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Guide Cars and planes handling parameters 🚗✈️

MonkeyKingV

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Physical Attributes​

These seven values represent the vehicle's physical proportions within the game:

handlingName​

This is used by the file to identify the handling line of the vehicle.

Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.)

fMass​

This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.

Value: 0.0 - 10000.0 and above.

fInitialDragCoeff​

Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.

This affects the maximum speed of the vehicle. Greater value will lower the maximum speed.

Value:
10 to 120

fDownForceModifier​

Sets the amount of downforce applied to the vehicle. Increase this value to increase the grip at high speed.

Value: TBD

fPopUpLightRotation​

Overrides the behavior of light_cover bone to allow it to rotate up to the specified angle.

fPercentSubmerged​

A percentage of vehicle height in the water before vehicle "floats". So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).

Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.

vecCentreOfMassOffset​

This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).

Value x: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity right.)Value y: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity forwards.)Value z: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity up. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.)

vecInertiaMultiplier​

This value is resistance to rotation around each axis. Therefore, the x axis affects how quickly the car shifts forward and back under braking and acceleration and how it rotates end over end in the air, the y axis affects how quickly the car shifts from side to side when cornering (or in the air) and the z axis affects how the car rotates around the middle, which manifests in normal driving as how quickly the vehicle appears to react to steering inputs. Recommend keeping the z value above 2.0 unless you want arcade style immediate reaction to steering inputs

Note:
Four cars do not respond typically to this value; the police3 (Police Interceptor), Gang Burrito, 190Z and Zion Classic. They need lower z values or else they will rotate too slowly.

Value x: < 0.0 to > 4.0.Value y: < 0.0 to > 4.0.Value z: < 0.0 to > 4.0.

Transmission Attributes​

These values describe the vehicle's straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. fSteeringLock can be thought of as a measure of sideways acceleration.

fDriveBiasFront​

This value is used to determine whether a vehicle is front, rear, or four wheel drive.

Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)

nInitialDriveGears​

How many forward speeds a transmission contains.

Value: 1 to 8 in versions before 1.0.1604.0. 1 to 10 for 1.0.1604.0 and up. Higher values work, but will exceed the gear ratio array and overwrite other data in the vehicle objects' data.
It is not recommended to have a value higher than 8 here as issues with downshifting can occur if the car's top gear is 9 or higher.

fInitialDriveForce​

This value specifies the drive force of the car, at the wheels.

  • fInitialDriveForce = TorqueWheelsNm/WeightKg
Value: 0.01 - 2.0 and above. 1.0 uses drive force calculation unmodified. Values less than 1.0 will in effect give the vehicle less drive force and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.40.
This value is calculated with the vehicle weight, so heavy and light vehicles have an accurate acceleration.

fDriveInertia​

Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel.

  • Drive inertia formula TBD
Value: 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia. Bigger value = quicker redline

fClutchChangeRateScaleUpShift​

Clutch speed multiplier on up shifts, bigger number = faster shifts. Recommended to not go over 13. A value of 1 = 0.9 seconds to shift gears.

fClutchChangeRateScaleDownShift​

Clutch speed multiplier on down shifts, bigger number = faster shifts. Recommended to not go over 13. A value of 1 = 0.9 seconds to shift gears.

fInitialDriveMaxFlatVel​

Determines the speed at redline in top gear; Controls the final drive of the vehicle's gearbox. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0.82 to get the speed in mph or multiply by 1.32 to get kph. To find the right value for a given kph figure, kph * 0.75. To convert mph, multiply by 1.22.

  • TopSpeedKph = (fInitialDriveMaxFlatVel * 1.2) / 0.9
Value: 0.00 - 500.0 and above.
The top speeds for different gears can be calculated by replacing the 0.9 in the formula with the ratio of the specific gear. GTA V uses a ratio of 0.9 for the top gear by default.

fBrakeForce​

Multiplies the game's calculation of deceleration. Bigger number = harder braking

  • Brake Force formula TBD
Value: 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.

fBrakeBiasFront​

This controls the distribution of braking force between the front and rear axles.

Value: 0.0 means the rear axle only receives brake force, 1.0 means the front axle only receives brake force. 0.5 gives both axles equal brake force. A value between 0.01 and 0.49 means the rear axle will receive more brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).

fHandBrakeForce​

Braking power for handbrake. Bigger number = harder braking

fSteeringLock​

This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.

  • Steering lock formula TBD
Value: 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.

Wheel Traction Attributes​

The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.

fTractionCurveMax​

(formerly fTractionMult)

Cornering grip of the vehicle as a multiplier of the tire surface friction. Effectively the peak grip status before any loss of grip.

fTractionCurveMin​

(formerly fTractionLoss)

Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction. Effectively the minimum grip status after losing traction, e.g. in a skidding situation.

fTractionCurveLateral​

Shape of lateral traction curve (peak traction position in degrees). Lower values make the vehicle's grip more responsive but less forgiving to loss of traction. Higher values make the vehicle's grip less responsive but more forgiving to loss of traction. Also known as "slip angle".

fTractionSpringDeltaMax​

Max distance of the lateral sidewall travel. Unit: meter. A force will pull the vehicle in the opposite direction of the lateral travel, most noticeable when stopping after a slide. The dynamic effect is a small force pulling the vehicle inwards of a corner, more noticeable as the sliding angle increases.

fLowSpeedTractionLossMult​

How much traction is reduced at low speed, 0.0 means normal traction. It affects mainly car burnout (spinning wheels when car doesn't move) when pressing gas. Decreasing value will cause less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0. A completely artificial force.

fCamberStiffnesss​

How much the vehicle is pushed towards its roll direction. Road camber also affects roll and applied forces.

Values smaller than 0.0 or greater than 1.0 create unrealistic forces.

fTractionBiasFront​

Determines the distribution of traction from front to rear.

Value: 0.01 - 0.99. 0.01 = only rear axle has traction. 0.99 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value of 0.0 or 1.0 causes the vehicle to have no traction (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.

fTractionLossMult​

How much is traction affected by material grip differences from 1.0. Basically it affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you loose, making car less responsive and prone to sliding).

Suspension Attributes​

fSuspensionForce​

1 / (Force * NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.

fSuspensionCompDamp​

Damping during strut compression. Bigger = stiffer.

fSuspensionReboundDamp​

Damping during strut rebound. Bigger = stiffer

fSuspensionUpperLimit​

Visual limit... how far can wheels move up / down from original position

fSuspensionLowerLimit​

Visual limit... how far can wheels move up / down from original position

fSuspensionRaise​

The amount that the suspension raises the body off the wheels. Recommend adjusting at second decimal unless vehicle has room to move. ie -0.02 is plenty of drop on an already low car. Too much will show the wheels clipping through or if positive, no suspension joining the body to wheels

fSuspensionBiasFront​

Force damping scale front/back. If more wheels at back (e.g. trucks) need front suspension to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.

fAntiRollBarForce​

The spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force. Larger Numbers = less body roll

fAntiRollBarBiasFront​

The bias between front and rear for the antiroll bar(0 front, 1 rear)

fRollCentreHeightFront​

The roll center height for the front axle, from the bottom of the model (road), in meters.

High values place the roll center closer to the center of mass, reducing body roll. Values placing the roll center higher than the center of mass will induce negative body roll - the "Tyrus Effect".

Low values increase the roll center distance from the center of mass, increasing body roll. Values placing the roll center too far from the center of mass may increase rollover chances.

Since center of mass differs per vehicle, using a visualization tool may help determining a desired amount of body roll.

fRollCentreHeightRear​

The roll center height for the rear axle, from the bottom of the model (road), in meters.

High values place the roll center closer to the center of mass, reducing body roll. Values placing the roll center higher than the center of mass will induce negative body roll - the "Tyrus Effect".

Low values increase the roll center distance from the center of mass, increasing body roll. Values placing the roll center too far from the center of mass may increase rollover chances.

Since center of mass differs per vehicle, using a visualization tool may help determining a desired amount of body roll.

Damage Attributes​

The following attributes dictate how the vehicle will react to damaging effects.

fCollisionDamageMult​

Multiplies the game's calculation of damage to the vehicle through collision, causing gas tank and wheels to catch fire.

Value: 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.
Higher values make body parts fall off more easily. Also enables engine damage.

fWeaponDamageMult​

Multiplies the game's calculation of damage to the vehicle through weapon damage.

Value: 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.

fDeformationDamageMult​

Multiplies the game's calculation of deformation-causing damage.

Value: 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.

fEngineDamageMult​

Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.

Value: 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.
This value seems to respond mostly to impacts directly on the hood, and not as much to front end impacts (particularly with taller vehicles).

CFlyingHandlingData​

For aircraft that use multiple flight modes (e.g. the Hydra) use two separate subhandlingdata entries.

fThrust​

Thrust power.

fThrustFallOff​

Thrust powerloss with speed.

fThrustVectoring​

Thrust direction adjustment based on steering.

fInitialThrust​

Added in b1180.

fInitialThrustFallOff​

Added in b1180.

fYawMult​

Yaw input strength.

fYawStabilise​

Yaw resistance, scales up with speed.

fSideSlipMult​

Sideways resistance, scales up with speed.

fInitialYawMult​

Added in b1180.

fRollMult​

Roll input strength, scales up with speed.

fRollStabilise​

Roll resistance, scales up with speed.

fInitialRollMult​

Added in b1180.

fPitchMult​

Pitch input strength, scales up with speed.

fPitchStabilise​

Pitch resistance, scales up with speed.

fInitialPitchMult​

Added in b1180.

fFormLiftMult​

Base lift factor that's independent from wing's attack angle. Affects the tendency to point relative upwards with speed.

fAttackLiftMult​

Lift factor of the wing's attack angle while rising, scales up with speed.

fAttackDiveMult​

Lift factor of the wing's attack angle while diving, scales up with speed.

fGearDownDragV​

Extra drag when the gear (and in some planes, the flaps too) is down, scales up with speed.

fGearDownLiftMult​

Lift multiplier when the gear (and in some planes, the flaps too) is down.

fWindMult​

Wind influence factor.

fMoveRes​

A form of air drag/resistance factor, separate from <fInitialDragCoeff> and works in a less natural way. It is advised to use <fInitialDragCoeff> to mess with air drag instead.

vecTurnRes​

Resistance to rotation, the lower, the less natural wobble.

vecSpeedRes​

fGearDoorFrontOpen​

fGearDoorRearOpen​

fGearDoorRearOpen2​

fGearDoorRearMOpen​

fTurublenceMagnitudeMax​

Maximum turbulence magnitude of Sinwave motion simulation.

fTurublenceForceMulti​

Turbulence vertical force multiplier.

fTurublenceRollTorqueMulti​

Turbulence y axis torque multiplier.

fTurublencePitchTorqueMulti​

Turbulence x axis torque multiplier.

fBodyDamageControlEffectMult​

Control noise factor contributed from plane damage.

fInputSensitivityForDifficulty​

Control noise factor contributed from pilot driving skills.

fOnGroundYawBoostSpeedPeak​

fOnGroundYawBoostSpeedCap​

fEngineOffGlideMulti​

fAfterburnerEffectRadius​

fAfterburnerEffectDistance​

fAfterburnerEffectForceMulti​

fSubmergeLevelToPullHeliUnderwater​

fExtraLiftWithRoll​

Added in b1180.

handlingType​

  • HANDLING_TYPE_FLYING - Plane or helicopter.
  • HANDLING_TYPE_VERTICAL_FLYING - Hydra VTOL mode.
 
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