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Handling.meta

Where does the Handlings Folder come from?

It originally came from Myleycyrusvirus - mcv-vehiclemetas. I plan on adding missing vehicles from the latest Updates

Where does the Tutorial come from?

This tutorial was taken from the deleted GTA5mods forum thread (https://forums.gta5-mods.com/topic/3842/tutorial-handling-meta/). I reuploaded it and made improvements from my own experience. If anyone wants the original forum thread: https://forums.gta5-mods.com/topic/3842/tutorial-handling-meta.

Special thanks to V4D3R for writing the original guide in the first place.

What is the Handling.meta?

Handling.meta is a file in GTA V that, 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.


1. Parameters

1.1. Physical Attributes

These 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. 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.
  • Example: 0.70 (70%)

vecCentreOfMassOffset

  • Shifts the center of gravity in meters from side to side.
  • Values:
    • 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

fDriveBiasFront value=“0.000000” = RWD

fDriveBiasFront value=“0.350000” = AWD 30/70 split

fDriveBiasFront value=“0.500000” = AWD 50/50 split

fDriveBiasFront value=“0.750000” = AWD 70/30 split

fDriveBiasFront value=“1.000000” = FWD

nInitialDriveGears

  • Determines how many forward speeds/gears a vehicle's transmission contains.
  • Values: 1 or more.

fInitialDriveForce

  • Modifies the game's calculation of drive force (from the output of the transmission).
  • Values: 0.01 - 2.0 and above.

1.3. Wheel Traction

These attributes describe how the vehicle behaves when cornering, accelerating, and decelerating.

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.

fLowSpeedTractionLossMult

  • How much traction is reduced at low speed.
  • Values:
    • 0.0 = Normal traction.
    • Lower values = Less burnout, less sliding.
    • Higher values = More burnout.

1.4. Suspension

These attributes determine a vehicle's system of springs and shock absorbers.

fSuspensionForce

  • Affects how strong suspension is.

fSuspensionCompDamp

  • Damping during strut compression.
  • Bigger values = stiffer suspension.

fSuspensionReboundDamp

  • Damping during strut rebound.
  • Bigger values = stiffer suspension.

fAntiRollBarForce

  • Larger numbers = less body roll.

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: 0.0 - 10.0

1.6. Misc

fSeatOffsetDistX, Y, Z

  • Controls seat offsets relative to vehicle body.

strModelFlags

  • Written in HEX. Each digit represents a vehicle characteristic.

AIHandling

  • Determines AI driving behavior.
  • Options:
    • AVERAGE
    • CRAP
    • TRUCK
    • SPORTS_CAR

2. SubHandlingData

SubHandlingData contains handling profiles for specific vehicle types.

Example of a vehicle with no SubHandlingData:

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

2.1. CBoatHandlingData

Attributes for boats.

fRudderOffsetSubmerge

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

fRudderOffsetForce

  • Vertical offset of the propeller from the bone when force applied.

2.2. CBikeHandlingData

Attributes for bikes.

fLeanFwdCOMMult, fLeanBakCOMMult

  • Modifies how much the rider leans forward/backward.

fWheelieBalancePoint, fStoppieBalancePoint

  • Determines balance points for wheelies and stoppies.

2.3. CFlyingHandlingData

Attributes for aircraft.

fThrust

  • The power of the engines.
  • Higher values = Faster aircraft.

fFormLiftMult

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

2.4. CVehicleWeaponHandlingData

Attributes for vehicle-mounted weapons.

Example:

<WeaponSeats>0</WeaponSeats>
  • Seat number that controls the weapon.
    • 0 = Driver’s seat.
    • Values: 0 - 8.

2.5. CSubmarineHandlingData

Attributes for submarines.

fPitchMult, fYawMult, fRollMult

  • Controls submarine movement dynamics.

2.6. CTrailerHandlingData

Attributes for trailers.

fPosConstraintMassRatio

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

Final Notes

This guide is a work in progress. If you have any insights or additional information about handling.meta, please contribute! 🚀

Happy modding!

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Special thanks to V4D3R for writing the original guide in the first place.

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