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		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9681</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9681"/>
		<updated>2011-02-24T21:24:48Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Ms) m_fSeatOffsetDist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Thb) ===&lt;br /&gt;
This value is present in the data, but not in the comments.&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees). This attribute is present in the comments, but not actually in the data.&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 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 (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
The distance from the door to the car seat.&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9680</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9680"/>
		<updated>2011-02-24T18:46:26Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Wc|) m_fTractionCurveLongitudinal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Thb) ===&lt;br /&gt;
This value is present in the data, but not in the comments.&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees). This attribute is present in the comments, but not actually in the data.&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 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 (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9679</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9679"/>
		<updated>2011-02-24T18:46:01Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* Transmission Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Thb) ===&lt;br /&gt;
This value is present in the data, but not in the comments.&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees). This attribute is present in the notes, but not actually in the data.&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 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 (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9678</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9678"/>
		<updated>2011-02-24T18:42:42Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Wc|) m_fTractionCurveLongitudinal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees). This attribute is present in the notes, but not actually in the data.&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 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 (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User_talk:Squaminator&amp;diff=9677</id>
		<title>User talk:Squaminator</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User_talk:Squaminator&amp;diff=9677"/>
		<updated>2011-02-24T17:26:17Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: Created page with 'just starting the page, cause I dislike having a red link at the top of my page all the time.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;just starting the page, cause I dislike having a red link at the top of my page all the time.&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User:Squaminator&amp;diff=9676</id>
		<title>User:Squaminator</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User:Squaminator&amp;diff=9676"/>
		<updated>2011-02-24T17:22:12Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: Created page with 'n00b working on a mysterious project... his Wiki Score is '''{{#cscore:squaminator}}''', at the moment and he did '''{{#cscore:squaminator|changes}…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;n00b&lt;br /&gt;
working on a mysterious project...&lt;br /&gt;
his [[Special:ContributionScores|Wiki Score]] is '''{{#cscore:squaminator}}''', at the moment and he did '''{{#cscore:squaminator|changes}}''' out of '''{{NUMBEROFEDITS}}''' edits.&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9675</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9675"/>
		<updated>2011-02-24T17:13:38Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Wh) m_fTractionBias */ corrected the value information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 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 (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User_talk:Gentry&amp;diff=9674</id>
		<title>User talk:Gentry</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User_talk:Gentry&amp;diff=9674"/>
		<updated>2011-02-24T15:21:53Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* Handling.dat */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my talk page where I'll be keeping &amp;quot;backend&amp;quot; info and links.&lt;br /&gt;
&lt;br /&gt;
= Anything Useful to Share =&lt;br /&gt;
*This is the best place to talk about pages I'm working on for now. When I feel a page I've created reaches a point where it will benefit others, I'll start a tread over at gtaforums.com.&lt;br /&gt;
&lt;br /&gt;
== Welcome! ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the GTAModding.com wiki. Thanks for your contributions and good luck with adding new information. Also check out [[User_talk:Seemann#Templates|the list of available templates]], they will help you to make the articles better looking and organised. &amp;lt;span style=&amp;quot;font-family:Courier New&amp;quot;&amp;gt;'''{{#if:Seemann|[[User:Seemann|Seemann]]}}&amp;lt;sup&amp;gt;[[Special:Contributions/Seemann|?]][[User_talk:Seemann|!]]&amp;lt;/sup&amp;gt;'''&amp;lt;/span&amp;gt; 01:20, 23 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling.dat ==&lt;br /&gt;
&lt;br /&gt;
Could you please continue working on the Handling.dat page? It'll be extremely useful to me as I continue making my mod. You can check out my youtube profile ( youtube.com/user/squaminator I believe) to see a couple of the videos I've made so far. It is based heavily off of the handling.dat file, so any contributions would be appreciated. Thanks!&lt;br /&gt;
&lt;br /&gt;
also, if you have any ideas for car attributes to try, or a special car to include, feel free to tell me.&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Talk:Handling.dat&amp;diff=9673</id>
		<title>Talk:Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Talk:Handling.dat&amp;diff=9673"/>
		<updated>2011-02-24T15:16:35Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* Suspension */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sense of this article ==&lt;br /&gt;
&lt;br /&gt;
Why do we not merge this article with [[handling.cfg]]? The format is pretty much the same... --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 09:32, 24 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The reason why is because they are NOT the same. Yes, the format is &amp;quot;pretty much&amp;quot; the same, however because GTA IV/EFLC use a newer game engine than GTA III, VC, SA, etc. There are a lot of values that are deprecated now and do not work. My hope was to be able to document those differences while coming up with a more comprehensive list of values and their effects in game. But hey, maybe that's just me, lol.&lt;br /&gt;
&lt;br /&gt;
::Yes, of course they are not exactly the same, but in my oppinion the article like it is at the moment is pretty confusing... Although the engine core itself has changed this does not mean that the file formats have changed. Everything R* changed are some parameters, but the basic format is the same like all data formats of the previous games. Actually I would prefer to create a more clear overview (like tables) of the values and their versions for all games like we did for several [[IPL]] and [[IDE]] sections... Guess this would give the article a clearer structure since the format has not drastically changed... (and by the way - there is a &amp;quot;signature&amp;quot; button for signing your comments inside talk sections...) --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 15:26, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suspension ==&lt;br /&gt;
&lt;br /&gt;
This article is of great use to me, as I am creating a mod that is heavily based off of creating unique effects using the attributes. I have contributed a little, and will continue to contribute, but I ask anybody who knows anything about these attributes to please add more information, especially in the suspension section. Thanks!&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9672</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9672"/>
		<updated>2011-02-24T15:11:23Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Tf) m_fDriveForce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 0.0 - 1.0. 0.0 = only rear axle has traction. 1.0 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9671</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9671"/>
		<updated>2011-02-24T15:09:34Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Dw) m_fWeaponDamageMult */  grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force.&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 0.0 - 1.0. 0.0 = only rear axle has traction. 1.0 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9670</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9670"/>
		<updated>2011-02-24T15:08:55Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* Damage Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force.&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 0.0 - 1.0. 0.0 = only rear axle has traction. 1.0 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
The following attributes dictate how the vehicle will react to damaging effects.&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapon damage. 10.0 = Ten times damage through weapon damage.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9669</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9669"/>
		<updated>2011-02-24T15:04:45Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: /* (Sr) m_fSuspensionRaise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force.&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 0.0 - 1.0. 0.0 = only rear axle has traction. 1.0 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
The amount that the suspension raises the body off the wheels.&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapon damage. 10.0 = Ten times damage through weapon damage.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=DAT&amp;diff=9668</id>
		<title>DAT</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=DAT&amp;diff=9668"/>
		<updated>2011-02-24T15:02:08Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: added handling.dat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DAT''' is the extension used for the data files of GTA 3D series games. They are commonly text files (although there are binary ones) and have different structures.&lt;br /&gt;
&lt;br /&gt;
== List of data files ==&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&amp;lt;!--- Perhaps we should sort this alphabetically ---&amp;gt;&lt;br /&gt;
{|{{Prettytable}} width=&amp;quot;100%&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
!width=&amp;quot;64px&amp;quot;| Game&lt;br /&gt;
!width=&amp;quot;160px&amp;quot;|File&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}{{Ref|1}}||[[animviewer.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[carcols.dat]]||''Contains information about vehicle colors''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[default.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[fonts.dat]]||''Contains information about the fonts used in the game''||''The fonts are split up into [[Wikipedia:Sprite_(computer_graphics)|sprites]]. Fonts themselves are located in the '' &amp;lt;code&amp;gt;...\models\fonts.txd&amp;lt;/code&amp;gt; '' texture dictionary.'' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[gta.dat]]||''General map listing file''||''called'' &amp;lt;code&amp;gt;gta3.dat&amp;lt;/code&amp;gt; ''for [[GTA 3]] and'' &amp;lt;code&amp;gt;gta-vc.dat&amp;lt;/code&amp;gt; ''for [[Vice City]]''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[object.dat]]||''Defines additional object information for dynamic objects''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[ped.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[pedgrp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[timecyc.dat]],&amp;lt;br&amp;gt;[[timecycp.dat]]&amp;amp;nbsp;(SA)||''Controls the weather and the game's appearance''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[water.dat]]&amp;amp;nbsp;(all),&amp;lt;br&amp;gt;[[water1.dat]]&amp;amp;nbsp;(SA),&amp;lt;br&amp;gt;[[waterpro.dat]]&amp;amp;nbsp;(GTA 3 &amp;amp; VC)||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[weapon.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}} {{Icon|SA}}||[[pedstats.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}} {{Icon|SA}}||[[surface.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[cullzone.dat]],&amp;lt;br&amp;gt;[[cullzoneempty.dat]]&amp;amp;nbsp;(VC)||||''binary files''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[fistfite.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[flight.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|SA}} {{Icon|4}}||[[tracks.dat|tracks*.dat]]||||''located in the'' &amp;lt;code&amp;gt;..data\paths&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}}||[[chase.dat|chase*.dat]]||||''binary files located in the'' &amp;lt;code&amp;gt;..data\paths&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} ||[[train.dat]], [[train.dat|train2.dat]]||||''still present in [[Vice City]] but unused''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|VC}}||[[map.dat|map*.dat]]||||''located in the'' &amp;lt;code&amp;gt;..data\maps&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|VC}}||[[Scripted Path|spath.dat]], [[Scripted Path|spath0.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[animgrp.dat]], [[animgrp.dat|animgrp1.dat]]||Contains predefined animation sequences (By default different types of walking)||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[ar_stats.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[cargrp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[clothes.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[furnitur.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[gridref.dat]]||''Defines responsibilities of certain map areas and their owners for Rockstar's internal bug tracking system called '''Bugstar'''.''||''Leftover from San Andreas development stage, apparently not required by the game.''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[gta.dat|gta_quick.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[melee.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[numplate.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[plants.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[polydensity.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[popcycle.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[procobj.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[shopping.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[statdisp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[surfaud.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[surfinfo.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}} {{Icon|4}}||[[carmods.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[ambient.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[bloodFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[cj_gta.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[credits.dat|credits*.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[distantlights.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[entityFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[explosionFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[FemalePlayerSettings.dat]], [[MalePlayerSettings.dat]]||''Contains info necessary to render the multiplayer player''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[frontend.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[hud.dat]]||''Contains inital display settings for each HUD component''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[hudcolor.dat]]||''Contains RGB colour values that the game uses''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[loadingscreens.dat|loadingscreens*.dat]]||''Contains the animation of static loading screen images''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[materialFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[materials.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[meleeAnims.dat]]||''Specifies all anims available to the melee system''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[moveblend.dat]]||''Contains some parameters for blended ped animation''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[nav.dat]]||''This file is read in to initialise the &amp;quot;CPathServer&amp;quot; pathfinding class''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[navprecalc.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[networktest.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedpersonality.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedpopulation.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedProps.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[scenarios.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[visualSettings.dat]]||''Stores initial values for configuration of in game elements''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[handling.dat]]||''Contains the attributes of all vehicles in the game''||&lt;br /&gt;
|}&lt;br /&gt;
{{Note|1}} The {{Icon}} icon marks the files that are present in every game of GTA 3D series (GTA 3, GTA VC, GTA SA and GTA IV).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Data Files (San Andreas)]] &amp;amp;ndash; description for common data files of [[San Andreas]]&lt;br /&gt;
* {{Icon|SA}} [[Paths (GTA SA)|nodes*.dat]]&lt;br /&gt;
* {{Icon|SA}} [[Cutscene#The_DAT-File|Cutscene data]]&lt;br /&gt;
&lt;br /&gt;
== External Link ==&lt;br /&gt;
* {{GTAF|380874|Documenting GTA IV Data files}}&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;br /&gt;
[[Category:File Formats]][[Category:GTA 3]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9667</id>
		<title>Handling.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Handling.dat&amp;diff=9667"/>
		<updated>2011-02-24T14:56:36Z</updated>

		<summary type="html">&lt;p&gt;Squaminator: Edited centre of mass Z with observations on negative numbers, traction bias with observation of odd values, and damage attributes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''handling.dat''' file in GTA IV, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in '''..\common\data''' and can be edited with any text editor (after removing the read-only attribute).&lt;br /&gt;
&lt;br /&gt;
=Parameters=&lt;br /&gt;
&lt;br /&gt;
There are 37 parameters in 6 groups.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
These seven values represent the vehicle's physical proportions within the game:&lt;br /&gt;
&lt;br /&gt;
=== (A) vehicle identifier ===&lt;br /&gt;
This is used by the [[CARS (IDE Section)|vehicles.ide]] file to identify the handling line of the vehicle.&lt;br /&gt;
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)&lt;br /&gt;
&lt;br /&gt;
=== (B) fMass ===&lt;br /&gt;
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.&lt;br /&gt;
:'''Value:''' 0.0 - 10000.0 and above.&lt;br /&gt;
&lt;br /&gt;
=== (C) fDragMult ===&lt;br /&gt;
This value describes the wind resistance of a vehicle. As with other parameters, the value is a multiplier, meaning it takes what the game has calculated for wind resistance and multiplies it against this number.&lt;br /&gt;
:'''Value:''' 0.0 - 2.0 and above. 1.0 means that the game will use what it has already calculated. 0.01 - 0.99 will reduce wind resistance; 1.01 - 1.99 will increase wind resistance.&lt;br /&gt;
&lt;br /&gt;
=== (D) nPercentSubmerged ===&lt;br /&gt;
A percentage of vehicle height in the water before vehicle &amp;quot;floats&amp;quot;. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).&lt;br /&gt;
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.&lt;br /&gt;
&lt;br /&gt;
=== (E) CentreOfMass.x ===&lt;br /&gt;
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (F) CentreOfMass.y ===&lt;br /&gt;
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.&lt;br /&gt;
=== (G) CentreOfMass.z ===&lt;br /&gt;
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).&lt;br /&gt;
:'''Value:''' '''&amp;lt;''' -10.0 to '''&amp;gt;''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.&lt;br /&gt;
&lt;br /&gt;
== Transmission Attributes ==&lt;br /&gt;
These values describe the vehicle's straight line performance. Rate of acceleration is determined by (Tt), (Tg), (Tf), (Ti), and (Tv). Rate of deceleration is determined by (Tb) and (Tbb). (Ts) m_fSteeringLock can be thought of as a measure of sideways acceleration.&lt;br /&gt;
=== (Tt) m_nDriveBias ===&lt;br /&gt;
This value is used to determine whether a vehicle is front, rear, or four wheel drive.&lt;br /&gt;
:'''Value:''' 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)&lt;br /&gt;
=== (Tg) m_nDriveGears ===&lt;br /&gt;
How many forward speeds a transmission contains.&lt;br /&gt;
:'''Value:''' 1-16 or more.&lt;br /&gt;
=== (Tf) m_fDriveForce ===&lt;br /&gt;
This multiplier modifies the game's calculation of drive force (from the output of the transmission).&lt;br /&gt;
*''Drive force formula TBD''&lt;br /&gt;
:'''Value:''' 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 and values greater than 1.0 will produce more drive force.&lt;br /&gt;
=== (Ti) m_fDriveInertia ===&lt;br /&gt;
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than&lt;br /&gt;
an engine with a short stroke and light flywheel.&lt;br /&gt;
*''Drive inertia formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.&lt;br /&gt;
=== (Tv) m_fV ===&lt;br /&gt;
The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value '''does not''' guarantee the vehicle will reach this speed.&lt;br /&gt;
:'''Value:''' 0.00 - 500.0 and above. &lt;br /&gt;
=== (Tb) m_fBrakeForce ===&lt;br /&gt;
Multiplies the game's calculation of deceleration. &lt;br /&gt;
*''Brake Force formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.&lt;br /&gt;
=== (Tbb) m_fBrakeBias ===&lt;br /&gt;
This controls the distribution of braking force between the front and rear axles.&lt;br /&gt;
:'''Value:''' 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. A value between 0.01 and 0.49 means the rear axle will receive '''more''' brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).&lt;br /&gt;
=== (Ts) m_fSteeringLock ===&lt;br /&gt;
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.&lt;br /&gt;
*''Steering lock formula TBD''&lt;br /&gt;
:'''Value:''' 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.&lt;br /&gt;
&lt;br /&gt;
== Wheel Traction Attributes ==&lt;br /&gt;
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions. &lt;br /&gt;
&lt;br /&gt;
=== (Wc+) m_fTractionCurveMax ===&lt;br /&gt;
(formerly fTractionMult)&lt;br /&gt;
&lt;br /&gt;
Cornering grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveMin ===&lt;br /&gt;
(formerly fTractionLoss)&lt;br /&gt;
&lt;br /&gt;
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.&lt;br /&gt;
&lt;br /&gt;
=== (Wc-) m_fTractionCurveLateral ===&lt;br /&gt;
Shape of lateral traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Wc|) m_fTractionCurveLongitudinal ===&lt;br /&gt;
Shape of longituduinal traction curve (peak traction position in degrees).&lt;br /&gt;
&lt;br /&gt;
=== (Ws+) m_fTractionSpringDeltaMax ===&lt;br /&gt;
This value denotes at what distance above the ground the car will lose traction.&lt;br /&gt;
&lt;br /&gt;
=== (Wh) m_fTractionBias ===&lt;br /&gt;
Determines the distribution of traction from front to rear.&lt;br /&gt;
:'''Value:''' 0.0 - 1.0. 0.0 = only rear axle has traction. 1.0 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
== Suspension Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Sf) m_fSuspensionForce ===&lt;br /&gt;
&lt;br /&gt;
=== (Scd) m_fSuspensionCompDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Srd) m_fSuspensionReboundDamp ===&lt;br /&gt;
&lt;br /&gt;
=== (Su) m_fSuspensionUpperLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sl) m_fSuspensionLowerLimit ===&lt;br /&gt;
&lt;br /&gt;
=== (Sr) m_fSuspensionRaise ===&lt;br /&gt;
&lt;br /&gt;
=== (Sb) m_fSuspensionBias ===&lt;br /&gt;
&lt;br /&gt;
== Damage Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Dc) m_fCollisionDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through collision.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.&lt;br /&gt;
&lt;br /&gt;
=== (Dw) m_fWeaponDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the vehicle through weapon damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage through weapon damage. 10.0 = Ten times damage through weapon damage.&lt;br /&gt;
&lt;br /&gt;
=== (Dd) m_fDeformationDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of deformation-causing damage.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.&lt;br /&gt;
&lt;br /&gt;
=== (De) m_fEngineDamageMult ===&lt;br /&gt;
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.&lt;br /&gt;
:'''Value:''' 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Attributes ==&lt;br /&gt;
&lt;br /&gt;
=== (Ms) m_fSeatOffsetDist ===&lt;br /&gt;
&lt;br /&gt;
=== (Mv) m_nMonetaryValue ===&lt;br /&gt;
Amount paid when sold to Stevie.&lt;br /&gt;
&lt;br /&gt;
=== (Mmf) mFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Mhf) hFlags ===&lt;br /&gt;
&lt;br /&gt;
=== (Ma) m_nAnimGroup ===&lt;br /&gt;
&lt;br /&gt;
= Special Parameters =&lt;br /&gt;
&lt;br /&gt;
== Extended Boat Data ==&lt;br /&gt;
This section contains additional boat handling attributes. Each entry is preceded by a % symbol that identifies this line as boat data for reading.&lt;br /&gt;
Some of these attributes are the same as GTA SA.&lt;br /&gt;
=== ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== BBoxFwd ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxBack ===&lt;br /&gt;
&lt;br /&gt;
=== BBoxSide ===&lt;br /&gt;
&lt;br /&gt;
=== SampleTop ===&lt;br /&gt;
&lt;br /&gt;
=== SampleBottom ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneForce ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfMult ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfCap ===&lt;br /&gt;
&lt;br /&gt;
=== AqPlaneWfApp ===&lt;br /&gt;
&lt;br /&gt;
=== RudderF ===&lt;br /&gt;
&lt;br /&gt;
=== RudderOSet ===&lt;br /&gt;
&lt;br /&gt;
=== WaveAudioMult ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResXY ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZUp ===&lt;br /&gt;
&lt;br /&gt;
=== MoveResZDown ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResX ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResY ===&lt;br /&gt;
&lt;br /&gt;
=== TurnResZ ===&lt;br /&gt;
&lt;br /&gt;
=== Look_L_R_BehindCamHeight ===&lt;br /&gt;
&lt;br /&gt;
== Extended Bike Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) LeanFwdCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (C) LeanFwdForce ===&lt;br /&gt;
&lt;br /&gt;
=== (D) LeanBakCOM ===&lt;br /&gt;
&lt;br /&gt;
=== (E) LeanBackForce ===&lt;br /&gt;
&lt;br /&gt;
=== (F) MaxLean ===&lt;br /&gt;
&lt;br /&gt;
=== (G) FullAnimLean ===&lt;br /&gt;
&lt;br /&gt;
=== (H) DesLean ===&lt;br /&gt;
&lt;br /&gt;
=== (I) StickLean ===&lt;br /&gt;
&lt;br /&gt;
=== (J) BrakeStabil ===&lt;br /&gt;
&lt;br /&gt;
=== (K) InAirSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (L) WheelieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (M) StoppieAng ===&lt;br /&gt;
&lt;br /&gt;
=== (N) WheelieSteer ===&lt;br /&gt;
&lt;br /&gt;
=== (O) WheelieStabMult ===&lt;br /&gt;
&lt;br /&gt;
=== (P) StoppieStabMult ===&lt;br /&gt;
&lt;br /&gt;
== Extended Aircraft Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) ID ===&lt;br /&gt;
This should be the same as the main handling section ID.&lt;br /&gt;
&lt;br /&gt;
=== (B) Thrust ===&lt;br /&gt;
&lt;br /&gt;
=== (C) ThrustFallOff ===&lt;br /&gt;
&lt;br /&gt;
=== (D) ThrustVec ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Yaw ===&lt;br /&gt;
&lt;br /&gt;
=== (F) YawStab ===&lt;br /&gt;
&lt;br /&gt;
=== (G) SideSlip ===&lt;br /&gt;
&lt;br /&gt;
=== (H) Roll ===&lt;br /&gt;
&lt;br /&gt;
=== (I) RollStab ===&lt;br /&gt;
&lt;br /&gt;
=== (J) Pitch ===&lt;br /&gt;
&lt;br /&gt;
=== (K) PitchStab ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FormLift ===&lt;br /&gt;
&lt;br /&gt;
=== (M) AttackLift ===&lt;br /&gt;
&lt;br /&gt;
=== (N) GearUpR ===&lt;br /&gt;
&lt;br /&gt;
=== (O) GearDownL ===&lt;br /&gt;
&lt;br /&gt;
=== (P) WindMult ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) MoveRes ===&lt;br /&gt;
&lt;br /&gt;
=== (R) TurnRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (S) TurnRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (T) TurnRes.z ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpeedRes.x ===&lt;br /&gt;
&lt;br /&gt;
=== (V) SpeedRes.y ===&lt;br /&gt;
&lt;br /&gt;
=== (W) SpeedRes.z ===&lt;br /&gt;
&lt;br /&gt;
== Animation Group Data ==&lt;br /&gt;
&lt;br /&gt;
=== (A) Group ID ===&lt;br /&gt;
This identifies the line, so it can be used by the main handling section ( [[#(Ma) m_nAnimGroup|(Ma) m_nAnimGroup]] ).&lt;br /&gt;
&lt;br /&gt;
=== (B) Enter1 ===&lt;br /&gt;
&lt;br /&gt;
=== (C) Enter2 ===&lt;br /&gt;
&lt;br /&gt;
=== (D) Jack1 ===&lt;br /&gt;
&lt;br /&gt;
=== (E) Jack2 ===&lt;br /&gt;
&lt;br /&gt;
=== (F) Drive1 ===&lt;br /&gt;
&lt;br /&gt;
=== (G) Drive2 ===&lt;br /&gt;
&lt;br /&gt;
=== (H) JumpOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (I) GetInTime ===&lt;br /&gt;
&lt;br /&gt;
=== (J) GetOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (K) JkdOutTime ===&lt;br /&gt;
&lt;br /&gt;
=== (L) FallTime ===&lt;br /&gt;
&lt;br /&gt;
=== (M) OpenOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (N) OpenOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (O) CloseInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (P) CloseInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (Q) OpenInStart ===&lt;br /&gt;
&lt;br /&gt;
=== (R) OpenInStop ===&lt;br /&gt;
&lt;br /&gt;
=== (S) CloseOutStart ===&lt;br /&gt;
&lt;br /&gt;
=== (T) CloseOutStop ===&lt;br /&gt;
&lt;br /&gt;
=== (U) SpecialFlag ===&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;/div&gt;</summary>
		<author><name>Squaminator</name></author>
		
	</entry>
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