NEWS: GTACars.net has implemented more accurate sorting using in-game stat bars. This will
be the default behaviour going forward and lap time/top speed factors will be removed soon.
For more info see
this video
GTA 5 Metadata Glossary
This page aims to give details on what each attribute means when it comes to GTA 5's vehicle handling files. These explanations can also been seen by clicking the appropriate attribute on a vehicle page on the site. Written by: Broughy1322, with continued updates from vehicle experts
Vehicle mass, in kg. This only impacts collisions, with a higher weight vehicle suffering less from collisions than a lower weight vehicle. It does not impact performance or handling behaviour in any way.
Location of the vehicle's centre of mass relative to the centre of the model, in metres, with a value of 0 being in the centre of each axis (x = right/left, y = front/back, z = up/down) and higher values corresponding to right, front, and up respectively.
How hard it is for the vehicle to rotate or stop rotating around each axis (x = pitch, y = roll, z = yaw), with higher values meaning it takes more time to rotate or stop rotating [ie. less responsive]. Essentially the vehicle's feeling of weight, with higher values meaning a more weighty vehicle.
How engine power is distributed to each axle (front/rear), with a value of 1 giving 100% power to the front wheels (FWD) and 0 giving 100% power to the rear wheels (RWD). As an example, a value of 0.3 means 30% of power goes to the front wheels, with 70% to the rear (AWD). Values greater than 0.9 snap to 1, and values less than 0.1 snap to 0.
The number of forward gears the vehicle has. All transmission upgrades increase this value by 1. Newer builds (after 1604) support 10 forward gears, with older builds supporting 7.
The base total force applied by the wheels on the ground. Directly correlated to acceleration with vehicles having a baseline acceleration of approximately 10 * InitialDriveForce m/s2 (with upgrades, gear ratios, drag, etc. affecting this further). Essentially a relative engine torque value, where higher values produce more torque using the formula baseTorqueNm = fInitialDriveForce * fMass. Due to GTA 5's torque curve being flat until 80% RPM (then dropping to 60% torque), higher values here also allow longer/more acceleration and increase top speed.
How fast the vehicle's engine will rev, with higher values equating to hitting the redline quicker. Low values reduce acceleration, but high values may not increase acceleration beyond fInitialDriveForce capability.
How fast the vehicle's gears will shift up, with higher values equating to shorter shifting times. A value of 1 means the gear will take 0.9 seconds to shift up, with a value of 0.5 meaning it will take 1.8 seconds, a value of 2 taking 0.45 seconds, and so on.
How fast the vehicle's gears will shift down, with higher values equating to shorter shifting times. A value of 1 means the gear will take 0.9 seconds to shift up, with a value of 0.5 meaning it will take 1.8 seconds, a value of 2 taking 0.45 seconds, and so on.
The top speed of the vehicle's engine without external factors, including drag, hills, bumps, or the engine power itself, in km/h. Higher values mean higher in-game top speeds assuming all other factors are equal. Essentially specifies the final drive ratio of the gears.
How much braking is done by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front brakes are used and 0 meaning only the rear brakes are used. As an example, a value of 0.45 means 45% of the braking is done by the front wheels, with 55% done by the rear.
The braking force (working identically to fBrakeForce) of the handbrake. The handbrake is on/off unlike regular brakes which can be used for example at half input. Only locks the rear wheels.
The vehicle's maximum tyre grip (when the wheels are gripping the road surface during cornering and the vehicle is under its own power). The values roughly equate to g's of grip (such that a value of 1 means cornering at 1g).
The vehicle's minimum tyre grip (when the wheels are sliding beyond their optimum slip angle during cornering, or when the vehicle's wheels are locked due to braking/slipping while accelerating). The values roughly equate to g's of grip (such that a value of 1 means cornering at 1g).
The full angular range, in degrees, of the vehicle's slip angle (which is the difference between where the wheel is pointing and where it's actually going). This value is the maximum angle the vehicle's tyre can handle during cornering before the wheels start to slide and revert from fTractionCurveMax to fTractionCurveMin.
Determines the distance, in metres, that a vehicle will pull back towards the direction it came from when it becomes completely stationary. A value of 0 equates to a completely hard stop.
How much traction the vehicle loses at low speeds, with higher values meaning the vehicle is more prone to wheelspin at low speeds. An approximate formula for how much traction the vehicle has at low speed is 1 / (1 + fLowSpeedTractionLossMult), so a value of 1 means a car will have around half as much traction at low speed.
How much grip is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are gripping the road and 0 meaning only the rear wheels. As an example, a value of 0.48 means 48% of the grip is experienced by the front wheels, with 52% experienced by the rear.
How much traction and top speed the vehicle loses when driving on surfaces whose grip multiplier is not 1.0 (the value of normal road), with higher values meaning more traction/speed loss on surfaces such as dirt.
How the vehicle's suspension is dampened under compression, with higher values equating to suspension compressing faster (giving more direct feeling suspension but more bounce). If this value is set to fSuspensionForce/2 it perfectly cancels the compression in 1 bounce.
How the vehicle's suspension is dampened under extension, with higher values equating to suspension extending slower (giving more stable suspension and less bounce). If this value is set to fSuspensionForce/2 it perfectly cancels the rebound in 1 bounce.
The vehicle's maximum suspension travel under compression, in metres, with higher values equating to more travel. Value is relative to the car's rest height which equates to a value of 0 at rest. Combine with fSuspensionLowerLimit for total suspension travel.
The vehicle's maximum suspension travel under extension, in metres, with higher values equating to more travel. Value is relative to the car's rest height which equates to a value of 0 at rest. Combine with fSuspensionUpperLimit for total suspension travel.
How much suspension stiffness and dampening is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are receiving suspension effects and 0 meaning only the rear wheels. As an example, a value of 0.50 means 50% of the suspension stiffness is experienced by the front wheels, with 50% experienced by the rear.
How strong the vehicle's anti-roll characteristics are, with higher values meaning the vehicle experiences more force on the opposite wheel to that which hits a bump to keep the vehicle upright.
How much anti-roll strength is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are receiving anti-roll effects and 0 meaning only the rear wheels. As an example, a value of 0.49 means 49% of the anti-roll strength is experienced by the front wheels, with 51% experienced by the rear.
The pivot point at which the vehicle's bodyroll happens for the front wheels, in metres, relative to the bottom of the vehicle's wheels (meaning roll centre does not change as suspension moves). If the z axis for vecCentreOfMassOffset is significantly higher than this point, the vehicle will tip over easily, and if lower it will lean inwards like a Tyrus.
The pivot point at which the vehicle's bodyroll happens for the rear wheels, in metres, relative to the bottom of the vehicle's wheels (meaning roll centre does not change as suspension moves). If the z axis for vecCentreOfMassOffset is significantly higher than this point, the vehicle will tip over easily, and if lower it will lean inwards like a Tyrus.
Multiplier for how damaged the vehicle will get from collisions, with a value of 1 being default and a value of 0 equating to no damage (only scratches and cracked windows).
Multiplier for how damaged the vehicle will get from weapons, with a value of 1 being default (so a value of 0.5 means a bullet with 10 damage will actually deal 5 damage, and a value of 2 means dealing 20 damage).
Multiplier for how deformed the vehicle will get from damage, with a value of 1 being default (so a value of 0.5 means half deformation and a value of 2 means double deformation, from the same amount of damage).
Multiplier for how affected the vehicle's engine will be from damage, with a value of 1 being default (so a value of 0.5 means half as affected and a value of 2 means double affected, from the same amount of damage).
Size of the vehicle's fuel tank in litres. Essentially dictates how far the vehicle can travel when leaking petrol before dying, with largery values equating to taking longer to drain.
Size of the vehicle's oil tank in litres. Engine oil starts leaking if the engine is damaged below 200 health, and will be further damaged when the oil level drops below 25% capacity.
Location of the vehicle's driver, in metres, with a value of 0 being where the car's seat is (x = right/left, y = front/back, z = up/down) and higher values corresponding to left, back, and down respectively.
Hex values that equate to various attributes related to vehicle model functions (eg. a value of 1 in the second column from the right indicates the vehicle has ABS). Actual attributes listed in Handling Flags section.
Hex values that equate to various attributes related to vehicle handling functions (eg. a value of 2 in the fifth column from the right indicates the vehicle has Tyres Can Clip). Actual attributes listed in Handling Flags section.
Hex values that equate to various attributes related to vehicle damage functions (eg. a value of 1 in the first column from the right indicates the vehicle's driver side front door is unbreakable). Actual attributes listed in Handling Flags section.
Hex values that equate to various attributes related to experimental vehicle functions (eg. a value of 4 in the seventh column from the right indicates the vehicle does not benefit from having Tyres Can Clip). Actual attributes listed in Handling Flags section.
Partially enables KERS on the vehicle; disabled horn and shows the recharge bar below the minimap. KERS boost itself still needs to be enabled by the set_vehicle_kers_allowed native.
Inverts the way grip works on the vehicle. When enabled, grip starts at the fTractionCurveMin value and may increase up to the fTractionCurveMax value upon wheel slip. Grip stays at max beyond the vehicle's peak slip angle. This means the vehicle will strongly resist sliding and will keep gripping even at extreme angles of slide.
Gives the vehicle a variable-ratio transmission, for use with vehicles with 1 gear. The vehicle starts with a gear ratio of 5.0 when standing still and decreases as speed increases, ending at a ratio of 0.9 when at 90% of the vehicle's fInitialDriveMaxFlatVel. If there are more than 1 gears, it will force the vehicle into top gear upon acceleration.
Allows tyres to clip into the ground when under enough pressure. Effectiveness depends on tyre sidewall, with larger sidewalls (for example off-road tyres) performing better. If 04000000 is applied in strAdvancedFlags, the effect of this flag is tied to the sidewall size of the stock tyres only (disregarding the sidewall of whatever tyre is currently applied).
Gravity constant increased by 10% to 10.78 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle increased power (around half as much as offroad_abilities_x2).
Gravity constant increased by 20% to 11.76 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle bush immunity, increased power, and auto-levelling in mid-air.
Gravity constant increased by 20% to 11.76 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle bush immunity and increased power. Identical to off_road_abilities_x2 without auto-levelling in mid-air. Previously referred to as offroad_abilities_x3.
Currently undefined. Notes from source code: "If we want torsen diffs they will need to know resistance at the wheel as applying the brakes should apply force back to the wheel on the ground".
Currently undefined. Notes from source code: "If we want torsen diffs they will need to know resistance at the wheel as applying the brakes should apply force back to the wheel on the ground".
For most vehicles this flag changes gear shift behaviour to upshift earlier and applies a hard speed limit per gear like a real life gearbox. This stops the vehicle from being able to handbrake boost and from going over the intended top speed of each gear and its ratio (effectively making the vehicle have a hard top speed cap). For vehicles in the Tuners sub-class, this flag only limits the speed in the last two gears (allowing handbrake boosting) and doesn't change gear shift behaviour.
Makes the vehicle shift later than normal, causing the engine to bounce off the rev limiter before changing gear. Previously referred to as gear_shift_overrev.
Generates fake wheelspin after an instance of real wheelspin. Tyres will stabilise and show 0.0m/s of slip with debugging data, but the traction behaves like it's still spinning. Previously referred to as fake_wheelspin.
Limits the effect of the tyres_can_clip flag (00020000 in strHandlingFlags) to where tyre clipping is tied to the sidewall size of the stock tyres only (disregarding the sidewall of whatever tyre is currently applied). Also prevents the suspension from dropping when shooting at the wheels (old method to stance cars). Previously referred to as ignore_tuned_wheels_clip.
Changes the way downforce and spoiler turning works, utilising the mechanics found on Open Wheel vehicles. Each spoiler and bumper has to have their affects on downforce be defined by AdvancedData in handling.meta. Previously referred to as open_wheel_downforce.
Enables HSW upgrades for the vehicle defined by AdvancedData in handling.meta. Adds turbo affecting mods for mod slot 20 (VMT_KNOB) parts, and power affecting mods for mod slot 22 (VMT_ICE) parts.