fBrakeForce
Brake force
fBrakeForce is the braking strength per wheel. Above a quarter of fTractionCurveMax the tyres become the limit, so most vanilla cars already brake as hard as their grip allows.
- Unit
- per wheel
- four wheels add up
- Vanilla median
- 0.72
- LM87 1.35, Dock Handler 0.1
- Grip ceiling
- grip ÷ 4
- 0.56 for the median car
- Applies
- live
- SetVehicleHandlingFloat
Try it on a real car
Slide the brake force up and the stopping distance shrinks until it hits the grip ceiling. From there the bar does not move.
Brake strength per wheel. Above a quarter of fTractionCurveMax the tyres are the limit, not the brakes.
Open this in the editorStopping distance from 100 km/h
Deceleration = min(4 × fBrakeForce, fTractionCurveMax) in g. Past 0.613 the extra brake force changes nothing on this car; the tyres already slide.
The ceiling
Braking is a tyre job. Four wheels each pushing with fBrakeForce give a total of 4 × the value in g, but the tyres can only transfer fTractionCurveMax before they lock and slide. Whichever is smaller wins.
- Deceleration
- min(4 × fBrakeForce, fTractionCurveMax) in g
- 100 to 0
- v² ÷ (2 × deceleration × 9.81), v = 27.8 m/s
- Median car
- 4 × 0.72 = 2.88 g, capped by 2.23 g of grip: 17.3 m
- Tyre-limited
- fBrakeForce > fTractionCurveMax ÷ 4
Run that check over the vanilla files and the tyres cap 449 of the 608 cars. Adding brake force to those does nothing you can feel. To stop shorter, add grip, or downforce that acts at speed.
Values in the game
Sports cars sit around 0.9 and supers at 1.1. Trucks, vans and utility vehicles run 0.25 to 0.4, and those are the ones where the field still matters.
Computed from the 608 vanilla cars that have a public measurement, one entry per handling name. Motorcycles (49) are kept out of the chart; they run 0.33 to 1.5.
Bars cover the 1st to 99th percentile. Extremes: 0.1 (Dock Handler) to 1.35 (LM87).
- Industrial · 110.1 0.25 0.6
- Military · 120.1 0.25 1
- Utility · 210.2 0.25 0.6
- Commercial · 150.25 0.25 0.85
- Service · 100.25 0.325 0.9
- Vans · 220.25 0.375 0.8
- Compacts · 140.25 0.6 0.72
- SUVs · 450.25 0.6 0.923
- Sports Classics · 490.25 0.6 1
- Off-Road · 570.26 0.6 1.1
- Sedans · 440.4 0.67 0.975
- Muscle · 810.25 0.75 1
- Emergency · 310.25 0.8 1.2
- Sports · 1170.35 0.88 1.35
- Coupes · 190.4 0.9 0.9
- Super · 600.5 1.1 1.35
Five cars from the bottom to the top
- Lowest0.1Dock HandlerIndustrial
- 25th percentile0.5Coquette ClassicSports Classics
- Median0.72Virgo Classic CustomMuscle
- 75th percentile0.9Peyote GasserMuscle
- Highest1.35LM87Super
Bias, handbrake and ABS
fBrakeBiasFront splits the force between the axles. The game stores it as two numbers, 2 × bias for the front and 2 × (1 − bias) for the rear, so 0.5 means both axles at full force. Around 0.6 keeps the rear from stepping out under braking; 0.5 and below makes a car that rotates when you stand on the pedal.
fHandBrakeForce is separate and acts on the rear only. ABS is not in this field at all: it comes from the MF_ABS_STD bit in strModelFlags, which 538 of 608 cars carry.
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fBrakeForce', 0.9) SetVehicleHandlingFloat(veh, 'CHandlingData', 'fBrakeBiasFront', 0.6)
Related fields
- fTractionCurveMax
Peak cornering grip before the tyres let go. Vanilla cars sit between 1.6 and 2.65, which is arcade grip on purpose.
Read the page - fBrakeBiasFront
Share of braking on the front axle. Around 0.6 keeps the rear stable under braking.
In the index - fHandBrakeForce
Handbrake strength on the rear wheels.
In the index - strModelFlags
Build switches read when the vehicle is created: ABS, axle types, twin rear wheels, hatchback.
Read the page
Numbers on this page come from the vanilla handling files of GTA V (one entry per handling name, 55 fields catalogued) and from a speed model checked against 617 measured top speeds. Published 2026-09-08. Not affiliated with Rockstar Games or Cfx.re.