Free, no login. Works with your own addon cars.

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

Handling Lab
Top speed
173km/h
in 5th gear
0-100 km/h
5.88s
2 shifts before 100
Quarter mile
14.35s
trap 145 km/h
Lap estimate
1:09.812
Broughy, upgraded 1:04.982

Full-throttle run

0km/h
0rpm %
Gear
1
of 5
5 gears · 4 shifts · 27.6 s to 1000 m

Wheel force vs. drag

118530050100150200km/hm/s²12345173 km/h
Wheel force, gear in useDrag + rollingTop speed

Speed over distance

20815610452002505007501000mkm/hAdder 24.57 sSultan 27.60 s
Your setupAdderGear change

Drag race, 1000 m

Your setup
Adder
0 m2505007501000 m
27.60 syour setup
0.00s · 4× time 
24.57 sAdder

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.

1

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.

Sultan, stock
145 flat vel · 0.26 drive force · 5 gears · drag 8.0
redline in 5th at 193 km/h, drag stops it at 173
2

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.

fInitialDriveMaxFlatVel 145 → 170
top speed 173 → 182 km/h, 0-100 5.88 → 6.47 s
longer gears cost you off the line. Add drive force to get it back.
3

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.

sw_sultan_handling/
fxmanifest.lua
data/handling.meta
server.cfg: ensure sw_sultan_handling

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.

Top speed, fully upgraded cars
Vehicles617
Error3.3 % RMSE, 80 % within 3 %
SourceBroughy1322 top-speed tests
1000 m drag, stock and upgraded
Vehicles155
Error0.5 s RMSE, r = 0.98
SourceCommunity drag-race tests
Lap time estimate
Vehicles482
Error±2.0 s (cross-validated)
SourceBroughy1322 lap times
Electric and CVT cars
Vehicles26
Error2.6 % RMSE
SourceBroughy1322 top-speed tests

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.

Tune 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.