Race-Telemetry-Package
A single Python package for reading real-time telemetry from a wide range of racing and driving simulation games.
Racing sims each expose telemetry (speed, tyre temps, lap times, car position, and more) through their own UDP or shared-memory format, and every one of those formats is slightly different. Race-Telemetry-Package gives you one consistent interface for all of them, so you can build dashboards, overlays, data loggers, or motion-rig controllers without writing a separate decoder for every title.
- One API, many games — Assetto Corsa, BeamNG.drive, the F1 series (2016–2026), the Forza series, Gran Turismo, Project CARS 2, and more.
- UDP and shared memory support, depending on what each game offers.
- Single-threaded or multi-threaded operation, so it fits both quick scripts and always-on applications.
- Extensible — add support for a new game by defining its packet structure; no changes to the core package required.
- Unified data access — a common field mapping system provides a consistent set of telemetry fields across all supported games.
Table of Contents
- Quick Start
- Installation
- Features
- How It Works
- Usage
- API Reference
- Adding Support for a New Game
- Supported Games
- Troubleshooting
- Game-Specific Notes
- Documentation & Reference Links
- Contributing
Quick Start
pip install RaceTelemetry
For iRacing support, install the optional dependency as well:
pip install "RaceTelemetry[iracing]"
For Gran Turismo 7 support, install the optional dependency as well:
pip install "RaceTelemetry[gt7]"
from RaceTelemetry import TelemetryManager
from RaceTelemetry.DataStructures import F1_2024_MetaData
# Create the manager and tell it which game protocol to expect
telemetry = TelemetryManager()
telemetry.updateMeta(F1_2024_MetaData)
# Get a stream of consistent telemetry snapshots
telemetry.isMultiThreaded(False)
for data in telemetryStream:
latest_packets = data.get("latestData")
if not latest_packets:
continue
telemetryData = latest_packets.get("TelemetryData")
if telemetryData:
print("Received a car telemetry packet")
That's the whole setup for basic, single-threaded use. See Usage below for the multi-threaded version, and Supported Games for the full list of protocols and structure modules available.
Installation
Prerequisites
- Python 3.7 or later
- The telemetry-sending device (console or PC running the game) must be reachable on the network — either the same machine (loopback) or the same local network
- The game must be configured to send telemetry to the correct IP and port (UDP), or to write to shared memory, depending on the title
Install from PyPI
pip install RaceTelemetry
Features
- Single package covering multiple racing game telemetry protocols
- Single-threaded and multi-threaded operating modes
- Extensible packet structure system for adding new games without touching the core library
- Real-time UDP or shared-memory reception and decoding
- Thread-safe data storage for concurrent access from multiple worker threads
How It Works
In multi-threaded mode, the package runs three kinds of thread:
| Thread | Responsibility |
|---|---|
| Main thread | Creates and manages the telemetry system, starts worker threads, and waits for a stop signal |
| Network listener thread | Continuously receives UDP or shared-memory packets, decodes them using the game's protocol, and stores the latest data inCentralStorage |
| Worker thread(s) | Your own code, which reads telemetry via read-only snapshots — you never touchCentralStorage directly |
Data lives in CentralStorage, which is protected by thread-safe locking. Worker threads never get direct access to it; instead they receive a ReadOnlyStorage interface that only allows taking consistent snapshots. Each snapshot contains allData (packet history) and latestData (the most recent packet for each packet type).
Usage
The package provides three ways to consume telemetry. All three first require updateMeta(MetaData). Metadata uses UDP and static decoding by default. A metadata class can opt into another combination by setting receiverMode to "udp" or "shared_memory" and decoderMode to "static" or "iracing_dynamic" before you start telemetry.
More examples: tests/Game_Specific
1. Single-threaded snapshot iterable
Call isMultiThreaded(False) before GetTelemetry(). The call returns an iterable that receives and decodes packets on the calling thread, yielding a consistent snapshot after each packet. This is the simplest choice for scripts and applications that can process telemetry synchronously, but the loop is blocked while waiting for the next packet.
telemetry = TelemetryManager()
telemetry.updateMeta(MetaData)
telemetry.isMultiThreaded(False)
telemetryStream = telemetry.GetTelemetry()
for snapshot in telemetryStream:
latest_packets = snapshot.get("latestData")
if not latest_packets:
continue
telemetryData = latest_packets.get("TelemetryData")
if telemetryData:
pass # Process the latest decoded telemetry
2. Multi-threaded snapshot iterable
With the default multi-threaded setting, GetTelemetry() starts the package's _network_listener on its own thread and returns a ReadOnlyStorage object. The object is iterable, so the calling thread can consume consistent snapshots without receiving UDP or shared-memory packets itself. Each iteration yields a snapshot dictionary, the same shape as in single-threaded mode.
This mode is useful when the main thread should remain responsible for presentation or control logic while packet reception continues in the background. Stop it with StopTelemetry() when the loop should end.
telemetry = TelemetryManager()
telemetry.updateMeta(MetaData)
telemetryStream = telemetry.GetTelemetry()
for snapshot in telemetryStream:
latest_packets = snapshot.get("latestData")
if not latest_packets:
continue
telemetryData = latest_packets.get("TelemetryData")
if telemetryData:
pass # Process the latest decoded telemetry
# Call telemetry.StopTelemetry() when the application should stop.
3. Multi-threaded listener with worker threads
Register one or more worker functions with addWorkerThread() and call StartTelemetry(). The _network_listener runs on its own thread, and each registered worker runs on its own thread. Workers receive a ReadOnlyStorage object and a shared stop_event; they should repeatedly take snapshots and exit when the event is set.
This mode is best for dashboards, overlays, logging, and other long-running applications where telemetry processing should continue independently of the main thread. StartTelemetry() blocks while the system is running. Stop it from the main thread with StopTelemetry() or from a worker with stop_event.set().
def displaySpeed(worker_id, ro_storage, stop_event):
while not stop_event.is_set():
snapshot = ro_storage.snapshot()
latest_packets = snapshot.get("latestData")
if not latest_packets:
continue
telemetryData = latest_packets.get("TelemetryData")
if telemetryData:
pass # Process telemetry in this worker
telemetry = TelemetryManager()
telemetry.updateMeta(MetaData)
telemetry.addWorkerThread(displaySpeed)
telemetry.StartTelemetry()
API Reference
| Method | Parameters | Description |
|---|---|---|
TelemetryManager() |
None | Creates a new telemetry manager instance, which handles network communication, data storage, and threading. |
.updateMeta() |
MetaData (class) — see Adding Support for a New Game |
Applies game-specific metadata to configure packet structures, ports, and data handling.Must be called before starting telemetry. |
.updateLocalIP() |
ip (str), e.g. "192.168.1.100", "127.0.0.1" |
Sets the local IP address the telemetry server listens on for incoming packets. |
.updateSendIP() |
ip (str), e.g. "192.168.1.100", "127.0.0.1" |
Sets the destination IP address used for heartbeats and handshake packets. |
.addWorkerThread() |
mainFunc (callable) with signature def worker_function(worker_id: int, ro_storage, stop_event): |
Registers a worker thread function to process telemetry data concurrently. Worker threads receive read-only snapshots, keeping access thread-safe. |
.manualStop() |
target (bool) — True to stop |
Manually triggers a stop signal from outside the main thread or telemetry loop. |
.isMultiThreaded() |
target (bool), default True |
Selects whether GetTelemetry() runs the listener on a background thread (True) or receives packets on the calling thread (False). Both modes return an iterable that yields snapshot dictionaries. |
.setEnumMode() |
target (int): 0 (default) returns full enum members with name and value; 1 returns raw integer values; 2 returns enum names as strings |
Configures how enum fields are represented in decoded packet data. |
.GetTelemetry() |
None | Starts telemetry reception and returns an iterable that yields snapshot dictionaries. |
.StartTelemetry() |
None | Starts the telemetry system with all configured settings, creating the network listener and any registered worker threads.Blocks until a stop signal is received (Ctrl+C or .manualStop()). |
.StopTelemetry() |
None | Stops the network listener and worker threads. Can be called from the main thread. Use stop_event.set() to trigger the stop signal within a worker thread. |
ReadOnlyStorage snapshots
GetTelemetry() and worker threads yield a snapshot dictionary with the following keys:
| Key | Contents |
|---|---|
allData |
Packet history, keyed by packet structure name |
latestData |
Most recently received packet for each packet structure name |
allCommonData |
History for mapped common fields |
latestCommonData |
Latest values for mapped common fields |
Until a packet is received, the values in latestData and latestCommonData are None, and the lists in allData and allCommonData are empty.
Adding Support for a New Game
Support for a new game is added by defining its packet structure; no changes to the core package are needed.
Step 1: Define the Packet Structure
from enum import Enum
# Swap depending on the data types the game's protocol uses
import ctypes
class DataTypes:
STRUCTURE = ctypes.LittleEndianStructure
UNION = ctypes.Union
SIGNED_INT8 = ctypes.c_int8
SIGNED_INT16 = ctypes.c_int16
UNSIGNED_INT8 = ctypes.c_uint8
UNSIGNED_INT16 = ctypes.c_uint16
FLOAT = ctypes.c_float
CHAR = ctypes.c_char
# Define a header packet, if the protocol uses one
class PacketHeader(DataTypes.STRUCTURE):
_pack_ = 1 # May be required depending on the game
_fields_ = [
("m_packetFormat", DataTypes.UNSIGNED_INT16),
("m_gameYear", DataTypes.UNSIGNED_INT8),
# ...
]
# Define any sub-packets
class CarMotionData(DataTypes.STRUCTURE):
# _pack_ = 1 # May be required depending on the game
_fields_ = [
("m_worldPositionX", DataTypes.FLOAT),
("m_worldVelocityX", DataTypes.FLOAT),
# ...
]
# Define a main packet
class PacketMotionData(DataTypes.STRUCTURE):
_pack_ = 1 # May be required depending on the game
_fields_ = [
("m_header", PacketHeader), # Header
("m_carMotionData", CarMotionData * 22), # Data for all cars on track
]
Handling union packets
When a packet contains a ctypes.Union, the bytes can represent different members depending on another field in the packet. Declare _union_discriminators_ on the containing packet structure to map each union field to its discriminator field and the union member selected by each discriminator value:
class EventDetails(DataTypes.UNION):
_fields_ = [
("m_fastestLap", FastestLap),
("m_retirement", Retirement),
]
class PacketEventData(DataTypes.STRUCTURE):
_union_discriminators_ = {
"m_eventDetails": (
"m_eventStringCode",
{
"FTLP": "m_fastestLap",
"RTMT": "m_retirement",
},
),
}
_fields_ = [
("m_eventStringCode", DataTypes.CHAR * 4),
("m_eventDetails", EventDetails),
]
The outer dictionary keys are union field names. Each value is a (discriminator_field, member_by_value) pair, where member_by_value maps the decoded discriminator value to a field name declared in the union. The discriminator field must be present in the packet; if its value has no mapping, the decoded union field is None.
Step 2: Set Up Enums (Optional)
Create enum classes for any fields that have a defined set of values.
from enum import Enum, IntEnum, StrEnum, Flag
class SessionType(IntEnum):
UNKNOWN = 0
PRACTICE = 1
QUALIFYING = 2
RACE = 3
class Gear(IntEnum):
NEUTRAL = 0
FIRST = 1
SECOND = 2
class TelemetryData(DataTypes.STRUCTURE):
# Map each enum type to the field names it applies to
_enums_: dict[type, tuple[str, ...]] = {
SessionType: ("session",),
Gear: ("current_gear", "recommended_gear"),
}
_fields_ = [
("speed", DataTypes.UNSIGNED_INT8),
("current_gear", DataTypes.UNSIGNED_INT8),
("recommended_gear", DataTypes.UNSIGNED_INT8),
# ...
]
Before starting telemetry, choose how enum fields should be returned:
activeThreads = TelemetryManager()
activeThreads.updateMeta(MetaData)
activeThreads.addWorkerThread(displayTime)
# Mode 0 (default): return full enum members, e.g. <AC_STATUS.AC_PAUSE: 3>
activeThreads.setEnumMode(0)
# Mode 1: return raw values, e.g. 3
activeThreads.setEnumMode(1)
# Mode 2: return the enum name as a string, e.g. 'AC_PAUSE'
activeThreads.setEnumMode(2)
activeThreads.StartTelemetry()
Step 3: Define the MetaData Class
| Field | Type | Description |
|---|---|---|
port |
int |
UDP port the data is received on |
heartBeatPort |
int |
UDP port to send a heartbeat to |
heartBeatFunc |
function | Heartbeat function |
handShakePort |
int |
UDP port to send a handshake to |
handShakeFunc |
tuple[function, function] |
Start and stop handshake functions |
decryptionFunc |
function | Data decryption function |
headerInfo |
type | The header struct class, if the protocol uses one |
packetIDAttribute |
str |
The header packet attribute that identifies the packet ID |
allSharedMemoryNames |
str or dict[str, str] |
Name of the shared memory segment, or a dictionary mapping packet name to segment name |
packetInfo |
dict[int, tuple[type, ...]] |
Game packet mapping — see below |
receiverMode |
str |
"udp" or "shared_memory"; defaults to "udp" |
decoderMode |
str |
"static" or "iracing_dynamic"; defaults to "static" |
commonFieldMap |
dict[str, str] |
Optional mapping of standard field names (speed, engineRPM, gear, throttle, brake, clutch, steering) to packet field paths. Used to populate the common data in snapshots. |
commonFieldMap provides a consistent set of field names across game protocols. Map each supported common name to a path in the packet structure. Paths can include nested attributes, fixed array indexes, and dynamic indexes based on another packet field. For example, F1 packet metadata can select the player's car with m_carTelemetryData[m_header.m_playerCarIndex].m_speed. Fields without a mapping remain at their default (None, or an empty list in allCommonData).
# Example of fixed indexing
commonFieldMap = {
"speed": "m_speed",
"gear": "m_gear",
}
# Example of dynamic indexing
commonFieldMap = {
"speed": "m_carTelemetryData[m_header.m_playerCarIndex].m_speed",
"gear": "m_carTelemetryData[m_header.m_playerCarIndex].m_gear",
}
PacketInfo
A dictionary where:
- key — the packet ID, or
0if the protocol doesn't use one - value — a tuple of packet structure class(es) associated with that ID
Standard mapping:
packetInfo = {
0: (PacketMotionData,),
1: (PacketSessionData,),
# ...
}
One packet ID mapping to multiple packet types:
packetInfo = {
0: (TelemetryData,),
7: (TimeStatsData,),
8: (VehicleClassNamesData, ParticipantVehicleNamesData),
# ...
}
Protocols with no packet ID:
packetInfo = {
0: (PacketAData, PacketBData, PacketTildaData, PacketCData),
# ...
}
Full MetaData Example
class MetaData:
# Standard network info
port: int | None = 20777 # UDP port for your game
# Only needed if the game expects a heartbeat
heartBeatPort: int | None = 33739
heartBeatFunc = heartBeat
# Only needed for an initial handshake
handShakePort: int | None = None
handShakeFunc: tuple | None = None # (startHandShakeFunc, stopHandShakeFunc)
# Only needed if the data requires decryption
decryptionFunc = decrypt_data
# Only needed if the protocol uses a header packet
headerInfo: type | None = PacketHeader
packetIDAttribute: str = "m_packetId"
# Only needed for shared memory
allSharedMemoryNames: str | None | dict[str, str] = "Local\\SCSTelemetry"
# Define the receiver and decoder modes
# Only need for shared memory or iRacings dynamic decoding
receiverMode: str = "shared_memory"
decoderMode: str = "iracing_dynamic"
# define a mapping of common field names to their corresponding struct attributes.
# This is used to provide a consistent interface across different games and protocols.
# Currently, supports the following fields:
commonFieldMap = {
"speed": "speed",
"engineRPM": "rpm",
"gear": "gear",
"throttle": "throttle",
"brake": "brake",
"clutch": "clutch",
}
# Standard packet mapping
packetInfo: dict[int, tuple[type, ...]] = {
0: (PacketMotionData,), # Packet ID: (packet_class,)
# Add more packet types as needed
}
Step 4: Import and Use It
from RaceTelemetry import TelemetryManager
from your_game_struct import MetaData
# Setup, works for both modes
activeThreads = TelemetryManager()
activeThreads.updateMeta(MetaData)
# Single-threaded use
for snapshot in activeThreads.GetTelemetry():
latest_packets = snapshot.get("latestData")
# Process latest_packets, snapshot.get("latestCommonData"), etc.
# Or multi-threaded use
activeThreads.addWorkerThread(your_worker_function)
activeThreads.StartTelemetry()
Step 5: Check Packet Decoding
Decoding is driven entirely by the packetInfo dictionary you defined. If packets aren't decoding correctly, check:
- Packet sizes match the protocol spec exactly (use
_pack_ = 1for correct byte alignment) - Packet IDs correspond to the correct packet types
- All nested structures are fully and correctly defined
Supported Games
UDP
| Game | Status |
|---|---|
| Assetto Corsa | ✅ |
| BeamNG.drive | ✅ |
| Dirt 4 | ⚠️ Untested |
| Dirt Rally | ⚠️ Untested |
| F1 2016 | ⚠️ Untested |
| F1 2017 | ✅ |
| F1 2018 | ✅ |
| F1 2019 | ✅ |
| F1 2020 | ✅ |
| F1 2021 | ✅ |
| F1 2022 | ✅ |
| F1 2023 | ✅ |
| F1 2024 | ✅ |
| F1 2025 | ⚠️ Untested |
| F1 2026 (2025 DLC) | ⚠️ Untested |
| Forza Horizon 4 | ✅ |
| Forza Horizon 5 | ✅ |
| Forza Horizon 6 | ✅ |
| Forza Motorsport 7 | ⚠️ Untested |
| Forza Motorsport 8 | ✅ |
| Gran Turismo 7 | ✅ |
| Project CARS | ✅ |
| Project CARS 2 | ✅ |
Shared Memory
| Game | Status |
|---|---|
| Assetto Corsa | ✅ |
| Assetto Corsa Competizione | ⚠️ Untested |
| Assetto Corsa EVO | ⚠️ Untested |
| Euro Truck Simulator 2 | ✅ |
| Project CARS | ⚠️ Untested |
| Project CARS 2 | ⚠️ Untested |
| IRacing | ⚠️ Untested |
Don't see your game listed? See Adding Support for a New Game — contributions of new packet structures are welcome.
Troubleshooting
- No data arriving? Check that the game is actually configured to send telemetry, and that no other running game is using the same port. On Xbox, a game left in Quick Resume can hold onto a port (this has been seen with Forza Horizon 5 and Forza Motorsport 8).
- Wrong IP? Double-check the local and destination IP addresses configured on both the game and in your script.
- Still nothing? Use a packet capture tool such as Wireshark, filtering on UDP, the relevant port, and the incoming/source IP, to confirm data is actually reaching your machine.
- Firewall blocking traffic? Make sure your firewall allows inbound UDP traffic on the configured port.
Game-Specific Notes
- Forza (Microsoft Store versions): loopback needs to be configured correctly — see
forza debug.txtin the supporting docs. - Euro Truck Simulator 2: requires the
scs-sdk-pluginto be installed in the game's plugins folder — see the supporting docs for details.
Documentation & Reference Links
Official Documents
| Document | Covers |
|---|---|
| ACSharedMemoryDocumentation.pdf | Assetto Corsa shared memory (official) |
| ACRemoteTelemetryDocumentation.pdf | Assetto Corsa UDP remote telemetry (official) |
| ACCSharedMemoryDocumentationV1.8.12.pdf | Assetto Corsa Competizione shared memory, v1.8.12 (official) |
| ACE_SharedFileOut_Documentation_V1.pdf | Assetto Corsa EVO shared memory, v1 (official) |
| Data Output from F1 22 v16.docx | F1 2022 packet structures, v16 (official) |
| Data Output from F1 23 v29x3.docx | F1 2023 packet structures, v29x3 (official) |
| Data Output from F1 24 v27.2x.docx | F1 2024 packet structures, v27.2x (official) |
| Data Output from F1 25 v3.pdf | F1 2025 packet structures, v3 (official) |
| Data Output from F1 25 2026 Season Pack.pdf | F1 2026 packet structures (official) |
More debugging guides live in Supporting_Docs/, including forza debug.txt for Forza loopback setup.
Community & Protocol Links
Other Titles
| Game | Link | Notes |
|---|---|---|
| EA Sports WRC 2023 | How to use UDP on PC | |
| Le Mans Ultimate | Telemetry Socket – JSON Telemetry Plugin | |
| RaceRoom | Shared Memory API | |
| Richard Burns Rally | rbr-udp-telem on GitHub | |
| KartKraft | kartkraft-telemetry schema on GitHub | |
| Project CARS 3 | likely shares a protocol with Project CARS 2, not yet confirmed | |
| MotoGP 18 | MotoGP-18-UDP-Telemetry | still missing some data |
Contributing
Contributions are welcome, whether that's a bug fix, a new packet structure for an unsupported game, or an improvement to these docs.
- Found a bug? Open an issue describing what you expected to happen, what actually happened, and which game/protocol you were using.
- Want to add a game? Follow the steps in Adding Support for a New Game and open a pull request — please include a short test under
tests/Game_Specificif you can. - Improving sources? PRs to this README or the files in
Supporting_Docs/are welcome.
Metadata
Release files for RaceTelemetry 6.11.12.post2
For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.
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| File | Interpreter | ABI | Platform | Reset |
|---|---|---|---|---|
| racetelemetry-6.11.12.post2-py3-none-any.whl | Python 3 | none | any | Details |
Total release size: 490.6 kB
Release files / racetelemetry-6.11.12.post2.tar.gz
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