Reference

handling.meta fields, explained

Every value in a CHandlingData entry, what it does in one line, its unit, and the median across 608 vanilla cars. The 11 fields people actually search for have their own page with a live lab.

All 55 fields

Grouped the way the editor groups them. Median is across vanilla cars; motorcycles, boats and aircraft are left out.

How the file works

Engine

7 fields
fInitialDriveForcewheel force per kg
How hard the engine pushes per kilogram. Roughly 10 m/s² of acceleration per 1.0 in first gear, before drag and grip limits.
median 0.280.159 to 0.37 for 80 %
fInitialDriveMaxFlatVelkm/h · respawn for gears
Sets the gearing. Redline in top gear is 1.33 times this value; real top speed lands lower because drag wins first.
median 141.7115 to 160 for 80 %
nInitialDriveGearscount · respawn
Number of forward gears. The ratios come from a fixed table per count, so this decides how the speed range is split.
median 54 to 6 for 80 %
fDriveBiasFront0 to 1
Share of drive force on the front axle. 0 is rear-wheel drive, 1 is front, anything from 0.1 to 0.9 is all-wheel drive.
median 00 to 0.5 for 80 %
fDriveInertiamultiplier
How quickly revs rise and fall without load. Below 0.5 the engine feels like it drags.
median 11 to 1 for 80 %
fClutchChangeRateScaleUpShift0.9 / seconds
Upshift speed. The shift takes 0.9 seconds divided by this value, with no drive during the shift.
median 2.21.3 to 6 for 80 %
fClutchChangeRateScaleDownShift0.9 / seconds
Downshift speed, same rule as the upshift value.
median 2.21.3 to 6 for 80 %

Aero and body

6 fields
fMasskg · respawn
Vehicle mass. Decides who wins a collision and how mods weigh in. Acceleration is per kilogram, so mass alone does not slow the car.
median 1,6281,040 to 5,150 for 80 %
fInitialDragCoeffx 0.0001
Air resistance, grows with speed squared. The one number that caps top speed without touching the gears.
median 9.256 to 13 for 80 %
fDownforceModifiermultiplier
Extra grip from downforce at speed. 0 means the flat default; values above 100 use the newer, stronger ramp.
median 1752 to 311 for 80 %
fPercentSubmerged%
How deep the vehicle sits in water before it floats or sinks.
median 8585 to 85 for 80 %
vecCentreOfMassOffsetm (x, y, z) · respawn for gears
Moves the centre of mass: x right, y forward, z up. The quickest fix for a car that rolls over.
vecInertiaMultipliermultiplier (x, y, z) · respawn
Resistance to pitch, roll and yaw. A z value above 2 makes the car feel less like a toy in slides.

Grip

8 fields
fTractionCurveMax~g
Peak cornering grip before the tyres let go. Vanilla cars sit between 1.6 and 2.65, which is arcade grip on purpose.
median 2.2281.6 to 2.65 for 80 %
fTractionCurveMin~g
Grip once the slide has started. Keep it about 10 % under the peak; above the peak the curve breaks.
median 1.921.45 to 2.5 for 80 %
fTractionCurveLateraldegrees
Slip angle range. Peak grip sits at half this value; wider is more forgiving, narrower is snappier.
median 22.518 to 22.75 for 80 %
fTractionSpringDeltaMaxm
How far the tyre sidewall can flex.
median 0.150.1 to 0.15 for 80 %
fLowSpeedTractionLossMultmultiplier
Burnout factor. At 1.0 the tyres keep about half their grip at walking pace.
median 10 to 1.3 for 80 %
fCamberStiffnesssmultiplier
Extra side force in the roll direction. The three s in the name are a Rockstar typo and are required.
median 00 to 0 for 80 %
fTractionBiasFront0 to 1
Share of grip on the front tyres. Above 0.5 the front sticks more; 0 or 1 makes wheels vanish.
median 0.4880.47 to 0.5 for 80 %
fTractionLossMultmultiplier
How much the road surface changes grip. Off-road cars run lower values.
median 10.15 to 1 for 80 %

Brakes and steering

4 fields
fBrakeForceper wheel
Brake strength per wheel. Above a quarter of fTractionCurveMax the tyres are the limit, not the brakes.
median 0.720.296 to 1 for 80 %
fBrakeBiasFront0 to 1
Share of braking on the front axle. Around 0.6 keeps the rear stable under braking.
median 0.550.425 to 0.65 for 80 %
fHandBrakeForcemultiplier
Handbrake strength on the rear wheels.
median 0.530.3 to 0.8 for 80 %
fSteeringLockdegrees
Maximum steering angle. A good match is fTractionCurveLateral times 1.25 plus 10; drift cars run 60 and up.
median 4035 to 42.58 for 80 %

Suspension

11 fields
fSuspensionForcerelative
Spring rate. Damping equal to this value gives a settled ride.
median 2.11.4 to 2.7 for 80 %
fSuspensionCompDampx 0.1
Compression damping. Half the spring force cancels a bump in one stroke.
median 1.30.8 to 1.7 for 80 %
fSuspensionReboundDampx 0.1
Rebound damping, same rule as compression.
median 2.11.3 to 3.165 for 80 %
fSuspensionUpperLimitm
How far the wheel can travel up.
median 0.10.05 to 0.18 for 80 %
fSuspensionLowerLimitm
How far the wheel can drop, as a negative number.
median -0.12-0.2 to -0.084 for 80 %
fSuspensionRaisem
Ride height offset. Minus 0.02 is already a visible drop.
median 00 to 0.015 for 80 %
fSuspensionBiasFront0 to 1
Share of spring stiffness on the front.
median 0.50.46 to 0.54 for 80 %
fAntiRollBarForcerelative
Anti-roll bar strength. Higher means less body roll in corners.
median 0.650.15 to 0.986 for 80 %
fAntiRollBarBiasFront0 to 1
Share of the anti-roll bar on the front.
median 0.550.3 to 0.65 for 80 %
fRollCentreHeightFrontm
Front roll centre above the model floor. Closer to the centre of mass means less roll.
median 0.240.099 to 0.453 for 80 %
fRollCentreHeightRearm
Rear roll centre, same idea as the front.
median 0.2330.1 to 0.45 for 80 %

Flags

3 fields
strHandlingFlagshex bits · respawn
Behaviour switches: CVT gearbox, off-road bonus, armour, rear-wheel steering. Half of all vanilla cars leave it at 0.
hex
strModelFlagshex bits · respawn
Build switches read when the vehicle is created: ABS, axle types, twin rear wheels, hatchback.
hex
strDamageFlagshex bits · respawn
Which doors, bonnet and boot cannot break off.
hex

Damage

4 fields
fCollisionDamageMultmultiplier
Damage taken from collisions.
median 10.7 to 1 for 80 %
fWeaponDamageMultmultiplier
Damage taken from weapons.
median 11 to 1 for 80 %
fDeformationDamageMultmultiplier
How much the body deforms on impact.
median 0.70.6 to 0.8 for 80 %
fEngineDamageMultmultiplier
Damage the engine takes.
median 1.51.5 to 1.5 for 80 %

Other

12 fields
fPetrolTankVolumelitres
Tank size. Matters once the tank leaks after a hit, and for fuel scripts.
median 6560 to 70 for 80 %
fOilVolumelitres
Oil volume, leaks the same way.
median 55 to 6.5 for 80 %
fPetrolConsumptionRaterelative
Fuel use per rpm. Only fuel scripts read it.
fSeatOffsetDistXm
Seat offset sideways.
median 00 to 0.1 for 80 %
fSeatOffsetDistYm
Seat offset forward.
median 0-0.25 to 0 for 80 %
fSeatOffsetDistZm
Seat offset up.
median 0-0.05 to 0.1 for 80 %
nMonetaryValue$
In-game value used by some scripts.
median 40,00025,000 to 150,000 for 80 %
fPopUpLightRotationdegrees
How far pop-up headlights rotate.
fRocketBoostCapacityseconds
Rocket boost capacity for boost vehicles. Default 1.25.
fBoostMaxSpeedm/s
Speed cap while boosting. Default 70.
fWeaponDamageScaledToVehHealthMultmultiplier
Only the Rhino uses it.
AIHandlingAVERAGE, SPORTS_CAR, TRUCK, CRAP
Which driving profile AI traffic uses for this vehicle.