handling.meta field · Engine

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.

Sport
Drive bias frontfDriveBiasFront
01
stock 0.33

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 editor
Drivetrain
All-wheel drive
33 % front, 67 % rear
0-100
5.10s
launch grip differs
Lap estimate
1:07.760
stock All-wheel drive

Where the force goes

front 33 %rear 67 %

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.

608 vanilla cars
median 0 0 to 1 · 80 % sit between 0 and 0.5
00.51

Bars cover the 1st to 99th percentile. Extremes: 0 (Biff) to 1 (Journey).

By vehicle class
  1. Commercial · 150 0 0.5
  2. Coupes · 190 0 1
  3. Emergency · 310 0 0.6
  4. Industrial · 110 0 1
  5. Muscle · 810 0 0.4
  6. Sedans · 440 0 1
  7. Sports · 1170 0 1
  8. Sports Classics · 490 0 1
  9. Super · 600 0 0.5
  10. Utility · 210 0 1
  11. Vans · 220 0 1
  12. Service · 100 0.225 0.5
  13. Off-Road · 570 0.35 0.5
  14. Military · 120 0.425 0.6
  15. SUVs · 450.2 0.5 0.7
  16. Compacts · 140 1 1

Five cars from the bottom to the top

  1. Lowest
    00 to 1
    Biff
    Commercial
  2. 25th percentile
    00 to 1
    Ramp Buggy (Spoiler)
    Off-Road
  3. Median
    00 to 1
    Zion Classic
    Sports Classics
  4. 75th percentile
    0.330 to 1
    Kuruma
    Sports
  5. Highest
    10 to 1
    Journey
    Vans

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.

client.lua
-- 40 % front, 60 % rear
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fDriveBiasFront', 0.4)

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.