fDriveBiasFront
Drive bias front
fDriveBiasFront is the share of drive force sent to the front axle. 0 is rear-wheel drive, 1 is front-wheel drive, and anything from 0.1 to 0.9 makes the vehicle all-wheel drive with that split.
- Unit
- 0 to 1
- snaps below 0.1 and above 0.9
- Vanilla
- 0 for most
- only 32 distinct values in use
- All-wheel drive
- −2.4 s a lap
- from the 482-lap model
- Applies
- live
- SetVehicleHandlingFloat
Try it on a real car
Watch the launch. Two-wheel drive can only put about 55 % of the grip on the road in our model; all-wheel drive uses all of it, and the 0-100 time shows the difference.
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.
Open this in the editorWhere the force goes
Below 0.1 the game snaps to pure rear-wheel drive, above 0.9 to pure front. In the lap model all-wheel drive is worth about 2.4 s a lap, front-wheel drive costs about 1 s.
How the game reads it
- Below 0.1
- snapped to 0: pure rear-wheel drive
- Above 0.9
- snapped to 1: pure front-wheel drive
- 0.1 to 0.9
- all-wheel drive, stored as 2 × bias front and 2 × (1 − bias) rear
- Per wheel
- each axle's share is halved across its two wheels
The snapping means 0.05 and 0 are the same car. It also means a 0.1 value gives a real all-wheel drive with 90 % rear, which is what most vanilla "AWD" supers use, the Zentorno sits at 0.3 and the Kuruma at 0.33.
Values in the game
The histogram is three spikes: 0, a cluster around 0.3 to 0.5, and 1. Nothing else exists in vanilla.
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 to 0.
Bars cover the 1st to 99th percentile. Extremes: 0 (Biff) to 1 (Journey).
- Commercial · 150 0 0.5
- Coupes · 190 0 1
- Emergency · 310 0 0.6
- Industrial · 110 0 1
- Muscle · 810 0 0.4
- Sedans · 440 0 1
- Sports · 1170 0 1
- Sports Classics · 490 0 1
- Super · 600 0 0.5
- Utility · 210 0 1
- Vans · 220 0 1
- Service · 100 0.225 0.5
- Off-Road · 570 0.35 0.5
- Military · 120 0.425 0.6
- SUVs · 450.2 0.5 0.7
- Compacts · 140 1 1
Five cars from the bottom to the top
- Lowest00 to 1BiffCommercial
- 25th percentile00 to 1Ramp Buggy (Spoiler)Off-Road
- Median00 to 1Zion ClassicSports Classics
- 75th percentile0.330 to 1KurumaSports
- Highest10 to 1JourneyVans
What it is worth
In the lap model, all-wheel drive is worth about 2.4 s a lap and front-wheel drive costs about 1 s against rear-wheel drive with the same numbers. The gain is all in the launch and the exit of slow corners, where the two-wheel car spins its tyres.
Top speed does not change. Drive bias decides which wheels push, not how hard the engine pushes, so the drag crossing stays where it was.
Front-wheel drive also changes the feel under power: the front tyres share their grip between steering and pushing, so the car pushes wide on the throttle. Pair it with a slightly higher fTractionBiasFront if that gets too strong.
-- 40 % front, 60 % rear SetVehicleHandlingFloat(veh, 'CHandlingData', 'fDriveBiasFront', 0.4)
Related fields
- fInitialDriveForce
How hard the engine pushes per kilogram. Roughly 10 m/s² of acceleration per 1.0 in first gear, before drag and grip limits.
Read the page - 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 - fTractionBiasFront
Share of grip on the front tyres. Above 0.5 the front sticks more; 0 or 1 makes wheels vanish.
In the index - nInitialDriveGears
Number of forward gears. The ratios come from a fixed table per count, so this decides how the speed range is split.
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.