8_t     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_t     m_tyreVisualCompound;       // F1 visual (can be different from actual compound)
                                            // 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet
                                            // F1 Classic – same as above
                                            // F2 – same as above
    uint8_t     m_tyresDamage[4];           // Tyre damage (percentage)
    uint8_t     m_frontLeftWingDamage;      // Front left wing damage (percentage)
    uint8_t     m_frontRightWingDamage;     // Front right wing damage (percentage)
    uint8_t     m_rearWingDamage;           // Rear wing damage (percentage)
    uint8_t     m_engineDamage;             // Engine damage (percentage)
    uint8_t     m_gearBoxDamage;            // Gear box damage (percentage)
    int8_t      m_vehicleFiaFlags;          // -1 = invalid/unknown, 0 = none, 1 = green
                                            // 2 = blue, 3 = yellow, 4 = red
    float       m_ersStoreEnergy;           // ERS energy store in Joules
    uint8_t     m_ersDeployMode;            // ERS deployment mode, 0 = none, 1 = low, 2 = medium
                                            // 3 = high, 4 = overtake, 5 = hotlap
    float       m_ersHarvestedThisLapMGUK;  // ERS energy harvested this lap by MGU-K
    float       m_ersHarvestedThisLapMGUH;  // ERS energy harvested this lap by MGU-H
    float       m_ersDeployedThisLap;       // ERS energy deployed this lap
};

struct PacketCarStatusData
{
    PacketHeader     m_header;          // Header

    CarStatusData    m_carStatusData[20];
};

Restricted data (Your Telemetry setting)

There is some data in the UDP that you may not want other players seeing if you are in a multiplayer game. This is controlled by the “Your Telemetry” setting in the Telemetry options. The options are:

  • Restricted (Default) – other players viewing the UDP data will not see values for your car

  • Public – all other players can see all the data for your car

Note: You can always see the data for the car you are driving regardless of the setting.

The following data items are set to zero if the player driving the car in question has their “Your Telemetry” set to “Restricted”:

Car status packet

  • m_fuelInTank

  • m_fuelCapacity

  • m_fuelMix

  • m_fuelRemainingLaps

  • m_frontBrakeBias

  • m_frontLeftWingDamage

  • m_frontRightWingDamage

  • m_rearWingDamage

  • m_engineDamage

  • m_gearBoxDamage

  • m_tyresWear (All four wheels)

  • m_tyresDamage (All four wheels)

  • m_ersDeployMode

  • m_ersStoreEnergy

  • m_ersDeployedThisLap

  • m_ersHarvestedThisLapMGUK

  • m_ersHarvestedThisLapMGUH

Appendices

Here are the values used for the team ID, driver ID and track ID parameters.

N.B. Driver IDs in network games differ from the actual driver IDs. All the IDs of human players start at 100 and are unique within the game session, but don’t directly correlate to the player.

Team IDs

ID

Team

ID

Team

ID

Team

0

Mercedes

21

Red Bull 2010

63

Ferrari 1990

1

Ferrari

22

Ferrari 1976

64

McLaren 2010

2

Red Bull Racing

23

ART Grand Prix

65

Ferrari 2010

3

Williams

24

Campos Vexatec Racing

4

Racing Point

25

Carlin

5

Renault

26

Charouz Racing System

6

Toro Rosso

27

DAMS

7

Haas

28

Russian Time

8

McLaren

29

MP Motorsport

9

Alfa Romeo

30

Pertamina

10

McLaren 1988

31

McLaren 1990

11

McLaren 1991

32

Trident

12

Williams 1992

33

BWT Arden

13

Ferrari 1995

34

McLaren 1976

14

Williams 1996

35

Lotus 1972

15

McLaren 1998

36

Ferrari 1979

16

Ferrari 2002

37

McLaren 1982

17

Ferrari 2004

38

Williams 2003

18

Renault 2006

39

Brawn 2009

19

Ferrari 2007

40

Lotus 1978

Driver IDs

ID

Driver

ID

Driver

ID

Driver

0

Carlos Sainz

37

Peter Belousov

69

Ruben Meijer

1

Daniil Kvyat

38

Klimek Michalski

70

Rashid Nair

2

Daniel Ricciardo

39

Santiago Moreno

71

Jack Tremblay

6

Kimi Räikkönen

40

Benjamin Coppens

74

Antonio Giovinazzi

7

Lewis Hamilton

41

Noah Visser

75

Robert Kubica

9

Max Verstappen

42

Gert Waldmuller

10

Nico Hulkenberg

43

Julian Quesada

11

Kevin Magnussen

44

Daniel Jones

12

Romain Grosjean

45

Artem Markelov

13

Sebastian Vettel

46

Tadasuke Makino

14

Sergio Perez

47

Sean Gelael

15

Valtteri Bottas

48

Nyck De Vries

19

Lance Stroll

49

Jack Aitken

20

Arron Barnes

50

George Russell

21

Martin Giles

51

Maximilian Günther

22

Alex Murray

52

Nirei Fukuzumi

23

Lucas Roth

53

Luca Ghiotto

24

Igor Correia

54

Lando Norris

25

Sophie Levasseur

55

Sérgio Sette Câmara

26

Jonas Schiffer

56

Louis Delétraz

27

Alain Forest

57

Antonio Fuoco

28

Jay Letourneau

58

Charles Leclerc

29

Esto Saari

59

Pierre Gasly

30

Yasar Atiyeh

62

Alexander Albon

31

Callisto Calabresi

63

Nicholas Latifi

32

Naota Izum

64

Dorian Boccolacci

33

Howard Clarke

65

Niko Kari

34

Wilhelm Kaufmann

66

Roberto Merhi

35

Marie Laursen

67

Arjun Maini

36

Flavio Nieves

68

Alessio Lorandi

Track IDs

ID

Track

0

Melbourne

1

Paul Ricard

2

Shanghai

3

Sakhir (Bahrain)

4

Catalunya

5

Monaco

6

Montreal

7

Silverstone

8

Hockenheim

9

Hungaroring

10

Spa

11

Monza

12

Singapore

13

Suzuka

14

Abu Dhabi

15

Texas

16

Brazil

17

Austria

18

Sochi

19

Mexico

20

Baku (Azerbaijan)

21

Sakhir Short

22

Silverstone Short

23

Texas Short

24

Suzuka Short

Nationality IDs

ID

Nationality

ID

Nationality

ID

Nationality

1

American

31

Greek

61

Panamanian

2

Argentinian

32

Guatemalan

62

Paraguayan

3

Australian

33

Honduran

63

Peruvian

4

Austrian

34

Hong Konger

64

Polish

5

Azerbaijani

35

Hungarian

65

Portuguese

6

Bahraini

36

Icelander

66

Qatari

7

Belgian

37

Indian

67

Romanian

8

Bolivian

38

Indonesian

68

Russian

9

Brazilian

39

Irish

69

Salvadoran

10

British

40

Israeli

70

Saudi

11

Bulgarian

41

Italian

71

Scottish

12

Cameroonian

42

Jamaican

72

Serbian

13

Canadian

43

Japanese

73

Singaporean

14

Chilean

44

Jordanian

74

Slovakian

15

Chinese

45

Kuwaiti

75

Slovenian

16

Colombian

46

Latvian

76

South Korean

17

Costa Rican

47

Lebanese

77

South African

18

Croatian

48

Lithuanian

78

Spanish

19

Cypriot

49

Luxembourger

79

Swedish

20

Czech

50

Malaysian

80

Swiss

21

Danish

51

Maltese

81

Thai

22

Dutch

52

Mexican

82

Turkish

23

Ecuadorian

53

Monegasque

83

Uruguayan

24

English

54

New Zealander

84

Ukrainian

25

Emirian

55

Nicaraguan

85

Venezuelan

26

Estonian

56

North Korean

86

Welsh

27

Finnish

57

Northern Irish

28

French

58

Norwegian

29

German

59

Omani

30

Ghanaian

60

Pakistani

Surface types

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

ID

Surface

0

Tarmac

1

Rumble strip

2

Concrete

3

Rock

4

Gravel

5

Mud

6

Sand

7

Grass

8

Water

9

Cobblestone

10

Metal

11

Ridged

Button flags

These flags are used in the telemetry packet to determine if any buttons are being held on the controlling device. If the value below logical ANDed with the button status is set then the corresponding button is being held.

Bit flags

Button

0x0001

Cross or A

0x0002

Triangle or Y

0x0004

Circle or B

0x0008

Square or X

0x0010

D-pad Left

0x0020

D-pad Right

0x0040

D-pad Up

0x0080

D-pad Down

0x0100

Options or Menu

0x0200

L1 or LB

0x0400

R1 or RB

0x0800

L2 or LT

0x1000

R2 or RT

0x2000

Left Stick Click

0x4000

Right Stick Click