fInitialDriveForce
Drive force
fInitialDriveForce is the force the engine puts on the wheels per kilogram of vehicle. The game multiplies it by the gear ratio, so it decides how hard a car pulls out of a corner far more than what it reaches on a straight.
- Unit
- force per kg
- about 10.9 m/s² per 1.0 in a 1:1 gear
- Vanilla median
- 0.28
- 80 % of cars between 0.16 and 0.37
- Applies
- live
- SetVehicleHandlingFloat, no respawn
- Engine upgrade
- × 1.2
- some cars 1.4 or 1.8
Try it on a real car
Drag the slider and watch which number moves. 0-100 reacts at once. Top speed follows more slowly: drag rises with speed squared, so doubling the force adds about a fifth to the top speed and cuts the 0-100 time almost in half.
How hard the engine pushes per kilogram. Roughly 10 m/s² of acceleration per 1.0 in first gear, before drag and grip limits.
Open this in the editorGear ladder
- 152
- 291
- 3128
- 4166
- 5193
Redline in top gear 193 km/h. Drag stops the Sultan 20 km/h before that. Measured fully upgraded: 187 km/h.
What the game does with it
Acceleration at the wheels is the drive force times a gear multiplier times a torque curve. In our model, checked against 617 measured top speeds and 155 drag races, the multiplier is 10.9 m/s² per unit of force, then times the ratio of the gear in use. First gear on a six-speed is 3.33, top gear is 0.9.
- Wheel acceleration
- fInitialDriveForce × 10.9 × gear ratio × torque(rpm)
- Torque curve
- 1.0 up to 80 % rpm, falling to 0.55 at redline
- Launch limit
- ≤ fTractionCurveMax × g × (1.0 all-wheel, 0.55 two-wheel drive)
- Engine upgrade
- × 1.2 at level 100, × 1.4 at 200, × 1.8 at 400 (Pariah)
- Off-road flags
- HF_OFFROAD_ABILITIES +10 %, HF_OFFROAD_ABILITIES_X2 +20 %
The launch limit is why a huge value stops helping. A rear-wheel-drive Sultan with 2.2 of grip can only use about 11.9 m/s² off the line. Above roughly 0.33 of drive force in first gear it just spins.
The community rule of thumb from gtamods, torque in Nm divided by kerb weight in kg, lands in the same range. A 500 Nm car weighing 1,500 kg gives 0.33.
Values in the game
Sports and super cars cluster between 0.30 and 0.45. The Nebula Turbo drift version tops the list at 0.725, the Lawn Mower sits at 0.05.
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 0.1 to 0.82.
Bars cover the 1st to 99th percentile. Extremes: 0.05 (Lawn Mower) to 0.725 (Nebula Turbo (Drift)).
- Service · 100.12 0.13 0.33
- Military · 120.06 0.14 0.3
- Industrial · 110.11 0.14 0.21
- Utility · 210.05 0.15 0.608
- Vans · 220.1 0.16 0.32
- Commercial · 150.11 0.16 0.32
- Compacts · 140.1 0.23 0.32
- Sedans · 440.1 0.237 0.718
- Off-Road · 570.12 0.25 0.716
- Emergency · 310.12 0.254 0.362
- SUVs · 450.11 0.26 0.338
- Coupes · 190.21 0.27 0.713
- Sports Classics · 490.16 0.283 0.725
- Muscle · 810.17 0.29 0.72
- Sports · 1170.15 0.33 0.716
- Super · 600.138 0.356 0.42
Five cars from the bottom to the top
- Lowest0.05Lawn MowerUtility
- 25th percentile0.2Schafter LWBSports
- Median0.28FactionMuscle
- 75th percentile0.33ZR350Sports
- Highest0.725Nebula Turbo (Drift)Sports Classics
What it does to top speed
Top speed is where wheel force in the gear in use equals air drag plus rolling resistance. Doubling the force doubles that wheel force, but drag grows with speed squared, so the crossing point moves by the square root of the change, not by the change itself. On the Sultan, 0.26 to 0.52 takes the top speed from 173 to 206 km/h and the 0-100 time from 5.9 to 3.3 s. The redline of the last gear caps it after that.
If the car needs more top end, lower fInitialDragCoeff or raise fInitialDriveMaxFlatVel. If it needs a stronger launch and pull out of corners, this is the field.
Applying it on a server
The value is read live. Change it in a running server with a client-side native and the car reacts without a respawn.
local veh = GetVehiclePedIsIn(PlayerPedId(), false) SetVehicleHandlingFloat(veh, 'CHandlingData', 'fInitialDriveForce', 0.40)
For a permanent change, ship a handling.meta with the same handlingName in your own resource. The guide explains the resource layout and the load order.
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 - fInitialDragCoeff
Air resistance, grows with speed squared. The one number that caps top speed without touching the gears.
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 - 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.