[Tutorial] Handling.meta | Create Vehicle Mod In GTA5

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What is the Handling.meta?

Handling.meta is a file in GTA V, like in previous GTA games, controls the handling and physics of vehicles.
Located in xxxx\common\data.

Examples:

  • Grand Theft Auto V\mods\update\update.rpf\common\data
  • Grand Theft Auto V\mods\update\x64\dlcpacks\mpbiker\dlc.rpf\common\data

This can be useful for new modders who have trouble understanding the parameters.

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1. Parameters

1.1. Physical Attributes


The following represent a vehicle’s physical proportions in the game.

handlingName

Used by the vehicles.meta, to identify the handling line of the particular vehicle.

  • Any text no more than 14 characters can be used. The Vanilla vehicles use uppercase letters by default.
    Example: ADDER, DINGHY

fMass

The weight of the vehicle. Values should be given in Kilograms.

  • Used when the vehicle collides with another vehicle or a non-static object.

fInitialDragCoeff

Sets the drag coefficient of the vehicle. Increase to simulate aerodynamic drag.

  • Value: 10-120

fPercentSubmerged

The percentage of the vehicle’s “floating height” after it falls into the water, before sinking.

  • Default – 85% for vanilla, land vehicles. The value will stop sinking the vehicle to float for a moment before sinking.
    Boats excluded.
  • Value: Any percentage. Should be given in decimal.
    Example: 0.70 (70%)
  • An invalid number will cause the vehicle to sink without the driver drowning.

vecCentreOfMassOffset

Shifts the center of gravity in meters from side to side.

Values:
(0 means that the center of gravity will be in the center of the vehicle.)

  • X: -10.0 to 10.0. Positive values move the center of gravity right.
  • Y: -10.0 to 10.0. Positive values move the center of gravity forwards.
  • Z: -10.0 to 10.0. Positive values move the center of gravity upwards.

vecInertiaMultiplier

I have no idea what this means, if someone knows, please let me know.

Values:
X: -10.0 to 10.0.
Y: -10.0 to 10.0.
Z: -10.0 to 10.0.


1.2. Transmission


These values represent the vehicle’s straight line performance.


fDriveBiasFront

This is used to determine whether a vehicle is front, rear, or four wheel drive.
Thanks for @FoxtrotDelta for telling me about this value.

Values:

  • 0.0 means that the vehicle is rear wheel drive.
  • 1.0 means that the vehicle is front wheel drive.
  • Any value between 0.01 and 0.99 is four wheel drive.
  • 0.5 give both front and rear axles equal force, being the perfect 4WD.

nInitialDriveGears

Obviously, this line determines how many forward speeds/gears a vehicle’s transmission contains.

Values: 1 or more.

fInitialDriveForce

This modifies the game’s calculation of drive force (from the output of the transmission).

Values: 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.
  • Values greater than 1.0 will produce more drive force.

fDriveInertia

Describes how fast an engine will rev.

Values: 0.01 – 2.0.

  • Default value is 1.0, (or no modification of drive intertia).
  • Bigger values = quicker Redline (maximum engine speed)

fClutchChangeRateScaleUpShift

Clutch speed multiplier on up shifts.

  • Bigger numbers = faster shifts.

fClutchChangeRateScaleDownShift

Clutch speed multiplier on down shifts.

  • Bigger numbers = faster shifts

InitialDriveMaxFlatVel

This determines the vehicle speed at redline in the top gear (not the show).

Setting this value DOES NOT guarantee the vehicle will reach the given speed.

  • Multiply the number in the file by 0-82 to get the speed in mph.
  • Multiply by 1.32 to get the speed in kph.

Values: 0.00 and above.

fBrakeForce

Obvious one. Multiplies the game’s calculation of deceleration.

  • Bigger numbers = harder braking.

Values: 0.01 – 2.0 and above.

  • 1.0 uses brake force calculation unmodified.

fBrakeBiasFront

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

Values:
Similar to fDriveBiasFront,

  • 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.
  • Values between 0.01 and 0.49 means the rear axle will receive more brake force.
  • Values between 0.51 and 0.99 means the front axles will receive more brake force than the rear.

fHandBrakeForce

Another obvious one. Braking power of the handbrake.

  • Bigger numbers = harder braking.
    Values: 0.o or above.

fSteeringLock

This multiplies the game’s calculation of the angle of the steer wheel will turn while at full turn.
Steering lock is directly related to over/under-steer.

Values:
0.01 and above.

  • Values between 0.1 – 0.2 will simulate a long wheelbase.
  • Values around 0.75 and above will turn extremely fast. Higher values will cause the vehicle to spin out easily.

1.3. Wheel Traction


The following attributes describe how the vehicle will behave when cornering, accelerating and decelerating etc.


fTractionCurveMax

Cornering grip of the vehicle as a multiplier of the tire surface friction.

fTractionCurveMin

Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.

fTractionCurveLateral

Shape of lateral traction curve.

fTractionSpringDeltaMax

This value determines at what distance above the ground the car will lose traction.

fLowSpeedTractionLossMult

How much traction is reduced at low speed.

  • 0.0 means normal traction. It affects mainly car burnout when pressing gas (W/UP).
  • Decreasing value will cause less burnout, less sliding at start.
  • Higher value will cause more burnout.

fCamberStiffnesss

This value modify the grip of the car when you’re drifting.

  • More than 0 make the car sliding on the same angle you’re drifting.
  • Less than 0 make your car oversteer
    Not recommended to modify it for grip.

fTractionBiasFront

Determines the distribution of traction from front to rear.

Values: 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.

fTractionLossMult

Affects how much grip is changed when driving on asphalt and mud

  • Higher values make the car less responsive and prone to sliding.

1.4. Suspension


The following attributes determine a vehicle’s system of springs and shock absorbers.


fSuspensionForce

Affects how strong suspension is.
1/(Force × Wheels) = Lower limit for zero force at full extension.

fSuspensionCompDamp

Damping during strut compression.

  • Bigger values = stiffer.

fSuspensionReboundDamp

Damping during strut rebound.

  • Bigger values = stiffer.

What the hell is this about? Read this and this and maybe this.

fSuspensionUpperLimit

and

fSuspensionLowerLimit

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

fSuspensionRaise

The amount that the suspension raises the body off the wheels.

fSuspensionBiasFront

This value determines which suspension is stronger, front or rear.

  • If value is above 0.50 then front is stiffer, when below, rear is stiffer.

fAntiRollBarForce

Larger Numbers = less body roll.

fAntiRollBarBiasFront

The bias between front and rear for the anti-roll bar

  • 0 = front
  • 1 = rear

fRollCentreHeightFront

  • Larger Numbers = less rollovers.

Values: (Recommended) -0.15 to 0.15.

fRollCentreHeightRear

This value modify the weight transmission during an acceleration between the front and rear. high positive value can make your car able to do wheelies.

  • Larger Numbers = less rollovers.

Values: (Recommended) -0.15 to 0.15.

1.5 Damage

fCollisionDamageMult

Multiplies the game’s calculation of damage to the vehicle by collision.

fWeaponDamageMult

Multiplies the game’s calculation of damage to the vehicle by weapons.

fDeformationDamageMult

Multiplies the game’s calculation of deformation damage.

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

  • Values for the above four: 0.0 – 10.0.

fPetrolTankVolume

Amount of petrol that will leak after damaging a vehicle’s tank.

fOilVolume

Amount of oil.

1.6. Misc


fSeatOffsetDistX

Value: Driver > passenger

fSeatOffsetDistY

Value: Trunk > hood

fSeatOffsetDistZ

Value: Undercarriage > roof

nMonetaryValue

Not sure.

strModelFlags

The following are written in HEX.
Rightmost digit is the first one.

Example:
<strModelFlags>20840018</strModelFlags>

Digit 1 2 4 8
1st IS_VAN IS_BUS IS_LOW IS_BIG
2nd ABS_STD ABS_OPTION ABS_ALT_STD ABS_ALT_OPTION
3rd NO_DOORS TANDEM_SEATS SIT_IN_BOAT HAS_TRACKS
4th NO_EXHAUST DOUBLE_EXHAUST NO1FPS_LOOK_BEHIND CAN_ENTER_IF_NO_DOOR
5th AXLE_F_TORSION AXLE_F_SOLID AXLE_F_MCPHERSON ATTACH_PED_TO_BODYSHELL
6th AXLE_R_TORSION AXLE_R_SOLID AXLE_R_MCPHERSON DONT_FORCE_GRND_CLEARANCE
7th DONT_RENDER_STEER NO_WHEEL_BURST INDESTRUCTIBLE DOUBLE_FRONT_WHEELS
8th RC DOUBLE_RWHEELS MF_NO_WHEEL_BREAK IS_HATCHBACK

strHandlingFlags

The following are written in HEX.
Rightmost digit is the first one.
Example: <strHandlingFlags>400000</strHandlingFlags>

Digit 1 2 4 8
1st SMOOTH_COMPRESN REDUCED_MOD_MASS
2nd NO_HANDBRAKE STEER_REARWHEELS HB_REARWHEEL_STEER STEER_ALL_WHEELS
3rd FREEWHEEL_NO_GAS NO_REVERSE STEER NO WHEELS
4th CVT ALT_EXT_WHEEL_BOUNDS_BEH DONT_RAISE_BOUNDS_AT_SPEED
5th LESS_SNOW_SINK TYRES_CAN_CLI
6th OFFROAD_ABILITY OFFROAD_ABILITY2 HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
7th ENABLE_LEAN HEAVYARMOUR ARMOURED
8th SELF_RIGHTING_IN_WATER IMPROVED_RIGHTING_FORCE

strDamageFlags

Mentioned doors will be unbreakable.
The following are written in HEX.
Rightmost digit is the first one.

Example: <strDamageFlags>20</strDamageFlags>

Digit 1 2 4 5
1st DRIVER_SIDE_FRONT_DOOR DRIVER_SIDE_REAR_DOOR DRIVER_PASSENGER_SIDE_FRONT_DOOR DRIVER_PASSENGER_SIDE_REAR_DOOR
2st BONNET BOOT

AIHandling

There are 4 profiles, which AI use when driving the vehicle.

  • AVERAGE
  • CRAP
  • TRUCK
  • SPORTS_CAR

 

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2. SubHandlingData

Use 3 different sub handling data items. Set type to “NULL”, to leave items blank.

Example of a vehicle with no SubHandlingData:

<SubHandlingData>
<Item type=”NULL” />
<Item type=”NULL” />
<Item type=”NULL” />
</SubHandlingData>

2.1. CBoatHandlingData

I don’t know what all these lines represent, I’ll add the description when I found it.

fBoxFrontMult

fBoxRearMult

fBoxSideMult

fSampleTop

fSampleBottom

fAquaplaneForce

fAquaplanePushWaterMult

fAquaplanePushWaterCap

fAquaplanePushWaterApply

fRudderForce

fRudderOffsetSubmerge

  • Vertical offset of the propeller from bone when determining if submerged or not.

fRudderOffsetForce

  • The vertical offset of the propeller from bone when force applied.

fRudderOffsetForceZMult

fWaveAudioMult

vecMoveResistance

vecTurnResistance

fLook_L_R_CamHeight

fDragCoefficient

fKeelSphereSize

fPropRadius

fLowLodAngOffset

  • The angular offset from vertical when boat sits on calm water.

fLowLodDraughtOffset

fImpellerOffset

fImpellerForceMult

fDinghySphereBuoyConst

fProwRaiseMult

fDeepWaterSampleBuoyancyMult

 

2.2. CBikeHandlingData

fLeanFwdCOMMult

fLeanFwdForceMult

fLeanBakCOMMult

fLeanBakForceMult

fMaxBankAngle

fFullAnimAngle

fDesLeanReturnFrac

fStickLeanMult

fBrakingStabilityMult

fInAirSteerMult

fWheelieBalancePoint

fStoppieBalancePoint

fWheelieSteerMult

fRearBalanceMult

fFrontBalanceMult

fBikeGroundSideFrictionMult

fBikeWheelGroundSideFrictionMult

fBikeOnStandLeanAngle

fBikeOnStandSteerAngle

fJumpForce

2.3. CFlyingHandlingData

Used for aircraft that use multiple flight modes.
Example: Hydra.

fThrust

The power of the engines.

  • The higher the value, the faster aircraft will be.

fThrustFallOff

  • How much time it takes for engine to go idle.

fThrustVectoring

fYawMult

fYawStabilise

fSideSlipMult

  • Side rudder force.

fRollMult

fRollStabilise

fPitchMult

fPitchStabilise

fFormLiftMult

  • Base lift factor that’s independent from wing’s attack angle.

fAttackLiftMult

  • Lift factor of the wing’s attack angle while rising.

fAttackDiveMult

  • Lift factor of the wing’s attack angle while diving.

fGearDownDragV

fGearDownLiftMult

fWindMult

  • Wind influence.

fMoveRes

vecTurnRes

vecSpeedRes

fGearDoorFrontOpen

fGearDoorRearOpen

fGearDoorRearOpen2

fGearDoorRearMOpen

fTurublenceMagnitudeMax

  • Maximum turbulence magnitude of Sine wave motion simulation.

fTurublenceForceMulti

  • Multiplier of Turbulence vertical force.

fTurublenceRollTorqueMulti

  • Multiplier of Turbulence y axis force.

fTurublencePitchTorqueMulti

  • Multiplier of Turbulence x axis force.

fBodyDamageControlEffectMult

  • Control noise factor contributed from plane damage.

fInputSensitivityForDifficulty

  • Control noise factor contributed from pilot driving skills.

fOnGroundYawBoostSpeedPeak

fOnGroundYawBoostSpeedCap

fEngineOffGlideMulti

fSubmergeLevelToPullHeliUnderwater


handlingType

  • HANDLING_TYPE_FLYING – Normal Flying method of an aircraft.
  • HANDLING_TYPE_VERTICAL_FLYING – VTOL mode.

2.4. CVehicleWeaponHandlingData


Up to 3 weapons usable per vehicle. (Confirmation needed)
Vehicle Weapon name available weapons.meta.
The following is a list of available weapons.

The description needs confirmation.

Weapon Description
VEHICLE_WEAPON_TANK The main cannon used in The Rhino.
VEHICLE_WEAPON_SPACE_ROCKET
VEHICLE_WEAPON_PLANE_ROCKET
VEHICLE_WEAPON_PLAYER_LASER The Lazer’s cannons.
VEHICLE_WEAPON_ENEMY_LASER Missiles used in NPC Lazers?
VEHICLE_WEAPON_PLAYER_BULLET
VEHICLE_WEAPON_PLAYER_BUZZARD
VEHICLE_WEAPON_PLAYER_HUNTER
VEHICLE_WEAPON_PLAYER_LAZER
VEHICLE_WEAPON_SEARCHLIGHT The searchlight in Police Maverick, Buzzard and some other Helicopters.
VEHICLE_WEAPON_WATER_CANNON Used in the Fire Truck.
VEHICLE_WEAPON_RADAR The Radar in boats?
VEHICLE_WEAPON_DUNE
VEHICLE_WEAPON_NOSE_TURRET_VALKYRIE The turret in the nose of the Valkyrie.
VEHICLE_WEAPON_TURRET_VALKYRIE
VEHICLE_WEAPON_TURRET_TECHNICAL Technical’s turret.
VEHICLE_WEAPON_PLAYER_SAVAGE
VEHICLE_WEAPON_TURRET_INSURGENT The turret of Insurgent Pick-Up.

WeaponSeats

The seat number that controls the weapon.
Use 0 there’s no weapon set.

Values: 0 – 8.
0 is the driver’s seat.

fTurretSpeed

  • Firing speed of the turret.

fTurretPitchMin

fTurretPitchMax

fTurretCamPitchMin

fTurretCamPitchMax

fBulletVelocityForGravity

fTurretPitchForwardMin

fUvAnimationMult

fMiscGadgetVar

fWheelImpactOffset

2.5. CSubmarineHandlingData


Controls the Submersible Handling.

fPitchMult

fPitchAngle

fYawMult

fDiveSpeed

fRollMult

fRollStab

vTurnRes

fMoveResXY

fMoveResZ

2.6. CTrailerHandlingData


Handling of the Trailers.

fAttachLimitPitch

fAttachLimitRoll

fAttachLimitYaw

fUprightSpringConstant

fUprightDampingConstant

fAttachedMaxDistance

fAttachedMaxPenetration

fAttachRaiseZ

fPosConstraintMassRatio

  • Make trailer appear either heavier or lighter than the towing vehicle without changing the real mass.

2.7. CCarHandlingData


fBackEndPopUpCarImpulseMult

fBackEndPopUpBuildingImpulseMult

fBackEndPopUpMaxDeltaSpeed

2.8. CBaseSubHandlingData


Used by the Light Rail Vehicle.

2.9. CSeaPlaneHandlingData

Dodo’s handling.

fLeftPontoonComponentId

fRightPontoonComponentId

fPontoonBuoyConst

fPontoonSampleSizeFront

fPontoonSampleSizeMiddle

fPontoonSampleSizeRear

fPontoonLengthFractionForSamples

fPontoonDragCoefficient

fPontoonVerticalDampingCoefficientUp

fPontoonVerticalDampingCoefficientDown

fKeelSphereSize



fWeaponDamageScaledToVehHealthMult

  • Used by the Rhino.

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