Difference between revisions of "Handling.cfg"

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The "handling.cfg" file is a text data [[:Category:File Formats|file format]] which sets many performance and behaviour values for each vehicle in GTA3, GTAVC and GTASA. The file is most easily edited using MS Notepad.
+
The "handling.cfg" file is a text data [[:Category:File Formats|file format]] which sets many performance and behaviour values for each vehicle in GTA3, GTAVC and GTASA. The file can be altered using MS Notepad or a purpose built editor.
  
= GTA3 =
+
==GTA3==
  
==Standard Data==
+
===Standard Data===
 
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles.  The special behaviour of boats, bikes and flying vehicles are [[hardcoded]] in GTA3 and are not included in the "handling.cfg" file.
 
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles.  The special behaviour of boats, bikes and flying vehicles are [[hardcoded]] in GTA3 and are not included in the "handling.cfg" file.
  
 
The below table provides the column letter, column name and a brief description for each setting available in this section.
 
The below table provides the column letter, column name and a brief description for each setting available in this section.
  
<table cellspacing="0" border="1" summary="One setting is explained per row.">
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<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Letter">Column Letter</th>
 
   <th scope="col" abbr="Letter">Column Letter</th>
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</table>
 
</table>
  
===Flag Data===
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====Flag Data====
 
Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
  
<table cellspacing="0" border="1" summary="One bit is explained per row.">
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<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Position">Bit Position</th>
 
   <th scope="col" abbr="Position">Bit Position</th>
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</table>
 
</table>
  
= GTA Vice City =
+
==GTA Vice City==
  
==Standard Data==
+
===Standard Data===
 
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles.  The below table provides the column letter, column name and a brief description for each setting available in this section.
  
<table cellspacing="0" border="1" summary="One setting is explained per row.">
+
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Letter">Column Letter</th>
 
   <th scope="col" abbr="Letter">Column Letter</th>
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</table>
 
</table>
  
===Flag Data===
+
====Flag Data====
 
Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
  
<table cellspacing="0" border="1" summary="One bit is explained per row.">
+
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Position">Bit Position</th>
 
   <th scope="col" abbr="Position">Bit Position</th>
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</table>
 
</table>
  
==Boat Data==
+
===Boat Data===
 
This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water.  The below table provides the column letter, column name and a brief description for each setting available in this section.
  
<table cellspacing="0" border="1" summary="One setting is explained per row.">
+
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Letter">Column Letter</th>
 
   <th scope="col" abbr="Letter">Column Letter</th>
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''This section is incomplete.''
 
''This section is incomplete.''
  
==Bike Data==
+
====Repurposed Standard Data====
 +
Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.
 +
 
 +
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 +
<tr>
 +
  <th scope="col" abbr="Letter">Column Letter</th>
 +
  <th scope="col" abbr="Name">Column Name</th>
 +
  <th scope="col">Description</th>
 +
</tr>
 +
<tr>
 +
  <td>-</td>
 +
  <td>-</td>
 +
  <td>-</td>
 +
</tr>
 +
</table>
 +
 
 +
''This section is incomplete.''
 +
 
 +
 
 +
===Bike Data===
 
This section contains the performance settings from the section for motorbikes.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
This section contains the performance settings from the section for motorbikes.  The below table provides the column letter, column name and a brief description for each setting available in this section.
  
<table cellspacing="0" border="1" summary="One setting is explained per row.">
+
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Letter">Column Letter</th>
 
   <th scope="col" abbr="Letter">Column Letter</th>
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''This section is incomplete.''
 
''This section is incomplete.''
  
==Flying Data==
+
===Flying Data===
 
This section contains the performance settings from the section for flying vehicles, such as planes and helicopters.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
This section contains the performance settings from the section for flying vehicles, such as planes and helicopters.  The below table provides the column letter, column name and a brief description for each setting available in this section.
  
<table cellspacing="0" border="1" summary="One setting is explained per row.">
+
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
 
  <tr>
 
  <tr>
 
   <th scope="col" abbr="Letter">Column Letter</th>
 
   <th scope="col" abbr="Letter">Column Letter</th>
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''This section is incomplete.''
 
''This section is incomplete.''
  
= GTA San Andreas =
+
==GTA San Andreas==
 
''This section is incomplete.''
 
''This section is incomplete.''
  
=External Links=
+
==External Links==
 
* [http://projectcerbera.com/apps/cfgstudio.html CFG Studio] - a comprehensive handling editor for GTA3, GTAVC and GTASA by [[User:Cerbera|Cerbera]].
 
* [http://projectcerbera.com/apps/cfgstudio.html CFG Studio] - a comprehensive handling editor for GTA3, GTAVC and GTASA by [[User:Cerbera|Cerbera]].
  

Revision as of 13:20, 6 March 2006

The "handling.cfg" file is a text data file format which sets many performance and behaviour values for each vehicle in GTA3, GTAVC and GTASA. The file can be altered using MS Notepad or a purpose built editor.

GTA3

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The special behaviour of boats, bikes and flying vehicles are hardcoded in GTA3 and are not included in the "handling.cfg" file.

The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
a vehicle identifier relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
f CentreOfMass.x Distance from the centre of the car in metres to the right for the centre of mass.
g CentreOfMass.y Distance from the centre of the car in metres forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward for the centre of mass.
i nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
j fTractionMultiplier Cornering grip of the vehicle as a multiplier of the tyre surface friction.
k fTractionLoss Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
l fTractionBias Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
m TransmissionData.nNumberOfGears Number of gearchange animations and sound effects to use.
n TransmissionData.fMaxVelocity Explained in other tutorials.
o TransmissionData.fEngineAcceleration Explained in other tutorials.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS Seems to have no effect.
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat postion.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Seems to have no effect.
aa suspension upper limit Explained in my suspension tutorial.
ab suspension lower limit Explained in my suspension tutorial.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad Flags Name Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

Flag Data

Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Bit Position Column Name Description
1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
3 REV_BONNET Reverses the direction boot and bonnet axis operate.
4 HANGING_BOOT Manipulates operation of boot object.
5 NO_DOORS Eemoves all testing for doors; used with BF Injection.
6 IS_VAN Allows double boot object.
7 IS_BUS Unsure of precise application.
8 IS_LOW Makes driver recline into seat.
9 DBL_EXHAUST Allows second exhaust particle animation.
10 TAILGATE_BOOT Manipulates operation of boot object.
11 NOSWING_BOOT Manipulates operation of boot object.
12 NONPLAYER_STABILISER Seems to have no effect.
13 NEUTRALHANDLING Seems to have no effect.
14 HAS_NO_ROOF Various slight effects.
15 IS_BIG Changes the way that the AI drives around corners.
16 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.

GTA Vice City

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
a vehicle identifier Relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
f CentreOfMass.x Distance from the centre of the car in metres to the right for the centre of mass.
g CentreOfMass.y Distance from the centre of the car in metres forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward for the centre of mass.
i nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
j fTractionMultiplier Cornering grip of the vehicle as a multiplier of the tyre surface friction.
k fTractionLoss Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
l fTractionBias Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
m TransmissionData.nNumberOfGears Number of gearchange animations and sound effects to use.
n TransmissionData.fMaxVelocity Explained in other tutorials.
o TransmissionData.fEngineAcceleration Explained in other tutorials.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS Seems to have no effect.
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat postion.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Seems to have no effect.
aa suspension upper limit Explained in my suspension tutorial.
ab suspension lower limit Explained in my suspension tutorial.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad suspension anti-dive multiplier Changes the amount of body pitching under braking and acceleration.
ad Flags Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

Flag Data

Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Bit Position Column Name Description
1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
3 REV_BONNET Reverses the direction boot and bonnet axis operate.
4 HANGING_BOOT Manipulates operation of boot object.
5 NO_DOORS Removes all testing for doors; used with BF Injection.
6 IS_VAN Allows double boot object.
7 IS_BUS Unsure of precise application, possibly used in conjunction with special bus animation that instructs that no actor model is displayed for actor inside bus.
8 IS_LOW Makes driver recline into seat.
9 DBL_EXHAUST Allows second exhaust particle animation.
10 TAILGATE_BOOT Manipulates operation of boot object.
11 NOSWING_BOOT Manipulates operation of boot object.
12 NONPLAYER_STABILISER Seems to have no effect, could be related to how the AI operates the vehicle
13 NEUTRALHANDLING Seems to have no effect, could be related to how the AI operates the vehicle
14 HAS_NO_ROOF Various slight effects.
15 IS_BIG Changes the way that the AI drives around corners.
16 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.
17 IS_BIKE Makes the game engine treat this vehicle as a motorbike when used with "default.ide" attributes.
18 IS_HELI Makes the game engine treat this vehicle as a helicopter when used with "default.ide" attributes.
19 IS_PLANE Makes the game engine treat this vehicle as a plane when used with "default.ide" attributes.
20 IS_BOAT Makes the game engine treat this vehicle as a boat when used with "default.ide" attributes.
21 NO_EXHAUST Removes the exhaust animation particle for this vehicle.
22 REARWHEEL_1ST Seems to have no effect.
23 HANDBRAKE_TYRE Seems to have no effect.
24 SIT_IN_BOAT Makes the player sit in this boat.
25 FAT_REARW Doubles the width of the rear wheels.
26 NARROW_FRONTW Halves the width of the front wheels.
27 GOOD_INSAND Prevents vehicle from bogging down on sand surface.
28 SPECIAL_FLIGHT Is not mentioned in the "handling.cfg" comments. This is applied to some flying vehicles.

Boat Data

This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -

This section is incomplete.

Repurposed Standard Data

Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.

Column Letter Column Name Description
- - -

This section is incomplete.


Bike Data

This section contains the performance settings from the section for motorbikes. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -

This section is incomplete.

Flying Data

This section contains the performance settings from the section for flying vehicles, such as planes and helicopters. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -

This section is incomplete.

GTA San Andreas

This section is incomplete.

External Links