๐Ÿ“„ Data Files
handling.meta

handling.meta

The content of Handling.meta (opens in a new tab) is excessively long and complex, we have excluded uncommon variables from our documentation. Click here (opens in a new tab) or here (opens in a new tab) to view full documentation elsewhere.

Everything in the Handling Variables section was initially found and compiled by V4D3R (opens in a new tab) and can be found here on 5MODS (opens in a new tab). We have made edits to add more information.

Handling Variables

Physical Attributes

The following values represent a vehicle's physical traits

handlingName

Used by the Vehicles.meta file, to identify the handling line of the particular vehicle and bind them.

  • A string with max length of 14 characters. The Vanilla vehicles use uppercase letters by default.
  • Examples:
    • 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

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

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. Recommend keeping the z value above 2.0 unless you want arcade style immediate reaction to steering inputs

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


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 (opens in a new tab) 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

fInitialDriveMaxFlatVel

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: 0.0 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.

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.

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.

fCamberStiffness

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.

Suspension

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.

fRollCenterHeightRear

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.


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.


Misc.

fMonetaryValue

Not sure.

strModelFlags

The following are written in HEX.

Rightmost digit is the first one.

Example:

<strModelFlags>20840018</strModelFlags>
Digit1248
1stIS_VANIS_BUSIS_LOWIS_BIG
2ndABS_STDABS_OPTIONABS_ALT_STDABS_ALT_OPTION
3rdNO_DOORSTANDEM_SEATSSIT_IN_BOATHAS_TRACKS
4thNO_EXHAUSTDOUBLE_EXHAUSTNO1FPS_LOOK_BEHINDCAN_ENTER_IF_NO_DOOR
5thAXLE_F_TORSIONAXLE_F_SOLIDAXLE_F_MCPHERSONATTACH_PED_TO_BODYSHELL
6thAXLE_R_TORSIONAXLE_R_SOLIDAXLE_R_MCPHERSONDONT_FORCE_GRND_CLEARANCE
7thDONT_RENDER_STEERNO_WHEEL_BURSTINDESTRUCTIBLEDOUBLE_FRONT_WHEELS
8thRCDOUBLE_RWHEELSMF_NO_WHEEL_BREAKIS_HATCHBACK

strHandlingFlags

The following are written in HEX.

Rightmost digit is the first one.

Example:

<strHandlingFlags>400000</strHandlingFlags>
Digit1248
1stSMOOTH_COMPRESNREDUCED_MOD_MASS
2ndNO_HANDBRAKESTEER_REARWHEELSHB_REARWHEEL_STEERSTEER_ALL_WHEELS
3rdFREEWHEEL_NO_GASNO_REVERSESTEER NO WHEELS
4thCVTALT_EXT_WHEEL_BOUNDS_BEHDONT_RAISE_BOUNDS_AT_SPEED
5thLESS_SNOW_SINKTYRES_CAN_CLI
6thOFFROAD_ABILITYOFFROAD_ABILITY2HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
7thENABLE_LEANHEAVYARMOURARMOURED
8thSELF_RIGHTING_IN_WATERIMPROVED_RIGHTING_FORCE

strDamageFlags

Mentioned doors will be unbreakable.

The following are written in HEX.

Rightmost digit is the first one.

Example:

<strDamageFlags>20</strDamageFlags>
Digit1245
1stDRIVER_SIDE_FRONT_DOORDRIVER_SIDE_REAR_DOORDRIVER_PASSENGER_SIDE_FRONT_DOORDRIVER_PASSENGER_SIDE_REAR_DOOR
2stBONNETBOOT

aiHandling

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

  • AVERAGE
  • CRAP
  • TRUCK
  • SPORTS_CAR

The SubHandlingData section has been entirely excluded.
This section covers less common variables and special vehicles like boats and bikes.
Click here (opens in a new tab) or here (opens in a new tab) to view full documentation by other authors.


Handling File Example

<?xml version="1.0" encoding="UTF-8"?>
 <CHandlingDataMgr>
    <HandlingData>
    <Item type="CHandlingData">
      <handlingName>oycdefender</handlingName>
      <fMass value="2000.000000" />
      <fInitialDragCoeff value="3.800000" />
      <fPercentSubmerged value="85.000000" />
      <vecCentreOfMassOffset x="0.000000" y="0.010000" z="-0.1000000" />
      <vecInertiaMultiplier x="1.000000" y="1.600000" z="2.000000" />
      <fDriveBiasFront value="0.400000" />
      <nInitialDriveGears value="6" />
      <fInitialDriveForce value="0.300000" />
      <fDriveInertia value="1.000000" />
      <fClutchChangeRateScaleUpShift value="3.000000" />
      <fClutchChangeRateScaleDownShift value="3.000000" />
      <fInitialDriveMaxFlatVel value="175.000000" />
      <fBrakeForce value="1.500000" />
      <fBrakeBiasFront value="0.600000" />
      <fHandBrakeForce value="1.500000" />
      <fSteeringLock value="41.000000" />
      <fTractionCurveMax value="2.40000" />
      <fTractionCurveMin value="2.2700000" />
      <fTractionCurveLateral value="19.500000" />
      <fTractionSpringDeltaMax value="0.10000" />
      <fLowSpeedTractionLossMult value="0.700000" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.495000" />
      <fTractionLossMult value="0.600000" />
      <fSuspensionForce value="1.600000" />
      <fSuspensionCompDamp value="0.8000000" />
      <fSuspensionReboundDamp value="1.2500000" />
      <fSuspensionUpperLimit value="0.100000" />
      <fSuspensionLowerLimit value="-0.140000" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.520000" />
      <fAntiRollBarForce value="0.800000" />
      <fAntiRollBarBiasFront value="0.500000" />
      <fRollCentreHeightFront value="0.220000" />
      <fRollCentreHeightRear value="0.220000" />
      <fCollisionDamageMult value="0.600000" />
      <fWeaponDamageMult value="1.000000" />
      <fDeformationDamageMult value="0.600000" />
      <fEngineDamageMult value="1.000000" />
      <fPetrolTankVolume value="65.000000" />
      <fOilVolume value="5.000000" />
      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="-0.100000" />
      <fSeatOffsetDistZ value="0.000000" />
      <nMonetaryValue value="50000" />
      <strModelFlags>440010</strModelFlags>
      <strHandlingFlags>20000</strHandlingFlags>
      <strDamageFlags>0</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="CCarHandlingData">
          <fBackEndPopUpCarImpulseMult value="0.100000" />
          <fBackEndPopUpBuildingImpulseMult value="0.030000" />
          <fBackEndPopUpMaxDeltaSpeed value="0.600000" />
        </Item>
        <Item type="NULL" />
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
   </HandlingData>

</CHandlingDataMgr>