fTractionCurveMax
Peak grip
fTractionCurveMax is the peak grip the tyres deliver before they let go, roughly in g. It caps how hard a vehicle can launch, brake and corner; vanilla cars run about twice the grip of a real road tyre.
- Unit
- ~ g
- 1.0 is about a real road tyre
- Vanilla median
- 2.23
- 80 % of cars between 1.6 and 2.65
- Lap time
- −5 s per 1.0
- strongest lever after 0-100
- Applies
- live
- SetVehicleHandlingFloat
Try it on a real car
Grip changes three things at once: the launch cap, the cornering speed, and through both the lap estimate. The arcs show how fast the car can hold a corner of a given radius.
Peak cornering grip before the tyres let go. Vanilla cars sit between 1.6 and 2.65, which is arcade grip on purpose.
Open this in the editorCornering speed by radius
Vanilla grip is arcade grip: a real road tyre manages about 1.0 g, most GTA cars run 2.0 and up. The lap model was fitted on 482 measured laps and moves about 5 s per 1.0 of grip.
Three fields, one curve
The tyre model is a curve over slip angle. fTractionCurveMax is its peak, fTractionCurveMin is the grip once the slide has started, and fTractionCurveLateral is the width of the curve in degrees, with the peak at half that angle.
- Stored
- max, 1 ÷ max, and 1 ÷ (max − min)
- Rule
- min about 10 % under max; min above max breaks the curve
- Peak slip angle
- fTractionCurveLateral ÷ 2, vanilla 11.25°
- Launch cap
- max × g × (1.0 all-wheel, 0.55 two-wheel drive)
- Cornering speed
- about √(max × g × radius), before downforce
Keep the gap between max and min. A big gap makes the car snap when it lets go, a tiny gap makes slides lazy and easy to hold. Drift setups use exactly that trick with a lower max and a min close to it.
Values in the game
Supers sit at 2.25 to 2.8, sedans and SUVs around 2.1. The Dozer at 1.1 is the only vehicle near real-world tyre grip.
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 1.6 to 2.9.
Bars cover the 1st to 99th percentile. Extremes: 1.1 (Dozer) to 2.95 (RC Bandito).
- Utility · 211.15 1.53 2.05
- Service · 101.15 1.55 2.55
- Industrial · 111.1 1.6 2
- Commercial · 151.5 1.65 2.05
- Vans · 221.4 1.913 2.175
- Military · 121.3 1.95 2.55
- Compacts · 141.76 1.983 2.3
- Off-Road · 571.53 2.05 2.95
- SUVs · 451.6 2.1 2.365
- Emergency · 311.35 2.15 2.6
- Sedans · 441.53 2.168 2.63
- Sports Classics · 491.53 2.25 2.7
- Muscle · 811.53 2.25 2.625
- Coupes · 191.53 2.3 2.6
- Sports · 1171.53 2.55 2.925
- Super · 602.25 2.68 2.782
Five cars from the bottom to the top
- Lowest1.1~gDozerIndustrial
- 25th percentile1.98~gPeyote CustomSports Classics
- Median2.23~gBladeMuscle
- 75th percentile2.535~gAstraleSports Classics
- Highest2.95~gRC BanditoOff-Road
What it does to lap times
Our lap estimate is a regression on 482 laps that Broughy1322 measured on his GP track with fully upgraded cars. Peak grip carries a coefficient of about −5 s per 1.0, second only to the 0-100 time. Sliding grip adds another −3.9 s per 1.0.
That is why a small change here feels bigger than any engine change. Going from 2.2 to 2.5 on a Sultan is worth more than a full engine upgrade around a lap.
Downforce stacks on top. fDownforceModifier adds grip that grows with speed, and a spoiler mod adds a further step. Neither shows in this field, both show on the track.
Applying it
SetVehicleHandlingFloat(veh, 'CHandlingData', 'fTractionCurveMax', 2.45) SetVehicleHandlingFloat(veh, 'CHandlingData', 'fTractionCurveMin', 2.25)
Set both together. Raising max on its own widens the gap to min and the car starts to snap.
Related fields
- fTractionCurveMin
Grip once the slide has started. Keep it about 10 % under the peak; above the peak the curve breaks.
In the index - fTractionCurveLateral
Slip angle range. Peak grip sits at half this value; wider is more forgiving, narrower is snappier.
In the index - fSteeringLock
Maximum steering angle. A good match is fTractionCurveLateral times 1.25 plus 10; drift cars run 60 and up.
Read the page - fBrakeForce
Brake strength per wheel. Above a quarter of fTractionCurveMax the tyres are the limit, not the brakes.
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.