fInitialDragCoeff
Drag coefficient
fInitialDragCoeff is the air resistance of a vehicle. The game multiplies it by 0.0001 and by the square of the speed, which makes it the field that decides where a car stops accelerating.
- Unit
- × 0.0001
- gtamods calls it Cd ÷ 10
- Vanilla median
- 9.25
- Tezeract 2.0, Dozer 300
- Drag at 180 km/h
- 2.3 m/s²
- for the median car
- Applies
- live
- SetVehicleHandlingFloat
Try it on a real car
Halve the drag and the green line jumps up until the gearing catches it. Double it and the car cannot even reach its last gear.
Air resistance, grows with speed squared. The one number that caps top speed without touching the gears.
Open this in the editorGear ladder
- 158
- 298
- 3138
- 4176
- 5202
- 6213
Redline in top gear 213 km/h. Drag stops the Adder 20 km/h before that. Measured fully upgraded: 203 km/h.
The formula
- Drag deceleration
- fInitialDragCoeff × 0.0001 × v² (v in m/s)
- Rolling loss
- 0.003 × v, fitted on 617 cars
- Top speed
- where wheel force in the gear in use equals drag + rolling
- Median car at 180 km/h
- 9.25 × 0.0001 × 50² = 2.3 m/s²
Because the loss grows with speed squared, small changes matter a lot at the top end and hardly at all in town. A car with 9.25 loses 2.3 m/s² at 180 km/h and only 0.6 m/s² at 90 km/h.
Mass is not in the formula. In this engine drag is an acceleration applied to the archetype, so a heavy and a light car with the same coefficient slow down the same.
Values in the game
Most cars sit between 6 and 13. Electric supers go as low as 2, and drift cars are set high on purpose to cap their speed, the RT3000 drift version runs 26.
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 6.58 to 23.75.
Bars cover the 1st to 99th percentile. Extremes: 2 (Tezeract) to 300 (Dozer).
- Vans · 226 6 15
- Industrial · 114 8 300
- Coupes · 195.5 8 26
- SUVs · 455.75 8 14.35
- Sedans · 446 8 26
- Emergency · 314 8.5 12
- Sports Classics · 495.9 8.675 26
- Super · 602 9.435 12.5
- Muscle · 816 9.65 26
- Compacts · 148 9.9 11.6
- Commercial · 154 10 13
- Service · 104 10 15
- Sports · 1176.5 10 29.75
- Off-Road · 577.75 11 30
- Military · 124 13 40.5
- Utility · 215.8 15 56
Five cars from the bottom to the top
- Lowest2TezeractSuper
- 25th percentile8InjectionOff-Road
- Median9.25VagnerSuper
- 75th percentile10.75Tulip M-100Muscle
- Highest300DozerIndustrial
The clean way to add top speed
Lowering drag raises top speed without touching the gears, so the launch and every shift stay exactly where they were. That makes it the least destructive top-end change in the file.
The limit is the redline. Once the force line crosses drag beyond the last gear's redline, the car sits on the limiter and this field stops helping. Then fInitialDriveMaxFlatVel has to move too.
Going the other way is just as useful. Drift and roleplay servers that want a car to feel fast but stay under 200 km/h raise drag instead of shortening the gears, which keeps the pull out of corners intact.
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fInitialDragCoeff', 7.0)
Related fields
- fInitialDriveMaxFlatVel
Sets the gearing. Redline in top gear is 1.33 times this value; real top speed lands lower because drag wins first.
Read the page - 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 - fDownforceModifier
Extra grip from downforce at speed. 0 means the flat default; values above 100 use the newer, stronger ramp.
In the index - fMass
Vehicle mass. Decides who wins a collision and how mods weigh in. Acceleration is per kilogram, so mass alone does not slow the car.
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.