handling.meta field · Brakes and steering

fSteeringLock

Steering lock

fSteeringLock is the maximum angle the front wheels can turn, in degrees. Matched to the tyre it gives a car that turns in cleanly; set past what the tyre can use, the car understeers earlier.

Unit
degrees
stored in radians plus 1 ÷ rad
Vanilla median
40
Drift Yosemite 80.5, tanks 20
Good match
lateral × 1.25 + 10
38.1° for the vanilla 22.5°
Applies
live
SetVehicleHandlingFloat

Try it on a real car

The white wheels turn to your value, the dashed pair shows the angle that fits this car's tyre. The number in between is the gap.

Muscle
Steering lockfSteeringLock
1070
stock 40.00

Maximum steering angle. A good match is fTractionCurveLateral times 1.25 plus 10; drift cars run 60 and up.

Open this in the editor
Steering lock
40.0°
what the wheels can turn
Fits this car
38.1°
fTractionCurveLateral 22.5 × 1.25 + 10
Peak slip angle
11.3°
where the tyre grips most

Front wheels at full lock

+1.9°
matches the tyre

Drift setups run 60° to 80° on purpose. A grip car at those angles just understeers sooner.

Lock and slip angle are two different things

Steering lock is how far the wheel turns. The slip angle is where the tyre grips most, and that comes from fTractionCurveLateral: the peak sits at half its value, 11.25° on most vanilla cars.

Turn the wheel past the point where the tyre has already peaked and the extra angle only adds slip. The car turns in fast and then pushes wide. That is why the community rule multiplies the lateral value by 1.25 and adds 10: enough lock to reach the peak with margin for counter-steer, no more.

Recommended
fTractionCurveLateral × 1.25 + 10
Vanilla 22.5°
38.1°, which is why so many cars sit at 35 to 42
Peak slip
fTractionCurveLateral ÷ 2

Why drift cars break the rule

Drift handling wants the front wheels to follow a slide, which means a counter-steer angle far beyond the grip peak. Rockstar's drift variants run 60° to 80.5°, paired with a wide lateral range and a low sliding grip. On a grip car the same number just makes the front wash out.

Low speed is the other case. Lock decides the turning circle in a car park, so buses and trucks run lower values on purpose and small city cars run higher ones.

Values in the game

Only 84 distinct values across 608 cars, and most of them are 35, 40 or 42.

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 22 to 45.

608 vanilla cars
median 40 · 80 % sit between 35 and 42.58
26.351.877.2

Bars cover the 1st to 99th percentile. Extremes: 20 (Invade and Persuade Tank) to 80.5 (Drift Yosemite (Drift)).

By vehicle class
  1. Industrial · 1122 35 45
  2. Utility · 2124.5 35 68
  3. Vans · 2230 35 40
  4. Off-Road · 5726 36 77
  5. Compacts · 1429 36 48
  6. Service · 1035 36 40
  7. SUVs · 4535 37 43.5
  8. Military · 1220 39 42
  9. Sports · 11725.75 40 80
  10. Sports Classics · 4928 40 76
  11. Super · 6030 40 42.75
  12. Muscle · 8132 40 80.5
  13. Sedans · 4434 40 79.75
  14. Commercial · 1535 40 42
  15. Coupes · 1935 40 75
  16. Emergency · 3135 40 44

Five cars from the bottom to the top

  1. Lowest
    20
    Invade and Persuade Tank
    Military
  2. 25th percentile
    36
    Caracara 4x4
    Off-Road
  3. Median
    40
    Ruiner
    Muscle
  4. 75th percentile
    40
    Tyrus
    Super
  5. Highest
    80.5
    Drift Yosemite (Drift)
    Muscle

Applying it

client.lua
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fSteeringLock', 38.0)

Changes apply at once. If the wheels visually clip the arches at full lock, that is the model, not the handling; lower the value or accept it.

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.