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, Chilli, and Nismo

fMass

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.

fInitialDragCoeff

Simulates aeodynamic drag casued by air, which higher values meaning the vehicle is more affected and therefore has lower a maximum speed.

fPercentSubmerged

How deep the vehicle can be submerged in water before drowning, as a percent of the model's height.

vecCentreOfMassOffset

Location of the vehicle's centre of mass, 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.

vecInertiaMultiplier

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.

fDriveBiasFront

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)

nInitialDriveGears

The number of gears the vehicle has. All transmission upgrades increase this value by 1.

fInitialDriveForce

How powerful the vehicle's engine is, with higher values equating to more horsepower.

fDriveInertia

How fast the vehicle's engine will rev, with higher values equating to hitting the redline quicker.

fClutchChangeRateScaleUpShift

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 1 second to shift up, with a value of 0.5 meaning it will take 2 seconds, and so on.

fClutchChangeRateScaleDownShift

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 1 second to shift down, with a value of 0.5 meaning it will take 2 seconds, and so on.

fInitialDriveMaxFlatVel

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.

fBrakeForce

How hard the bite on the brakes is at 100% brake input, with higher values equating to stronger braking.

fBrakeBiasFront

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.

fHandBrakeForce

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.

fSteeringLock

How much the vehicle's inner wheel will turn when stopped, in degrees. When travelling at higher speeds, steering angle is reduced from this maximum.

fTractionCurveMax

The vehicle's maximum tyre grip (when the wheels are gripping the road surface during cornering and the vehicle is under its own power).

fTractionCurveMin

The vehicle's minimum tyre grip (when the wheels are sliding during cornering or the vehicle is only straight line accelerating or braking).

fTractionCurveLateral

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). Half of 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.

fTractionSpringDeltaMax

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.

fLowSpeedTractionLossMult

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.

fCamberStiffnesss

Not well defined. Only used for bikes and likely determines how far bikes can lean to the side before losing traction, with higher values meaning ability to lean further.

fTractionBiasFront

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.

fTractionLossMult

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.

fSuspensionForce

How stiff the vehicle's suspension is, with higher values equating to more stiff suspension.

fSuspensionCompDamp

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).

fSuspensionReboundDamp

How the vehicle's suspension is dampened under extension, with higher values equating to suspension extending slower (giving more stable suspension and less bounce).

fSuspensionUpperLimit

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.

fSuspensionLowerLimit

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.

fSuspensionRaise

The vehicle's natural ride height, in metres, with higher values lifting the vehicle higher and negative values lowering the vehicle. Likely used to lower the vehicle when using suspension upgrades.

fSuspensionBiasFront

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.

fAntiRollBarForce

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.

fAntiRollBarBiasFront

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.

fRollCentreHeightFront

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.

fRollCentreHeightRear

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.

fCollisionDamageMult

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).

fWeaponDamageMult

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).

fDeformationDamageMult

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).

fEngineDamageMult

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).

fPetrolTankVolume

How far the vehicle can travel, in metres, when leaking petrol before dying.

fOilVolume

How far the vehicle can travel, in metres, when leaking oil before dying.

fSeatOffsetDist{X,Y,Z}

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.

nMonetaryValue

Not well defined.

strModelFlags

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 Sub Handling & Handling Flags section.

strHandlingFlags

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 Sub Handling & Handling Flags section.

strDamageFlags

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 Sub Handling & Handling Flags section.

aiHandling

Tells AI which handling profile to use when driving the vehicle (from AVERAGE, SPORTS_CAR, TRUCK, and CRAP)

SubHandlingData

Determines whether the vehicle uses any extra handling data defined under CCarHandlingData, CBikeHandlingData, CFlyingHandlingData, CBoatHandlingData, CSubmarineHandlingData, CVehicleWeaponHandlingData, CTrailerHandlingData, CSpecialFlightHandlingData and CSeaPlaneHandlingData. Actual data listed in Sub Handling & Handling Flags section.

strAdvancedFlags

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 Sub Handling & Handling Flags section.