fInitialDriveMaxFlatVel
Max flat velocity
fInitialDriveMaxFlatVel sets the gearing of a vehicle in km/h. Every gear ends at this value times 1.2 divided by its ratio, so it fixes the redline of each gear; the top speed you actually reach is usually lower.
- Unit
- km/h
- stored as m/s × 1.2 in memory
- Vanilla median
- 141.7
- Banshee GTS is highest at 182.7
- Redline, top gear
- × 1.333
- value × 1.2 ÷ 0.9
- Applies
- respawn
- gear ratios are built when the car spawns
Try it on a real car
Every bar in the ladder stretches with the slider. The green line is the speed the car really reaches. Push the value up and watch the line stop following the bars once drag takes over.
Sets the gearing. Redline in top gear is 1.33 times this value; real top speed lands lower because drag wins first.
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.
Three formulas, one that fits
The file holds km/h. At load the game divides by 3.6 and multiplies by 1.2 to get fDriveMaxFlatVel in m/s. Each gear's redline speed is that number divided by the gear ratio, and the top gear ratio is always 0.9.
- Redline in top gear
- fInitialDriveMaxFlatVel × 1.2 ÷ 0.9 = value × 1.333 km/h
- Gear n redline
- value × 1.2 ÷ ratio[n]
- gtamods rule
- TopGearMaxSpeedKph × 0.75, the same thing backwards
- ×1.32 rule
- an upper bound, never a prediction
- Measured cars
- 1.24 to 1.29 × value, fully upgraded
Why do measured cars fall short of the redline? Above 80 % rpm the engine only delivers 55 % of its torque, and drag at that speed already eats most of it. The car settles where the two balance, typically 93 to 97 % of the redline figure.
The trap everyone falls into
Set a Sultan to 300, expect 400 km/h from the rule of thumb, and get 227. That is not a bug. The gears now cover such a range that the car tops out in third, where drag balances the wheel force long before any redline. The gear ladder above shows it: the bars race ahead, the green line follows at a crawl.
The launch does not suffer in our model. First gear keeps its 3.33 ratio, it only lasts longer, and fewer shifts before 100 km/h even help: the Sultan goes from 5.9 to 5.3 s at 170. What you lose is the feel. Each gear spans a huge speed range, the revs barely move, and a stock-looking car that pulls 227 km/h in third is easy to spot on a roleplay server.
To actually go faster: raise fInitialDriveForce so the force line crosses drag later, or lower fInitialDragCoeff. Raise this field only until the redline sits a little above the speed you want.
Values in the game
Vanilla values are compressed into a narrow band. 80 % of cars sit between 115 and 160, and even the Super class rarely leaves 150 to 190.
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 90 to 159.5.
Bars cover the 1st to 99th percentile. Extremes: 15 (Dozer) to 182.7 (Banshee GTS).
- Military · 1237 98.5 160
- Industrial · 1115 100 130
- Utility · 2120 100 133
- Service · 1090 107.5 143
- Commercial · 15100 120 130
- Vans · 22100 126.5 140
- Off-Road · 5780 133.5 150
- Compacts · 14115 134 140
- SUVs · 45119 135 160.5
- Emergency · 3190 141.7 160
- Muscle · 81118 144 162
- Sports Classics · 49118 145 166.5
- Sedans · 44120 145 160
- Coupes · 19131 145 153
- Sports · 11775 152 182.7
- Super · 60145 160.3 180
Five cars from the bottom to the top
- Lowest15km/hDozerIndustrial
- 25th percentile130km/hBugstars BurritoVans
- Median141.7km/hDoradoSUVs
- 75th percentile152km/hCoquetteSports
- Highest182.7km/hBanshee GTSSports
Why a respawn is needed
The gear ratios and the high gear live in the vehicle, not in the handling entry. They are computed once from nInitialDriveGears and this value when the vehicle is created. Changing the field on a live car does nothing until it spawns again.
FiveM offers a way round for tests: set the ratios or the top speed modifier on the live vehicle instead.
-- change the ratios of the spawned car (gear 1..n) SetVehicleGearRatio(veh, 6, 0.85) SetVehicleHighGear(veh, 6) -- or scale the top speed without touching gears ModifyVehicleTopSpeed(veh, 15.0) -- percent
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 - fInitialDragCoeff
Air resistance, grows with speed squared. The one number that caps top speed without touching the gears.
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 - fDriveBiasFront
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.
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.