Difference between revisions of "Handling.dat"

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'''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).
 
'''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).
  
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=== (A) vehicle identifier ===
 
=== (A) vehicle identifier ===
 
This is used by the [[vehicles.ide]] file to identify the handling line of the vehicle.
 
This is used by the [[vehicles.ide]] file to identify the handling line of the vehicle.
'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters
+
:'''Value:''' Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)
and numbers (TURISMO, E109, etc.)
 
  
 
=== (B) fMass ===
 
=== (B) fMass ===
 
This is the weight of the vehicle in kilograms.
 
This is the weight of the vehicle in kilograms.
'''Value:''' 0.0 - 10000.0 and above.
+
:'''Value:''' 0.0 - 10000.0 and above.
  
 
=== (C) fDragMult ===
 
=== (C) fDragMult ===
 
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.
 
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.
'''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;
+
:'''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.
        1.01 - 1.99 will increase wind resistance.
 
  
 
=== (D) nPercentSubmerged ===
 
=== (D) nPercentSubmerged ===
 
A percentage of vehicle height in the water before vehicle "floats". 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).
 
A percentage of vehicle height in the water before vehicle "floats". 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).
'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85)
+
:'''Value:''' any percentage expressed as a decimal (eg., 85% = 0.85)
  
 
=== (E) CentreOfMass.x ===
 
=== (E) CentreOfMass.x ===
 
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).
 
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).
'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
+
:'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
 
=== (F) CentreOfMass.y ===
 
=== (F) CentreOfMass.y ===
 
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).
 
This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).
'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
+
:'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
 
=== (G) CentreOfMass.z ===
 
=== (G) CentreOfMass.z ===
 
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).
 
This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).
'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
+
:'''Value:''' '''<''' -10.0 to '''>''' 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
  
 
== Transmission Attributes ==
 
== Transmission Attributes ==
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=== (Tt) m_nDriveBias ===
 
=== (Tt) m_nDriveBias ===
 
This value is used to determine whether a vehicle is front, rear, or four wheel drive.
 
This value is used to determine whether a vehicle is front, rear, or four wheel drive.
'''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
+
:'''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.)
front and rear axles equal force, being perfect 4WD.)
 
 
=== (Tg) m_nDriveGears ===
 
=== (Tg) m_nDriveGears ===
 
How many forward speeds a transmission contains.
 
How many forward speeds a transmission contains.
'''Value:''' 1-16 or more.
+
:'''Value:''' 1-16 or more.
 
=== (Tf) m_fDriveForce ===
 
=== (Tf) m_fDriveForce ===
 
This multiplier modifies the game's calculation of drive force (from the output of the transmission).
 
This multiplier modifies the game's calculation of drive force (from the output of the transmission).
 
*''Drive force formula TBD''
 
*''Drive force formula TBD''
'''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
+
:'''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.
drive force and values greater than 1.0 will produce more drive force.
 
 
=== (Ti) m_fDriveInertia ===
 
=== (Ti) m_fDriveInertia ===
 
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
 
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
 
an engine with a short stroke and light flywheel.
 
an engine with a short stroke and light flywheel.
 
*''Drive inertia formula TBD''
 
*''Drive inertia formula TBD''
'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.
+
:'''Value:''' 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.
 
=== (Tv) m_fV ===
 
=== (Tv) m_fV ===
 
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.
 
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.
'''Value:''' 0.00 - 500.0 and above.  
+
:'''Value:''' 0.00 - 500.0 and above.  
 
=== (Tb) m_fBrakeForce ===
 
=== (Tb) m_fBrakeForce ===
 
Multiplies the game's calculation of deceleration.  
 
Multiplies the game's calculation of deceleration.  
 
*''Brake Force formula TBD''
 
*''Brake Force formula TBD''
'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.
+
:'''Value:''' 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.
 
=== (Tbb) m_fBrakeBias ===
 
=== (Tbb) m_fBrakeBias ===
 
This controls the distribution of braking force between the front and rear axles.
 
This controls the distribution of braking force between the front and rear axles.
'''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
+
:'''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).
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).
 
 
=== (Ts) m_fSteeringLock ===
 
=== (Ts) m_fSteeringLock ===
 
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.
 
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.
 
*''Steering lock formula TBD''
 
*''Steering lock formula TBD''
'''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
+
:'''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.
extremely fast. To high of a value here will cause the vehicle to spin out too easily.
 
  
 
== Wheel Traction Attributes ==
 
== Wheel Traction Attributes ==
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=== (U) SpecialFlag ===
 
=== (U) SpecialFlag ===
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 +
{{GTA4-navi}}

Revision as of 23:08, 22 October 2010

Contents

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).

Parameters

There are 37 parameters in 6 groups.

Physical Attributes

These seven values represent the vehicle's physical proportions within the game:

(A) vehicle identifier

This is used by the vehicles.ide file to identify the handling line of the vehicle.

Value: Any text string no more than 14 characters. By default, the vehicle identifier consists of uppercase letters and numbers (TURISMO, E109, etc.)

(B) fMass

This is the weight of the vehicle in kilograms.

Value: 0.0 - 10000.0 and above.

(C) fDragMult

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.

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.

(D) nPercentSubmerged

A percentage of vehicle height in the water before vehicle "floats". 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).

Value: any percentage expressed as a decimal (eg., 85% = 0.85)

(E) CentreOfMass.x

This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).

Value: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.

(F) CentreOfMass.y

This value shifts the center of gravity in meters from front to rear (when in vehicle looking forward).

Value: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.

(G) CentreOfMass.z

This value shifts the center of gravity in meters from top to bottom (when in vehicle looking forward).

Value: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.

Transmission Attributes

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.

(Tt) m_nDriveBias

This value is used to determine whether a vehicle is front, rear, or four wheel drive.

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.)

(Tg) m_nDriveGears

How many forward speeds a transmission contains.

Value: 1-16 or more.

(Tf) m_fDriveForce

This multiplier modifies the game's calculation of drive force (from the output of the transmission).

  • Drive force formula TBD
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.

(Ti) m_fDriveInertia

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 an engine with a short stroke and light flywheel.

  • Drive inertia formula TBD
Value: 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.

(Tv) m_fV

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.

Value: 0.00 - 500.0 and above.

(Tb) m_fBrakeForce

Multiplies the game's calculation of deceleration.

  • Brake Force formula TBD
Value: 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.

(Tbb) m_fBrakeBias

This controls the distribution of braking force between the front and rear axles.

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).

(Ts) m_fSteeringLock

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.

  • Steering lock formula TBD
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.

Wheel Traction Attributes

(Wc+) m_fTractionCurveMax

(Wc-) m_fTractionCurveMin

(Wc-) m_fTractionCurveLateral

(Wc|) m_fTractionCurveLongitudinal

(Ws+) m_fTractionSpringDeltaMax

(Wh) m_fTractionBias

Suspension Attributes

(Sf) m_fSuspensionForce

(Scd) m_fSuspensionCompDamp

(Srd) m_fSuspensionReboundDamp

(Su) m_fSuspensionUpperLimit

(Sl) m_fSuspensionLowerLimit

(Sr) m_fSuspensionRaise

(Sb) m_fSuspensionBias

Damage Attributes

(Dc) m_fCollisionDamageMult

(Dw) m_fWeaponDamageMult

(Dd) m_fDeformationDamageMult

(De) m_fEngineDamageMult

Miscellaneous Attributes

(Ms) m_fSeatOffsetDist

(Mv) m_nMonetaryValue

(Mmf) mFlags

(Mhf) hFlags

(Ma) m_nAnimGroup

Special Parameters

Extended Boat Data

ID

This should be the same as the main handling section ID.

BBoxFwd

BBoxBack

BBoxSide

SampleTop

SampleBottom

AqPlaneForce

AqPlaneWfMult

AqPlaneWfCap

AqPlaneWfApp

RudderF

RudderOSet

WaveAudioMult

MoveResXY

MoveResZUp

MoveResZDown

TurnResX

TurnResY

TurnResZ

Look_L_R_BehindCamHeight

Extended Bike Data

(A) ID

This should be the same as the main handling section ID.

(B) LeanFwdCOM

(C) LeanFwdForce

(D) LeanBakCOM

(E) LeanBackForce

(F) MaxLean

(G) FullAnimLean

(H) DesLean

(I) StickLean

(J) BrakeStabil

(K) InAirSteer

(L) WheelieAng

(M) StoppieAng

(N) WheelieSteer

(O) WheelieStabMult

(P) StoppieStabMult

Extended Aircraft Data

(A) ID

This should be the same as the main handling section ID.

(B) Thrust

(C) ThrustFallOff

(D) ThrustVec

(E) Yaw

(F) YawStab

(G) SideSlip

(H) Roll

(I) RollStab

(J) Pitch

(K) PitchStab

(L) FormLift

(M) AttackLift

(N) GearUpR

(O) GearDownL

(P) WindMult

(Q) MoveRes

(R) TurnRes.x

(S) TurnRes.y

(T) TurnRes.z

(U) SpeedRes.x

(V) SpeedRes.y

(W) SpeedRes.z

Animation Group Data

(A) Group ID

This identifies the line, so it can be used by the main handling section ( (Ma) m_nAnimGroup ).

(B) Enter1

(C) Enter2

(D) Jack1

(E) Jack2

(F) Drive1

(G) Drive2

(H) JumpOutTime

(I) GetInTime

(J) GetOutTime

(K) JkdOutTime

(L) FallTime

(M) OpenOutStart

(N) OpenOutStop

(O) CloseInStart

(P) CloseInStop

(Q) OpenInStart

(R) OpenInStop

(S) CloseOutStart

(T) CloseOutStop

(U) SpecialFlag