FiveM Handling Editor
Tune any handling.meta and see what the car will actually do. Top speed per gear, 0-100, quarter mile and a lap estimate update while you drag. Race it against a stock car, then download the resource.
Predictions checked against 617 measured top speeds (within 3 %) and 155 drag races (within 0.5 s). How the numbers are computed
Full-throttle run
Wheel force vs. drag
Speed over distance
Drag race, 1000 m
Model: wheel force = fInitialDriveForce × gear ratio; torque flat to 80 % rpm, 55 % at redline; drag = fInitialDragCoeff × 0.0001 × v²; the game's ratio table per gear count; electric cars cap at 1.2 × fInitialDriveMaxFlatVel. Bikes show the speed on two wheels; boost is not modelled.
Three steps, no server restart in between
Other editors give you sliders and an XML file. This one shows the result before you restart anything.
Pick a car or drop your handling.meta
Every vanilla car is built in with its real values. Addon cars work the same way: drop the handling.meta from the resource and pick the entry. Bike, boat and plane sub-blocks stay untouched on export.
Drag a slider, read the result
Every field says what it does in one sentence and shows the range its class uses. Top speed, gear speeds, 0-100, quarter mile and the lap estimate recompute on each move, with the difference to stock next to them.
Race it, then download the resource
Line your setup up against a stock car over 1000 m. The download is a resource with fxmanifest.lua and data/handling.meta. Copy it into your server, add it to server.cfg, restart. Fields that need a respawn are marked in the editor.
Checked against real measurements
The physics behind the gauges was calibrated on public in-game measurements, not on guesswork. This is how far off it is.
Known limits: motorcycle wheelie speed is not modelled, boost vehicles are excluded, and cornering is estimated statistically from lap times rather than simulated.
Every handling.meta field, explained where you edit it
29 fields across five groups, each with a one-sentence explanation and the range its vehicle class uses in the game. Values outside that range are flagged, not blocked.
Engine
fInitialDriveForce, fInitialDriveMaxFlatVel, nInitialDriveGears, fDriveInertia, fClutchChangeRateScaleUpShift, fDriveBiasFront
Aero and body
fInitialDragCoeff, fDownforceModifier, fMass
Grip
fTractionCurveMax, fTractionCurveMin, fTractionCurveLateral, fTractionBiasFront, fLowSpeedTractionLossMult
Brakes and steering
fBrakeForce, fBrakeBiasFront, fHandBrakeForce, fSteeringLock
Suspension
fSuspensionForce, damping, travel, ride height, anti-roll bar, roll centres
FiveM Handling Editor FAQ
Yes. Drop the handling.meta from your addon resource onto the editor. It reads every CHandlingData entry in the file, lets you pick one, and keeps the CCarHandlingData, bike, boat and plane sub-blocks intact so they come back unchanged in the export.
Within about 3 % for cars. The model was checked against 617 fully upgraded vehicles measured by Broughy1322 (3.3 % RMSE, 80 % of cars within 3 %). The gearbox uses the game's real ratio table per gear count, so the speed of each gear is exact; the remaining error sits in drag and torque calibration.
Because drag wins before the gearing runs out. Raising fInitialDriveMaxFlatVel only moves the redline of each gear. If the car already sits where wheel force equals air drag, you need more fInitialDriveForce or a lower fInitialDragCoeff. The wheel-force chart in the editor shows exactly where the two lines cross.
Most fields, through SET_VEHICLE_HANDLING_FLOAT and the handling.meta reload. Gear count, fInitialDriveMaxFlatVel, mass and inertia are read when the vehicle spawns, so those need a respawn. The exported fxmanifest lists which of your changes are which.
Published bike speeds are measured while doing a wheelie, which pushes the engine past its gearing. That effect depends on the bike and cannot be computed from handling.meta, so the editor shows the speed on two wheels. Bikes that cannot wheelie at speed, like the Hakuchou Drag, match the lists.
Unzip the download into your resources folder and add "ensure sw_<car>_handling" to server.cfg after the resource that streams the car. The entry keeps the original handlingName, so it overrides the vanilla or addon handling: the last loaded handling.meta with that name wins.
The handling.meta format is the same. Copy the values from the export into your mod's handling file. The live-apply notes about FiveM natives do not apply there.
No. The file is parsed in your browser and never uploaded. The export is generated on your machine as well.
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Browse iconsTune your car right now
Pick a vehicle at the top of this page or drop your own handling.meta, drag a slider and watch the numbers move. Free, no login, nothing leaves your browser.