A page dedicated to help people understand the handling.meta file.
handlingNamemust match the handling ID referenced fromvehicles.meta.- Tune one system at a time. Small changes compound quickly.
- Most normal cars only need
CHandlingData; bikes, aircraft, boats, trailers, and special vehicles may also needSubHandlingData.- The “good range” values below are starting points, not hard engine limits.
strModelFlags,strHandlingFlags, andstrDamageFlagsare bitfields. Treat them separately from normal numeric tuning.- For a normal add-on vehicle, preserve the original XML field order and only change values you understand.
1. Core CHandlingData
Identity and physical properties
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
handlingName |
string | Unique handling ID linked from vehicles.meta. |
Vanilla IDs are typically uppercase. Keep it short and unique. |
fMass |
float | Vehicle mass, mainly relevant during collisions with dynamic objects and vehicles. | Road cars: roughly 1000–2500; trucks: much higher. |
fInitialDragCoeff |
float | Aerodynamic drag. Higher drag reduces achievable top speed. | Typical road vehicles often sit roughly around 10–120. |
fDownforceModifier |
float | Adds speed-dependent downforce/grip. | Increase carefully; excessive values create unrealistic high-speed cornering. |
fPercentSubmerged |
float | Water submersion threshold before the vehicle begins floating behavior. | Road vehicles commonly use values around 85. |
vecCentreOfMassOffset |
vector3 | Moves center of mass from the model origin. | x: right/left, y: forward/back, z: up/down. Lower z improves rollover resistance. |
vecInertiaMultiplier |
vector3 | Resistance to rotation around each axis. | Higher values make the car feel less twitchy and resist roll/pitch/yaw rotation. |
fPetrolTankVolume |
float | Fuel-tank capacity used by FiveM’s optional fuel-consumption system. | Set 0 for effectively infinite fuel / no fuel use. |
fPetrolConsumptionRate |
float | Per-vehicle fuel-use multiplier for FiveM fuel consumption. | FiveM defaults to 0.5 when omitted. |
fOilVolume |
float | Engine oil capacity. | Usually leave near donor vehicle values. |
nMonetaryValue |
int | Rockstar’s internal vehicle-value field. | Usually cosmetic/gameplay metadata; rarely affects FiveM RP systems. |
fMass, drag, center of mass, and inertia are foundational physics values. Higher drag lowers top speed; a lower center of mass generally makes a vehicle more stable.
2. Drivetrain and acceleration
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fDriveBiasFront |
float | Torque distribution. | 0.0 = RWD, 1.0 = FWD, values between = AWD. 0.5 is equal AWD. |
nInitialDriveGears |
int | Number of forward gears. | Typical cars: 5–8; bikes often 5–6. |
fInitialDriveForce |
float | Wheel drive force / acceleration multiplier. | Most normal cars are around 0.10–0.40; raise gradually. |
fDriveInertia |
float | Engine rev responsiveness. | Higher = engine reaches redline faster. |
fClutchChangeRateScaleUpShift |
float | Upshift speed multiplier. | Higher = faster gear changes. Avoid extreme values. |
fClutchChangeRateScaleDownShift |
float | Downshift speed multiplier. | Higher = faster downshifts. |
fInitialDriveMaxFlatVel |
float | Gearbox/redline-limited top-speed target. | It does not guarantee the car can actually reach that speed. |
Quick drivetrain presets
<!-- RWD -->
<fDriveBiasFront value="0.000000" />
<!-- Balanced AWD -->
<fDriveBiasFront value="0.500000" />
<!-- Front-biased AWD -->
<fDriveBiasFront value="0.600000" />
<!-- FWD -->
<fDriveBiasFront value="1.000000" />
fDriveBiasFront, gear count, drive force, drive inertia, shift multipliers, and max flat velocity collectively determine straight-line behavior.
3. Braking and steering
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fBrakeForce |
float | Overall braking-force multiplier. | Higher = shorter braking distances, until traction becomes the limit. |
fBrakeBiasFront |
float | Front/rear brake-force distribution. | Around 0.55–0.70 is common for road cars. Higher can make the rear more stable under braking. |
fHandBrakeForce |
float | Handbrake strength. | Higher helps drifting/parking brake turns, but can feel binary. |
fSteeringLock |
float | Maximum steering angle. | Higher improves low-speed turning but can make high-speed handling nervous. |
4. Tire grip and traction
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fTractionCurveMax |
float | Peak available tire grip. | Raise for more ultimate grip. |
fTractionCurveMin |
float | Grip available once the tire exceeds peak slip. | Lower difference from max = more predictable, less snappy breakaway. |
fTractionCurveLateral |
float | Slip-angle behavior / lateral traction curve. | Strongly affects cornering feel and breakaway character. |
fTractionSpringDeltaMax |
float | Maximum suspension/traction spring effect. | Usually leave close to donor values unless tuning deeply. |
fLowSpeedTractionLossMult |
float | Additional traction loss at low speed. | Raise for easier burnouts/drift initiation; lower for stronger launch grip. |
fCamberStiffnesss |
float | Camber-related grip response. | Usually best left near a proven donor vehicle. Note the field uses three s characters. |
fTractionBiasFront |
float | Front/rear traction distribution. | Higher biases grip toward front; lower biases grip toward rear. |
fTractionLossMult |
float | Overall traction-loss multiplier. | Higher = easier wheelspin/sliding; lower = more planted. |
Fast diagnosis
| Symptom | Try first |
|---|---|
| Spins too easily under throttle | Lower fInitialDriveForce; lower fTractionLossMult; reduce rearward traction bias. |
| Understeers heavily | Reduce fTractionBiasFront; slightly increase rear grip; reduce front-heavy brake bias if braking is involved. |
| Snaps suddenly into oversteer | Bring fTractionCurveMin closer to fTractionCurveMax; lower fTractionLossMult. |
| Too much grip at 200+ km/h | Reduce fDownforceModifier and/or fTractionCurveMax. |
| Cannot do burnouts or controlled slides | Increase fLowSpeedTractionLossMult and/or fTractionLossMult. |
5. Suspension, anti-roll, and chassis balance
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fSuspensionForce |
float | Suspension spring strength. | Higher = stiffer spring behavior. |
fSuspensionCompDamp |
float | Compression damping. | Higher = resists suspension compression more. |
fSuspensionReboundDamp |
float | Rebound damping. | Higher = resists extension after compression. |
fSuspensionUpperLimit |
float | Maximum upward wheel travel. | Usually negative/positive values follow donor setup. |
fSuspensionLowerLimit |
float | Maximum downward wheel travel. | More travel can help off-road vehicles. |
fSuspensionRaise |
float | Ride-height offset. | Positive raises; negative lowers. Excessive lowering can cause clipping or instability. |
fSuspensionBiasFront |
float | Front/rear suspension distribution. | Changes how front and rear react to bumps/load transfer. |
fAntiRollBarForce |
float | Anti-roll stiffness. | Higher reduces body roll, but too high can create harsh or lift-off behavior. |
fAntiRollBarBiasFront |
float | Front/rear anti-roll distribution. | More front bar tends toward understeer; more rear bar tends toward oversteer. |
fRollCentreHeightFront |
float | Front roll-center height. | Advanced chassis-balance setting. |
fRollCentreHeightRear |
float | Rear roll-center height. | Advanced chassis-balance setting. |
Suspension tuning order
- Set ride height with
fSuspensionRaise. - Set spring stiffness using
fSuspensionForce. - Control bounce with compression and rebound damping.
- Reduce body roll with
fAntiRollBarForce. - Balance understeer/oversteer using anti-roll bias and roll-center heights.
6. Damage, deformation, and durability
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fCollisionDamageMult |
float | Damage received from collisions. | Higher = more crash damage. |
fWeaponDamageMult |
float | Damage received from weapons. | Useful for armored or emergency vehicles. |
fDeformationDamageMult |
float | Body deformation sensitivity. | Higher = panels deform more easily. |
fEngineDamageMult |
float | Engine damage multiplier. | Higher = engine fails sooner from impacts/damage. |
7. Seating and camera offsets
| Parameter | Type | What it does | Practical tuning notes |
|---|---|---|---|
fSeatOffsetDistX |
float | Seat/camera lateral offset. | Usually leave from donor. |
fSeatOffsetDistY |
float | Seat/camera forward/back offset. | Helpful when first-person seat position is wrong. |
fSeatOffsetDistZ |
float | Seat/camera vertical offset. | Helpful for vehicles with incorrect driver height. |
8. Flags and AI
| Parameter | Type | What it does |
|---|---|---|
strModelFlags |
flags/bitfield | Vehicle model behavior flags. |
strHandlingFlags |
flags/bitfield | Physics/handling behavior flags. |
strDamageFlags |
flags/bitfield | Damage-system behavior flags. |
AIHandling |
enum/string | AI driving behavior preset. |
SubHandlingData |
collection | Vehicle-type-specific handling extensions. |
Do not randomly copy flags between unrelated vehicle types. Many special behaviors require matching vehicle/model flags, layouts, and subhandling definitions.
9. CCarHandlingData subhandling
Usually used for cars with special physics behavior such as wheelie cars, certain special vehicles, or advanced chassis effects.
| Parameter | What it does |
|---|---|
fBackEndPopUpCarImpulseMult |
Strength of rear-end lift / wheelie impulse. |
fBackEndPopUpCarImpulseBias |
Bias/timing for rear lift impulse. |
fBackEndPopUpCarImpulseMaxDeltaSpeed |
Speed-change cap affecting the rear lift impulse. |
fToeFront |
Front toe angle behavior. |
fToeRear |
Rear toe angle behavior. |
fCamberFront |
Front camber. |
fCamberRear |
Rear camber. |
fCastor |
Steering caster behavior. |
fEngineResistance |
Additional engine resistance / drag behavior. |
fMaxDriveBiasTransfer |
Maximum drivetrain bias transfer. |
fJumpForceScale |
Jump-force multiplier for jump-capable vehicles. |
fIncreasedRammingForceScale |
Additional ramming-force multiplier. |
fWeaponDamageScaledToVehicleSize |
Scales weapon damage based on vehicle size. |
10. CBikeHandlingData subhandling
Used by motorcycles and bicycles.
| Parameter | What it does |
|---|---|
fLeanFwdCOMMult |
Center-of-mass effect while leaning forward. |
fLeanFwdForceMult |
Force effect while leaning forward. |
fLeanBakCOMMult |
Center-of-mass effect while leaning backward. |
fLeanBakForceMult |
Force effect while leaning backward. |
fMaxBankAngle |
Maximum normal leaning angle. |
fFullAnimAngle |
Lean angle used for full rider animation. |
fDesLeanReturnFrac |
How quickly bike returns toward desired lean. |
fStickLeanMult |
Steering-input lean multiplier. |
fBrakingStabilityMult |
Stability under braking. |
fInAirSteerMult |
Steering influence while airborne. |
fWheelieBalancePoint |
Target balance point during wheelies. |
fStoppieBalancePoint |
Target balance point during stoppies. |
fWheelieSteerMult |
Steering influence during wheelies. |
fRearBalanceMult |
Rear balance influence. |
fFrontBalanceMult |
Front balance influence. |
fBikeGroundSideFrictionMult |
Side friction for bike chassis on ground. |
fBikeWheelGroundSideFrictionMult |
Side friction for bike wheels on ground. |
fBikeOnStandLeanAngle |
Lean angle when parked on stand. |
fBikeOnStandSteerAngle |
Steering angle when parked on stand. |
fJumpForce |
Bike jump-force strength. |
fMinJumpHeightForJump |
Minimum jump height threshold. |
fMinJumpHeightForJumpBike |
Bike-specific jump-height threshold. |
fJumpLandForce |
Force applied on landing. |
For normal road motorcycles, begin with a close vanilla donor bike rather than building bike handling from scratch.
11. CBoatHandlingData subhandling
Used by boats, amphibious vehicles, and water-capable special vehicles.
| Parameter | What it does |
|---|---|
fBoxFrontMult |
Front buoyancy-box multiplier. |
fBoxRearMult |
Rear buoyancy-box multiplier. |
fBoxSideMult |
Side buoyancy-box multiplier. |
fSampleTop |
Upper water-sampling position/value. |
fSampleBottom |
Lower water-sampling position/value. |
fAquaplaneForce |
Hydroplaning force. |
fAquaplanePushWaterMult |
Water-push force multiplier. |
fAquaplanePushWaterCap |
Cap for water-push effect. |
fAquaplanePushWaterApply |
Application factor for water-push effect. |
fRudderForce |
Rudder steering force. |
fRudderOffsetSubmerge |
Rudder submersion offset. |
fRudderOffsetForce |
Rudder force offset. |
fRudderOffsetForceZMult |
Vertical rudder-force multiplier. |
fWaveAudioMult |
Wave-audio intensity multiplier. |
vecMoveResistance |
Resistance to linear movement. |
vecTurnResistance |
Resistance to turning movement. |
fLook_L_R_CamHeight |
Camera-height behavior. |
fDragCoefficient |
Water drag. |
fKeelSphereSize |
Keel collision/buoyancy sphere size. |
fPropRadius |
Propeller radius. |
fLowLodAngOffset |
Low-LOD angle offset. |
fLowLodDraughtOffset |
Low-LOD draft offset. |
fImpellerOffset |
Impeller position/offset. |
fImpellerForceMult |
Impeller-force multiplier. |
fDinghySphereBuoyConst |
Dinghy buoyancy constant. |
fProwRaiseMult |
Bow lift multiplier. |
fTransmissionMultiplier |
Boat transmission multiplier. |
fTractionMultiplier |
Boat traction multiplier. |
12. CFlyingHandlingData subhandling
Used by aircraft, helicopters, and some special flying vehicles.
| Parameter | What it does |
|---|---|
fThrust |
Base propulsion thrust. |
fThrustFallOff |
How thrust declines with speed. |
fThrustVectoring |
Thrust-vectoring influence. |
fYawMult |
Yaw responsiveness. |
fYawStabilise |
Yaw stabilization. |
fSideSlipMult |
Side-slip response. |
fRollMult |
Roll responsiveness. |
fRollStabilise |
Roll stabilization. |
fPitchMult |
Pitch responsiveness. |
fPitchStabilise |
Pitch stabilization. |
fFormLiftMult |
Body/form lift multiplier. |
fAttackLiftMult |
Lift from angle of attack. |
fAttackDiveMult |
Dive force from angle of attack. |
fGearDownDragV |
Drag with landing gear deployed. |
fGearDownLiftMult |
Lift behavior with landing gear deployed. |
fWindMult |
Wind-effect multiplier. |
fMoveRes |
Linear movement resistance. |
vecTurnRes |
Rotational resistance. |
vecSpeedRes |
Speed-resistance vector. |
Aircraft handling is highly interconnected. Use a known aircraft donor and change thrust, lift, and response multipliers in small increments.
13. CTrailerHandlingData subhandling
Used for trailers and trailer-like vehicles.
| Parameter | What it does |
|---|---|
fAttachLimit |
Attachment/connection limit behavior. |
fAttachStrength |
Strength of trailer attachment. |
fAttachMaxDistance |
Maximum attachment distance. |
fCameraDistance |
Trailer camera distance. |
14. CSpecialFlightHandlingData subhandling
Used by special aircraft/VTOL-style vehicles.
| Parameter | What it does |
|---|---|
vecAngularDamping |
Angular damping vector. |
vecLinearDamping |
Linear damping vector. |
fLiftCoefficient |
Lift coefficient. |
fMinLiftVelocity |
Minimum velocity needed for lift. |
fDragCoefficient |
Flight drag coefficient. |
fMaxLiftVelocity |
Velocity cap for lift behavior. |
fThrustCoefficient |
Thrust coefficient. |
fHorizontalDamping |
Horizontal damping. |
fVerticalDamping |
Vertical damping. |
15. Useful tuning recipes
Make a car less likely to flip
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-0.150000" />
<fAntiRollBarForce value="0.850000" />
<fSuspensionForce value="2.200000" />
<fRollCentreHeightFront value="0.250000" />
<fRollCentreHeightRear value="0.250000" />
Also consider slightly increasing vecInertiaMultiplier on the roll/yaw-related axes.
Add realistic acceleration without making the car uncontrollable
<fInitialDriveForce value="0.310000" />
<fDriveInertia value="0.950000" />
<fClutchChangeRateScaleUpShift value="2.500000" />
<fClutchChangeRateScaleDownShift value="2.300000" />
<fLowSpeedTractionLossMult value="0.900000" />
Make a car more drift-friendly
<fDriveBiasFront value="0.000000" />
<fTractionCurveMax value="2.300000" />
<fTractionCurveMin value="1.900000" />
<fLowSpeedTractionLossMult value="1.250000" />
<fTractionLossMult value="1.100000" />
<fHandBrakeForce value="1.100000" />
<fAntiRollBarBiasFront value="0.450000" />
Add high-speed stability
<fDownforceModifier value="1.500000" />
<fSteeringLock value="34.000000" />
<fTractionCurveMax value="2.700000" />
<fTractionCurveMin value="2.400000" />
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-0.080000" />
16. FiveM runtime handling notes
Common native field group names:
-- Core handling fields
GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fInitialDriveForce')
GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fPetrolTankVolume')
-- Per-vehicle override
SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fInitialDriveForce', 0.32)
-- Global override for a handling name
SetHandlingFloat('ADDER', 'CHandlingData', 'fInitialDriveForce', 0.32)
Use runtime overrides sparingly. They can conflict with other resources, may be reset when a vehicle streams/rebuilds, and do not replace having correct baseline values in handling.meta.
17. Minimal normal-car template
<Item type="CHandlingData">
<handlingName>USINEXAMPLE</handlingName>
<fMass value="1500.000000" />
<fInitialDragCoeff value="7.500000" />
<fDownforceModifier value="1.000000" />
<fPercentSubmerged value="85.000000" />
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-0.080000" />
<vecInertiaMultiplier x="1.000000" y="1.300000" z="1.500000" />
<fDriveBiasFront value="0.000000" />
<nInitialDriveGears value="6" />
<fInitialDriveForce value="0.280000" />
<fDriveInertia value="1.000000" />
<fClutchChangeRateScaleUpShift value="2.500000" />
<fClutchChangeRateScaleDownShift value="2.300000" />
<fInitialDriveMaxFlatVel value="170.000000" />
<fBrakeForce value="0.850000" />
<fBrakeBiasFront value="0.620000" />
<fHandBrakeForce value="0.700000" />
<fSteeringLock value="35.000000" />
<fTractionCurveMax value="2.450000" />
<fTractionCurveMin value="2.180000" />
<fTractionCurveLateral value="22.500000" />
<fTractionSpringDeltaMax value="0.150000" />
<fLowSpeedTractionLossMult value="0.900000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.490000" />
<fTractionLossMult value="1.000000" />
<fSuspensionForce value="2.200000" />
<fSuspensionCompDamp value="1.350000" />
<fSuspensionReboundDamp value="2.100000" />
<fSuspensionUpperLimit value="0.100000" />
<fSuspensionLowerLimit value="-0.120000" />
<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.500000" />
<fAntiRollBarForce value="0.800000" />
<fAntiRollBarBiasFront value="0.500000" />
<fRollCentreHeightFront value="0.250000" />
<fRollCentreHeightRear value="0.250000" />
<fCollisionDamageMult value="1.000000" />
<fWeaponDamageMult value="1.000000" />
<fDeformationDamageMult value="0.800000" />
<fEngineDamageMult value="1.250000" />
<fPetrolTankVolume value="65.000000" />
<fOilVolume value="5.000000" />
<fSeatOffsetDistX value="0.000000" />
<fSeatOffsetDistY value="0.000000" />
<fSeatOffsetDistZ value="0.000000" />
<nMonetaryValue value="50000" />
<strModelFlags>440010</strModelFlags>
<strHandlingFlags>0</strHandlingFlags>
<strDamageFlags>0</strDamageFlags>
<AIHandling>SPORTS_CAR</AIHandling>
<SubHandlingData>
<Item type="NULL" />
</SubHandlingData>
</Item>