Handling File [GTA V]

It looks like the handling file for V is mostly the same as IV with a few new values. it isnt laid out as nice as gta 4 in my opinion but what we get a handling editor it wont matter.
<Item type="CHandlingData">
  <fMass value="1400.000000" />
  <fInitialDragCoeff value="30.000000" />
  <fPercentSubmerged value="85.000000" />
  <vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" />
  <vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
  <fDriveBiasFront value="1.000000" />
  <nInitialDriveGears value="1" />
  <fInitialDriveForce value="0.060000" />
  <fDriveInertia value="1.000000" />
  <fClutchChangeRateScaleUpShift value="1.300000" />
  <fClutchChangeRateScaleDownShift value="1.300000" />
  <fInitialDriveMaxFlatVel value="40.000000" />
  <fBrakeForce value="0.300000" />
  <fBrakeBiasFront value="0.450000" />
  <fHandBrakeForce value="0.350000" />
  <fSteeringLock value="30.000000" />
  <fTractionCurveMax value="1.150000" />
  <fTractionCurveMin value="0.950000" />
  <fTractionCurveLateral value="11.000000" />
  <fTractionSpringDeltaMax value="0.100000" />
  <fLowSpeedTractionLossMult value="0.000000" />
  <fCamberStiffnesss value="0.000000" />
  <fTractionBiasFront value="0.450000" />
  <fTractionLossMult value="1.000000" />
  <fSuspensionForce value="4.000000" />
  <fSuspensionCompDamp value="1.500000" />
  <fSuspensionReboundDamp value="1.500000" />
  <fSuspensionUpperLimit value="0.100000" />
  <fSuspensionLowerLimit value="-0.100000" />
  <fSuspensionRaise value="0.000000" />
  <fSuspensionBiasFront value="0.500000" />
  <fAntiRollBarForce value="0.000000" />
  <fAntiRollBarBiasFront value="0.000000" />
  <fRollCentreHeightFront value="0.200000" />
  <fRollCentreHeightRear value="0.200000" />
  <fCollisionDamageMult value="1.000000" />
  <fWeaponDamageMult value="1.000000" />
  <fDeformationDamageMult value="0.800000" />
  <fEngineDamageMult value="1.500000" />
  <fPetrolTankVolume value="0.000000" />
  <fOilVolume value="0.000000" />
  <fSeatOffsetDistX value="0.000000" />
  <fSeatOffsetDistY value="0.000000" />
  <fSeatOffsetDistZ value="0.000000" />
  <nMonetaryValue value="15000" />
    <Item type="NULL" />
    <Item type="NULL" />
    <Item type="NULL" />

this is all speculation at this time as i’ve yet to play around with it and see what everything does.

handlingName: name of the vehicle

Mass value: weight (KG i believe)

InitialDragCoeff: drag coefficient, something to do with aerodynamics i believe

PercentSubmerged: how much the car needs to be submerged in water for the engine to cut out

CentreOfMassOffset: the offset of the vehicles center of mass relative to the center of the vehicle

InertiaMultiplier: unknown

DriveBiasFront: how much of the engines power goes to the front wheels 1=fwd 0=rwd

InitialDriveGears: number of gears

InitialDriveForce: basically how much power the car makes to accelerate from a stop.

DriveInertia: seems to be 1 for everything, like gtaIV, anything lower will probably make gear changes slower

ClutchChangeRateScaleUpShift: idk but i like it whatever it is

ClutchChangeRateScaleDownShift: idk

InitialDriveMaxFlatVel: maximum speed the engine could propel the car to. probably km/h

BrakeForce: strength of the brakes

BrakeBiasFront: how much brake force goes to the front. 1= only front brakes

HandBrakeForce: strength of the handbrake

SteeringLock: maximum steering angle (degrees)

TractionCurveMax: The maximum value of the traction function. Increasing this increases the rate at which traction builds up. This is the peak traction value used when the tire is in ideal conditions.

TractionCurveMin: The minimum value of the traction function

TractionCurveLateral: The angle at which the tires produce the most grip. The value is a angle / 10 (1.0 is 10o, 0.9 is 9o, 1.2 is 12o, etc). A Curve Lateral set to 0.0 means the tires will produce the most grip when they are parallel with the direction they are moving, and 9.0 means the tires produce the most grip when they are perpendicular to the direction they are moving.

TractionSpringDeltaMax: This value defines how much the actual spring can move the tires downwards when jumping

LowSpeedTractionLossMult: low speed traction loss multiplier?

CamberStiffnesss: unknown, possibly wheel camber angle?

TractionBiasFront: How the traction is distributed between the front and back. Setting it to 0.99 gives all the traction to the front tires, whereas setting it to 0.01 gives the traction to the rear wheels

TractionLossMult: traction loss multiplier, purpose unknown

SuspensionForce: What this value does is somewhat unclear. It does have a visible affect on the suspension. Increasing the value makes the springs stiffer, and reducing it to 0 takes all stiffness out of the springs altogether

SuspensionCompDamp: Damping during suspension compression (wheels moving up relative to the vehicle). In layman’s terms, how much the suspension resists being quickly compressed

SuspensionReboundDamp: Damping during suspension rebound (wheels moving down relative to the vehicle). In layman’s terms, how much the suspension resists being quickly rebounded or decompressed

SuspensionUpperLimit: How far the suspension can travel upward

SuspensionLowerLimit: How far the suspension can travel downward

SuspensionRaise: How much the car body is raised/lowered relative to the suspension

SuspensionBiasFront: How much to distribute suspension force between the front and the back

AntiRollBarForce: how stiff the anti roll bars are likely

AntiRollBarBiasFront: distribution of the roll bar force to the front

RollCentreHeightFront: unknown

RollCentreHeightRear: unknown

CollisionDamageMult: collision damage multiplier

WeaponDamageMult: weapon damage multiplier

DeformationDamageMult: vehicle body damage multiplier

EngineDamageMult: engine damage multiplier

PetrolTankVolume: fuel tank capacity? appears unused

OilVolume: engine oil capacity?!?!? what? also unused

SeatOffsetDist: The distance (X+) from the vehicle’s center which the player must be at to enter the vehicle.

MonetaryValue: whats the vehicle is worth

ModelFlags: model flags, unknown what exactly the options are for gtaV

HandlingFlags: handling flags, unknown what exactly the options are for gtaV

DamageFlags: damage flags, unknown what exactly the options are for gtaV

AIHandling: likely something to do with how ai’s drive the vehicle?


Download Original Handling File


Mirror 0 | Mirror 1

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