Tune
The fields that matter
29 fields in five tabs. Each one says what it does and what range cars of its class use. Four of them decide the straight line.
Reading a field
Every field of the Handling Editor has the same parts. Here is Drive force on the stock Sultan:
- 1. 0.260: click to type an exact value
- 2. Drive force slider: drag between the lowest and highest value
- 3. Sport cars: 0.22-0.45: what the game uses for this class
- The name, and under it the name in
handling.meta, herefInitialDriveForce. - The value at the right. Click it, type a number and press Enter, or click elsewhere. Typing gives exact values.
- One sentence on what the field does.
- A slider between the lowest and highest value the editor allows, here 0.05 and 1.2. A typed value outside them is set to the nearest end.
- The range cars of the same class use, and once you change the value, stock 0.260 → 0.320 in green.
Links on the field reference pages open the editor with a car and a field already set, for example /fivem-handling-editor?car=sultan&field=fInitialDriveForce&value=0.32.
The five tabs
The 29 fields sit in five tabs above the list:
Engine
Drive force, Max flat velocity, Drive inertia, Upshift rate, Gears, Drive bias frontAero
Drag coefficient, Downforce modifier, MassGrip
Grip, peak, Grip, sliding, Slip angle range, Grip bias front, Low-speed traction lossBrakes
Brake force, Brake bias front, Handbrake force, Steering lockSuspension
Spring force, Compression damping, Rebound damping, Upper travel, Lower travel, Ride height, Stiffness bias front, Anti-roll bar, Anti-roll bias front, Roll centre front, Roll centre rear
The game's handling.meta has 55 fields on this level. The editor shows the ones that change how the car drives; the field index explains all of them.
Class ranges and the amber warning
For Drive force, Max flat velocity, Drag coefficient, Grip, peak and Grip, sliding, the line under the slider shows the lowest and highest value that vanilla cars of the same class use. Outside that range the line turns amber:
- 1. outside Sport cars: 0.22-0.45: a warning, not a limit
It is a hint, not a limit. A drag car or a race series may want values no vanilla car uses. Ranges exist for these classes: Super, Sport, Muscle, Sedan, Compact, Sport Classic, Suv, Off Road, Motorcycle, Emergency. The built-in classes Coupe and Service, and every uploaded file, show no range line.
Fields that need a respawn
Three fields are read when the game creates a vehicle: Max flat velocity, Gears and Mass. The editor marks them needs respawn under the name.
- In game, these only change on a car spawned after the new handling loaded.
- Every other field can also be set on a car that is already driving, with
SetVehicleHandlingFloat. See Test it in game. - The
fxmanifest.luaof the download lists your changed fields in both groups.
Top speed and acceleration
Four fields decide the straight line. Here is what one change at a time does to the stock Sultan (173 km/h, 5.88 s to 100):
Drive force
fInitialDriveForceChange:0.26 → 0.32Top speed:181 km/h0-100 km/h:4.90 sMax flat velocity
fInitialDriveMaxFlatVelChange:145 → 160Top speed:183 km/h0-100 km/h:5.56 sDrag coefficient
fInitialDragCoeffChange:8 → 7Top speed:178 km/h0-100 km/h:5.83 sGears
nInitialDriveGearsChange:5 → 6Top speed:173 km/h0-100 km/h:5.85 s
- Drive force is the push. It helps everywhere: launch, mid-range and top speed. Too much only spins the wheels when grip runs out.
- Max flat velocity sets the gearing. Each gear covers more speed, but the gain shrinks as drag grows. Needs a respawn.
- Drag coefficient is air resistance. Lower it to raise top speed without touching the launch.
- Gears only splits the same speed range into more steps. It does not raise top speed.
- Mass is not on the list: the push is per kilogram, so mass changes collisions, not acceleration.
- Upshift rate sets the shift time: 0.9 s divided by the value, without drive meanwhile.
For the reasoning behind each, see the pages on fInitialDriveForce, fInitialDriveMaxFlatVel and fInitialDragCoeff.
Grip, brakes and steering
Grip, peak
Cornering grip before the tyres let go, roughly in g. More makes the car faster in corners.Grip, sliding
Keep it about 10 % under peak. Above peak breaks the grip curve.Grip bias front
Above 0.5 the front sticks more. The editor allows 0.3 to 0.7; 0 or 1 in a file makes wheels vanish.Drive bias front
0 is rear-wheel drive, 1 front. Anything from 0.1 to 0.9 is all-wheel drive, which the lap estimate rewards.Brake force
Only helps up to a quarter of peak grip. Above that the tyres are the limit, not the brakes.Steering lock
A good match is slip angle range × 1.25 + 10 degrees. Drift setups run 60 and up.
In the quick start, peak grip went from 2.35 to 2.55 and sliding grip from 1.95 to 2.30. The lap estimate dropped by about 2 s from that alone.
The full reference
The editor is the tool; these pages explain the file behind it:
- How handling.meta works: file layout, load order, file units and the speed model.
- Every field explained: all 55 fields in one line each, and 11 with a full page and a live lab.
- The vehicle table: 657 vanilla land vehicles with predicted top speed, 0-100 and core values.
- Why the top speed does not change: the most common surprise, explained.