handling.meta field · Brakes and steering

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.

Sport
Brake forcefBrakeForce
0.13
stock 0.50

Brake strength per wheel. Above a quarter of fTractionCurveMax the tyres are the limit, not the brakes.

Open this in the editor
Braking
2.00g
brakes are the limit
100 to 0
19.7m
on flat tarmac
Grip ceiling
0.613
fTractionCurveMax ÷ 4

Stopping distance from 100 km/h

0 m33 m

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.

608 vanilla cars
median 0.72 · 80 % sit between 0.296 and 1
0.20.731.25

Bars cover the 1st to 99th percentile. Extremes: 0.1 (Dock Handler) to 1.35 (LM87).

By vehicle class
  1. Industrial · 110.1 0.25 0.6
  2. Military · 120.1 0.25 1
  3. Utility · 210.2 0.25 0.6
  4. Commercial · 150.25 0.25 0.85
  5. Service · 100.25 0.325 0.9
  6. Vans · 220.25 0.375 0.8
  7. Compacts · 140.25 0.6 0.72
  8. SUVs · 450.25 0.6 0.923
  9. Sports Classics · 490.25 0.6 1
  10. Off-Road · 570.26 0.6 1.1
  11. Sedans · 440.4 0.67 0.975
  12. Muscle · 810.25 0.75 1
  13. Emergency · 310.25 0.8 1.2
  14. Sports · 1170.35 0.88 1.35
  15. Coupes · 190.4 0.9 0.9
  16. Super · 600.5 1.1 1.35

Five cars from the bottom to the top

  1. Lowest
    0.1
    Dock Handler
    Industrial
  2. 25th percentile
    0.5
    Coquette Classic
    Sports Classics
  3. Median
    0.72
    Virgo Classic Custom
    Muscle
  4. 75th percentile
    0.9
    Peyote Gasser
    Muscle
  5. Highest
    1.35
    LM87
    Super

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.

client.lua
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fBrakeForce', 0.9)
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fBrakeBiasFront', 0.6)

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.