Difference between revisions of "Handling.cfg"

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{{lowercase}}
 
{{lowercase}}
The <code>handling.cfg</code> 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 opened and edited with any text editor.
+
The '''<code>handling.cfg</code>''' file stores handling [[CFG|configuration]] data and settings for vehicles in [[GTA III]], [[Vice City]], and [[San Andreas]].
  
==GTA3==
+
==GTA III and Vice City==
 +
 
 +
===Format and syntax description===
 +
The file is in plain text format so it can be opened with any text editor (like [[wikipedia:Microsoft Notepad|Notepad]]). Line comments are indicated by the character <code>;</code> (semicolon) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by <code> </code>&nbsp;(space) and <code> </code>&nbsp;(horizontal tab). The file must contain the line <code>;the end\n</code> (<code>;the end</code> with at least an empty line after it) in order for the game to stop reading the file. The length of each line is limited to 200 characters and the size of the file is limited to 55000 bytes but the games do not perform any checks on the limits so going past them can cause instabilities or crashes.
  
 
===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 <code>handling.cfg</code> file.
+
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. In GTA III the special behaviour of boats, bikes and flying vehicles are [[hardcoded]] and are not included in the <code>handling.cfg</code> file. Vice City included many of those handling data into the file.
  
The below table provides the column letter, column name and a brief description for each setting available in this section.
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
 +
!style="width: 2em;" |{{Icon|3}}
 +
!style="width: 2em;" |{{Icon|VC}}
 +
!style="width: 12em;" |Identifier
 +
!style="width: 6em;" |Type
 +
!Description
 +
|-
 +
|colspan="2" |A
 +
|vehicle identifier
 +
|string
 +
|The identifier must be from the list of [[hardcoded]] names ([[#List of vehicle identifiers|see below]]).
 +
|-
 +
|colspan="2" |B
 +
|fMass
 +
|float
 +
|Mass of the vehicle in kilograms.
 +
|-
 +
|colspan="2" |C
 +
|Dimensions.x
 +
|float
 +
|Width of the vehicle in metres, used for aerodynamic and motion effects.
 +
|-
 +
|colspan="2" |D
 +
|Dimensions.y
 +
|float
 +
|Length of the vehicle in metres, used for aerodynamic and motion effects.
 +
|-
 +
|colspan="2" |E
 +
|Dimensions.z
 +
|float
 +
|Height of the vehicle in metres, used for aerodynamic and motion effects.
 +
|-
 +
|colspan="2" |F
 +
|CentreOfMass.x
 +
|float
 +
|Distance from the centre of the car in metres to the right for the centre of mass.
 +
|-
 +
|colspan="2" |G
 +
|CentreOfMass.y
 +
|float
 +
|Distance from the centre of the car in metres forward for the centre of mass.
 +
|-
 +
|colspan="2" |H
 +
|CentreOfMass.z
 +
|float
 +
|Distance from the centre of the car in metres upward for the centre of mass.
 +
|-
 +
|colspan="2" |I
 +
|nPercentSubmerged
 +
|integer
 +
|Percentage of the vehicle height required to be submerged for the car to float.
 +
|-
 +
|colspan="2" |J
 +
|fTractionMultiplier
 +
|float
 +
|Grip of the vehicle as a multiplier of the tyre surface friction. Effectively the peak grip status before any loss of grip.
 +
|-
 +
|colspan="2" |K
 +
|fTractionLoss
 +
|float
 +
|Effectively the minimum grip status after losing traction, e.g. in a skidding situation. Higher values make the car more controllable after losing traction.
 +
|-
 +
|colspan="2" |L
 +
|fTractionBias
 +
|float
 +
|Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
 +
|-
 +
|colspan="2" |M
 +
|TransmissionData.nNumberOfGears
 +
|integer
 +
|Number of gearchange animations and sound effects to use.
 +
|-
 +
|colspan="2" |N
 +
|TransmissionData.fMaxVelocity
 +
|float
 +
|Limits the top speed.
 +
|-
 +
|colspan="2" |O
 +
|TransmissionData.fEngineAcceleration
 +
|float
 +
|Basic rate of acceleration.
 +
|-
 +
|colspan="2" |P
 +
|TransmissionData.nDriveType
 +
|character
 +
|Assigns Front, Rear or 4 wheel drive.
 +
|-
 +
|colspan="2" |Q
 +
|TransmissionData.nEngineType
 +
|character
 +
|Assigns Petrol, Diesel or Electric engine characteristics.
 +
|-
 +
|colspan="2" |R
 +
|fBrakeDeceleration
 +
|float
 +
|Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
 +
|-
 +
|colspan="2" |S
 +
|fBrakeBias
 +
|float
 +
|Ratio of braking force of front compared to rear; higher values move bias forward.
 +
|-
 +
|colspan="2" |T
 +
|bABS
 +
|integer
 +
|Seems to have no effect.
 +
|-
 +
|colspan="2" |U
 +
|fSteeringLock
 +
|float
 +
|Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
 +
|-
 +
|colspan="2" |V
 +
|fSuspensionForceLevel
 +
|float
 +
|Explained in my suspension tutorial.
 +
|-
 +
|colspan="2" |W
 +
|fSuspensionDampingLevel
 +
|float
 +
|Explained in my suspension tutorial.
 +
|-
 +
|colspan="2" |X
 +
|fSeatOffsetDistance
 +
|float
 +
|Distance from door position to seat position.
 +
|-
 +
|colspan="2" |Y
 +
|fCollisionDamageMultiplier
 +
|float
 +
|How much damage vehicle engine gets from collisions. Higher value means more damage.
 +
|-
 +
|colspan="2" |Z
 +
|nMonetaryValue
 +
|integer
 +
|Used to determine monetary award for crusher, collisions, and explosions in GTA III and the Property Destroyed statistic in Vice City.
 +
|-
 +
|colspan="2" |AA
 +
|suspension upper limit
 +
|float
 +
|Uppermost movement of wheels in metres.
 +
|-
 +
|colspan="2" |AB
 +
|suspension lower limit
 +
|float
 +
|Ride height of vehicle in metres.
 +
|-
 +
|colspan="2" |AC
 +
|{{a|c}} |suspension bias
 +
|float
 +
|Ratio of suspension force to apply at the rear compared to the front.
 +
|-
 +
| - ||AD
 +
|{{a|c}} |suspension anti-dive multiplier
 +
|float
 +
|Changes the amount of body pitching under braking and acceleration.
 +
|-
 +
|AD ||AE
 +
|{{a|c}} |Flags
 +
|hex
 +
|Special features which can be enabled or disabled ([[#Flags|see below]]).
 +
|-
 +
|AE ||AF
 +
|{{a|c}} |front lights
 +
|integer
 +
|Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
 +
|-
 +
|AF ||AG
 +
|{{a|c}} |rear lights
 +
|integer
 +
|Same as above but for the tail lights.
 +
|}
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
====List of vehicle identifiers====
<tr>
+
The games contain a [[hardcoded]] list of vehicle identifiers. This is used to assign a vehicle's handling name to a handling index (LANDSTAL is at index 0, IDAHO is at index 1, etc.).
  <th scope="col" abbr="Letter">Column Letter</th>
+
{|
  <th scope="col" abbr="Name">Column Name</th>
+
!{{Icon|3}} ||{{Icon|VC}} ||{{Icon|LCS}}
  <th scope="col">Description</th>
+
|-
</tr>
+
|style="vertical-align: top;" |
<tr>
+
*LANDSTAL
  <td>a</td>
+
*IDAHO
  <td>vehicle identifier</td>
+
*STINGER
  <td>relates this data with <code>[[default.ide]]</code> and other files.</td>
+
*LINERUN
</tr>
+
*PEREN
<tr>
+
*SENTINEL
  <td>b</td>
+
*PATRIOT
  <td>fMass</td>
+
*FIRETRUK
  <td>Mass of the vehicle in kilograms.</td>
+
*TRASH
</tr>
+
*STRETCH
<tr>
+
*MANANA
  <td>c</td>
+
*INFERNUS
  <td>Dimensions.x</td>
+
*BLISTA
  <td>Width of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
*PONY
</tr>
+
*MULE
<tr>
+
*CHEETAH
  <td>d</td>
+
*AMBULAN
  <td>Dimensions.y</td>
+
*FBICAR
  <td>Length of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
*MOONBEAM
</tr>
+
*ESPERANT
<tr>
+
*TAXI
  <td>e</td>
+
*KURUMA
  <td>Dimensions.z</td>
+
*BOBCAT
  <td>Height of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
*MRWHOOP
</tr>
+
*BFINJECT
<tr>
+
*POLICE
  <td>f</td>
+
*ENFORCER
  <td>CentreOfMass.x</td>
+
*SECURICA
  <td>Distance from the centre of the car in metres to the right for the centre of mass.</td>
+
*BANSHEE
</tr>
+
*PREDATOR
<tr>
+
*BUS
  <td>g</td>
+
*RHINO
  <td>CentreOfMass.y</td>
+
*BARRACKS
  <td>Distance from the centre of the car in metres forward for the centre of mass.</td>
+
*TRAIN
</tr>
+
*HELI
<tr>
+
*DODO
  <td>h</td>
+
*COACH
  <td>CentreOfMass.z</td>
+
*CABBIE
  <td>Distance from the centre of the car in metres upward for the centre of mass.</td>
+
*STALLION
</tr>
+
*RUMPO
<tr>
+
*RCBANDIT
  <td>i</td>
+
*BELLYUP
  <td>nPercentSubmerged</td>
+
*MRWONGS
  <td>Percentage of the vehicle height required to be submerged for the car to float.</td>
+
*MAFIA
</tr>
+
*YARDIE
<tr>
+
*YAKUZA
  <td>j</td>
+
*DIABLOS
  <td>fTractionMultiplier</td>
+
*COLUMB
  <td>Cornering grip of the vehicle as a multiplier of the tyre surface friction.</td>
+
*HOODS
</tr>
+
*AIRTRAIN
<tr>
+
*DEADDODO
  <td>k</td>
+
*SPEEDER
  <td>fTractionLoss</td>
+
*REEFER
  <td>Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.</td>
+
*PANLANT
</tr>
+
*FLATBED
<tr>
+
*YANKEE
  <td>l</td>
+
*BORGNINE
  <td>fTractionBias</td>
+
||
  <td>Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.</td>
+
*LANDSTAL
</tr>
+
*IDAHO
<tr>
+
*STINGER
  <td>m</td>
+
*LINERUN
  <td>TransmissionData.nNumberOfGears</td>
+
*PEREN
  <td>Number of gearchange animations and sound effects to use.</td>
+
*SENTINEL
</tr>
+
*PATRIOT
<tr>
+
*FIRETRUK
  <td>n</td>
+
*TRASH
  <td>TransmissionData.fMaxVelocity</td>
+
*STRETCH
  <td>Explained in other tutorials.</td>
+
*MANANA
</tr>
+
*INFERNUS
<tr>
+
*PONY
  <td>o</td>
+
*MULE
  <td>TransmissionData.fEngineAcceleration</td>
+
*CHEETAH
  <td>Explained in other tutorials.</td>
+
*AMBULAN
</tr>
+
*FBICAR
<tr>
+
*MOONBEAM
  <td>p</td>
+
*ESPERANT
  <td>TransmissionData.nDriveType</td>
+
*TAXI
  <td>Assigns Front, Rear or 4 wheel drive.</td>
+
*KURUMA
</tr>
+
*BOBCAT
<tr>
+
*MRWHOOP
  <td>q</td>
+
*BFINJECT
  <td>TransmissionData.nEngineType</td>
+
*POLICE
  <td>Assigns Petrol, Diesel or Electric engine characteristics.</td>
+
*ENFORCER
</tr>
+
*SECURICA
<tr>
+
*BANSHEE
  <td>r</td>
+
*BUS
  <td>fBrakeDeceleration</td>
+
*RHINO
  <td>Overall decelerative force, set so keyboard controls do not quite lock up the wheels.</td>
+
*BARRACKS
</tr>
+
*TRAIN
<tr>
+
*HELI
  <td>s</td>
+
*DODO
  <td>fBrakeBias</td>
+
*COACH
  <td>Ratio of braking force of front compared to rear; higher values move bias forward.</td>
+
*CABBIE
</tr>
+
*STALLION
<tr>
+
*RUMPO
  <td>t</td>
+
*RCBANDIT
  <td>bABS</td>
+
*MAFIA
  <td>Seems to have no effect.</td>
+
*AIRTRAIN
</tr>
+
*DEADDODO
<tr>
+
*FLATBED
  <td>u</td>
+
*YANKEE
  <td>fSteeringLock</td>
+
*GOLFCART
  <td>Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.</td>
+
*VOODOO
</tr>
+
*WASHING
<tr>
+
*CUBAN
  <td>v</td>
+
*ROMERO
  <td>fSuspensionForceLevel</td>
+
*PACKER
  <td>Explained in my suspension tutorial.</td>
+
*ADMIRAL
</tr>
+
*GANGBUR
<tr>
+
*ZEBRA
  <td>w</td>
+
*TOPFUN
  <td>fSuspensionDampingLevel</td>
+
*GLENDALE
  <td>Explained in my suspension tutorial.</td>
+
*OCEANIC
</tr>
+
*HERMES
<tr>
+
*SABRE1
  <td>x</td>
+
*SABRETUR
  <td>fSeatOffsetDistance</td>
+
*PHEONIX
  <td>Distance from door position to seat postion.</td>
+
*WALTON
</tr>
+
*REGINA
<tr>
+
*COMET
  <td>y</td>
+
*DELUXO
  <td>fCollisionDamageMultiplier</td>
+
*BURRITO
  <td>How much damage vehicle engine gets from collisions. Higher value means more damage.</td>
+
*SPAND
</tr>
+
*BAGGAGE
<tr>
+
*KAUFMAN
  <td>z</td>
+
*RANCHER
  <td>nMonetaryValue</td>
+
*FBIRANCH
  <td>Seems to have no effect.</td>
+
*VIRGO
</tr>
+
*GREENWOO
<tr>
+
*HOTRING
  <td>aa</td>
+
*SANDKING
  <td>suspension upper limit</td>
+
*BLISTAC
  <td>Explained in my suspension tutorial.</td>
+
*BOXVILLE
</tr>
+
*BENSON
<tr>
+
*DESPERAD
  <td>ab</td>
+
*LOVEFIST
  <td>suspension lower limit</td>
+
*BLOODRA
  <td>Explained in my suspension tutorial.</td>
+
*BLOODRB
</tr>
+
*BIKE
<tr>
+
*MOPED
  <td>ac</td>
+
*DIRTBIKE
  <td>suspension bias</td>
+
*ANGEL
  <td>Ratio of suspension force to apply at the rear compared to the front.</td>
+
*FREEWAY
</tr>
+
*PREDATOR
<tr>
+
*SPEEDER
  <td>ad</td>
+
*REEFER
  <td>Flags Name</td>
+
*RIO
  <td>Special features which can be enabled or disabled.</td>
+
*SQUALO
</tr>
+
*TROPIC
<tr>
+
*COASTGRD
  <td>ae</td>
+
*DINGHY
  <td>front lights</td>
+
*MARQUIS
  <td>Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.</td>
+
*CUPBOAT
</tr>
+
*SEAPLANE
<tr>
+
*SPARROW
  <td>af</td>
+
*SEASPAR
  <td>rear lights</td>
+
*MAVERICK
  <td>Same as above but for the tail lights.</td>
+
*COASTMAV
</tr>
+
*POLMAV
</table>
+
*HUNTER
 +
*RCBARON
 +
*RCGOBLIN
 +
*RCCOPTER
 +
|style="vertical-align: top;" |
 +
*LANDSTAL
 +
*IDAHO
 +
*STINGER
 +
*LINERUN
 +
*PEREN
 +
*SENTINEL
 +
*PATRIOT
 +
*FIRETRUK
 +
*TRASH
 +
*STRETCH
 +
*MANANA
 +
*INFERNUS
 +
*PONY
 +
*MULE
 +
*CHEETAH
 +
*AMBULAN
 +
*FBICAR
 +
*MOONBEAM
 +
*ESPERANT
 +
*TAXI
 +
*KURUMA
 +
*BOBCAT
 +
*MRWHOOP
 +
*BFINJECT
 +
*POLICE
 +
*ENFORCER
 +
*SECURICA
 +
*BANSHEE
 +
*BUS
 +
*RHINO
 +
*BARRACKS
 +
*TRAIN
 +
*FERRY
 +
*HELI
 +
*DODO
 +
*COACH
 +
*CABBIE
 +
*STALLION
 +
*RUMPO
 +
*RCBANDIT
 +
*MAFIA
 +
*AIRTRAIN
 +
*DEADDODO
 +
*FLATBED
 +
*YANKEE
 +
*BLISTA
 +
*BELLYUP
 +
*MRWONGS
 +
*YARDIE
 +
*YAKUZA
 +
*DIABLOS
 +
*COLUMB
 +
*HOODS
 +
*PANLANT
 +
*BORGNINE
 +
*CAMPVAN
 +
*BALLOT
 +
*SPIDER
 +
*SHELBY
 +
*PONTIAC
 +
*ESPRIT
 +
*MINI
 +
*HOTROD
 +
*SINDACCO
 +
*FORELLI
 +
*BIKE
 +
*MOPED
 +
*DIRTBIKE
 +
*ANGEL
 +
*DIRTBIK2
 +
*ANGE2
 +
*FREEWAY
 +
*PREDATOR
 +
*SPEEDER
 +
*REEFER
 +
*MAVERICK
 +
*COASTMAV
 +
*POLMAV
 +
*HUNTER
 +
*RCGOBLIN
 +
*RCCOPTER
 +
|}
  
====Flag Data====
+
====Flags====
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:
+
The flag 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:
 +
{|class="wikitable"
 +
!Game
 +
!Byte
 +
!Value
 +
!Column Name
 +
!Description
 +
|-
 +
|rowspan="16" |{{Icon|3}} {{Icon|VC}}
 +
|rowspan="4" |1
 +
|1
 +
|1G_BOOST
 +
|Makes tyres spin more readily from standing starts.
 +
|-
 +
|2
 +
|2G_BOOST
 +
|Makes tyres spin more readily at low speeds.
 +
|-
 +
|4
 +
|REV_BONNET
 +
|Reverses the direction boot and bonnet axis operate.
 +
|-
 +
|8
 +
|HANGING_BOOT
 +
|Affects physics of boot hinged from the top.
 +
|-
 +
|rowspan="4" |2
 +
|1
 +
|NO_DOORS
 +
|Removes all testing for doors.
 +
|-
 +
|2
 +
|IS_VAN
 +
|Allows double boot object.
 +
|-
 +
|4
 +
|IS_BUS
 +
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
 +
|-
 +
|8
 +
|IS_LOW
 +
|Uses low version of animations over standard one.
 +
|-
 +
|rowspan="4" |3
 +
|1
 +
|DBL_EXHAUST
 +
|Creates a second exhaust by mirroring the model's exhaust over the y-axis.
 +
|-
 +
|2
 +
|TAILGATE_BOOT
 +
|Affects physics of boot hinged from the bottom.
 +
|-
 +
|4
 +
|NOSWING_BOOT
 +
|When damaged, boot does not swing if it normally does and falls off instead.
 +
|-
 +
|8
 +
|NONPLAYER_STABILISER
 +
|Seems to have no effect, could be related to how the AI operates the vehicle
 +
|-
 +
|rowspan="4" |4
 +
|1
 +
|NEUTRALHANDLING
 +
|Seems to have no effect, could be related to how the AI operates the vehicle
 +
|-
 +
|2
 +
|HAS_NO_ROOF
 +
|Various slight effects.
 +
|-
 +
|4
 +
|IS_BIG
 +
|Changes the way that the AI drives around corners.
 +
|-
 +
|8
 +
|HALOGEN_LIGHTS
 +
|Bluish headlights.
 +
|-
 +
|rowspan="12" |{{Icon|VC}}
 +
|rowspan="4" |5
 +
|1
 +
|IS_BIKE
 +
|Makes the game engine treat this vehicle as a motorbike when used with <code>[[default.ide]]</code> attributes.
 +
|-
 +
|2
 +
|IS_HELI
 +
|Makes the game engine treat this vehicle as a helicopter when used with <code>default.ide</code> attributes.
 +
|-
 +
|4
 +
|IS_PLANE
 +
|Makes the game engine treat this vehicle as a plane when used with <code>default.ide</code> attributes.
 +
|-
 +
|8
 +
|IS_BOAT
 +
|Makes the game engine treat this vehicle as a boat when used with <code>default.ide</code> attributes.
 +
|-
 +
|rowspan="4" |6
 +
|1
 +
|NO_EXHAUST
 +
|Removes the exhaust animation particle for this vehicle.
 +
|-
 +
|2
 +
|REARWHEEL_1ST
 +
|Seems to have no effect.
 +
|-
 +
|4
 +
|HANDBRAKE_TYRE
 +
|Seems to have no effect.
 +
|-
 +
|8
 +
|SIT_IN_BOAT
 +
|Makes the player sit in this boat.
 +
|-
 +
|rowspan="4" |7
 +
|1
 +
|FAT_REARW
 +
|Wider rear wheels.
 +
|-
 +
|2
 +
|NARROW_FRONTW
 +
|Narrower front wheels.
 +
|-
 +
|4
 +
|GOOD_INSAND
 +
|Prevents vehicle from bogging down on sand surface.
 +
|-
 +
|8
 +
|
 +
|Is not mentioned in the <code>handling.cfg</code> comments. Causes the vehicle to not render while looking behind in first person view.
 +
|}
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
<gallery>
<tr>
+
Dbl exhaust.jpg|A Sentinel with double exhausts (DBL_<wbr>EXHAUST).
  <th scope="col" abbr="Position">Bit Position</th>
+
Halogen lights.jpg|An Idaho with normal headlights on the left compared with a Stinger with halogen lights (HALOGEN_<wbr>LIGHTS) on the right.
  <th scope="col" abbr="Name">Column Name</th>
+
Fat rearw.jpg|A Linerunner with normal wheels on the left compared with a Linerunner with fat rear wheels (FAT_<wbr>REARW) on the right.
  <th scope="col">Description</th>
+
Narrow frontw.jpg|A Linerunner with normal wheels on the left compared with a Linerunner with narrow front wheels (NARROW_<wbr>FRONTW) on the right.
</tr>
+
</gallery>
<tr>
 
  <td>1</td>
 
  <td>1G_BOOST</td>
 
  <td>Makes tyres spin more readily from standing starts.</td>
 
</tr>
 
<tr>
 
  <td>2</td>
 
  <td>2G_BOOST</td>
 
  <td>Makes tyres spin more readily at low speeds.</td>
 
</tr>
 
<tr>
 
  <td>3</td>
 
  <td>REV_BONNET</td>
 
  <td>Reverses the direction boot and bonnet axis operate.</td>
 
</tr>
 
<tr>
 
  <td>4</td>
 
  <td>HANGING_BOOT</td>
 
  <td>Manipulates operation of boot object.</td>
 
</tr>
 
<tr>
 
  <td>5</td>
 
  <td>NO_DOORS</td>
 
  <td>Removes all testing for doors; used with BF Injection.</td>
 
</tr>
 
<tr>
 
  <td>6</td>
 
  <td>IS_VAN</td>
 
  <td>Allows double boot object.</td>
 
</tr>
 
<tr>
 
  <td>7</td>
 
  <td>IS_BUS</td>
 
  <td>Unsure of precise application.</td>
 
</tr>
 
<tr>
 
  <td>8</td>
 
  <td>IS_LOW</td>
 
  <td>Makes driver recline into seat.</td>
 
</tr>
 
<tr>
 
  <td>9</td>
 
  <td>DBL_EXHAUST</td>
 
  <td>Allows second exhaust particle animation.</td>
 
</tr>
 
<tr>
 
  <td>10</td>
 
  <td>TAILGATE_BOOT</td>
 
  <td>Manipulates operation of boot object.</td>
 
</tr>
 
<tr>
 
  <td>11</td>
 
  <td>NOSWING_BOOT</td>
 
  <td>Manipulates operation of boot object.</td>
 
</tr>
 
<tr>
 
  <td>12</td>
 
  <td>NONPLAYER_STABILISER</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>13</td>
 
  <td>NEUTRALHANDLING</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>14</td>
 
  <td>HAS_NO_ROOF</td>
 
  <td>Various slight effects.</td>
 
</tr>
 
<tr>
 
  <td>15</td>
 
  <td>IS_BIG</td>
 
  <td>Changes the way that the AI drives around corners.</td>
 
</tr>
 
<tr>
 
  <td>16</td>
 
  <td>HALOGEN_LIGHTS</td>
 
  <td>Slightly manipulates appearence of vehicle lights.</td>
 
</tr>
 
</table>
 
  
==GTA Vice City==
+
===Vice City-specific===
 +
The following sections contain information specific to Vice City.
 +
====Boat Data====
 +
Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.
  
===Standard Data===
+
{|class="wikitable"
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
 +
|-
 +
|J
 +
|Bank Force Mult
 +
|Amount of lean when turning.
 +
|-
 +
|K
 +
|Rudder Turn Force
 +
|Effect of the steering.
 +
|-
 +
|L
 +
|Speed Steer Falloff
 +
|Amount to reduce steering effect by as speed increases.
 +
|-
 +
|R
 +
|Vertical Wave Hit Limit
 +
|
 +
|-
 +
|S
 +
|Forward Wave Hit Brake
 +
|
 +
|-
 +
|V
 +
|WaterResistance Volume Mult
 +
|
 +
|-
 +
|W
 +
|Water Damping Mult
 +
|
 +
|-
 +
|ab
 +
|Handbrake Drag Mult
 +
|
 +
|-
 +
|ac
 +
|Sideslip Force
 +
|Strength that the boat will be pushed sideways by waves.
 +
|}
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
Data specific to boats have lines that begin with <code>%</code> (percentage sign) character.
<tr>
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
  <th scope="col" abbr="Letter">Column Letter</th>
+
!style="width: 3em;" |%
  <th scope="col" abbr="Name">Column Name</th>
+
!style="width: 12em;" |Identifier
  <th scope="col">Description</th>
+
!style="width: 6em;" |Type
</tr>
+
!Description
<tr>
+
|-
  <td>a</td>
+
|A ||ID ||string ||The identifier must be from the list of [[hardcoded]] names ([[#List of vehicle identifiers|see above]]).
  <td>vehicle identifier</td>
+
|-
  <td>Relates this data with <code>[[default.ide]]</code> and other files.</td>
+
|B ||ThrustY ||float ||
</tr>
+
|-
<tr>
+
|C ||ThrustZ ||float ||
  <td>b</td>
+
|-
  <td>fMass</td>
+
|D ||ThrustAppZ ||float ||
  <td>Mass of the vehicle in kilograms.</td>
+
|-
</tr>
+
|E ||AqPlaneForce ||float ||
<tr>
+
|-
  <td>c</td>
+
|F ||AqPlaneLimit ||float ||
  <td>Dimensions.x</td>
+
|-
  <td>Width of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
|G ||AqPlaneOffset ||float ||
</tr>
+
|-
<tr>
+
|H ||WaveAudioMult ||float ||
  <td>d</td>
+
|-
  <td>Dimensions.y</td>
+
|I ||MoveResX ||float ||
  <td>Length of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
|-
</tr>
+
|J ||MoveResY ||float ||
<tr>
+
|-
  <td>e</td>
+
|K ||MoveResZ ||float ||
  <td>Dimensions.z</td>
+
|-
  <td>Height of the vehicle in metres, used for aerodynamic and motion effects.</td>
+
|L ||TurnResX ||float ||
</tr>
+
|-
<tr>
+
|M ||TurnResY ||float ||
  <td>f</td>
+
|-
  <td>CentreOfMass.x</td>
+
|N ||TurnResZ ||float ||
  <td>Distance from the centre of the car in metres to the right for the centre of mass.</td>
+
|-
</tr>
+
|O ||Look_L_R_BehindCamHeight ||float ||
<tr>
+
|}
  <td>g</td>
 
  <td>CentreOfMass.y</td>
 
  <td>Distance from the centre of the car in metres forward for the centre of mass.</td>
 
</tr>
 
<tr>
 
  <td>h</td>
 
  <td>CentreOfMass.z</td>
 
  <td>Distance from the centre of the car in metres upward for the centre of mass.</td>
 
</tr>
 
<tr>
 
  <td>i</td>
 
  <td>nPercentSubmerged</td>
 
  <td>Percentage of the vehicle height required to be submerged for the car to float.</td>
 
</tr>
 
<tr>
 
  <td>j</td>
 
  <td>fTractionMultiplier</td>
 
  <td>Cornering grip of the vehicle as a multiplier of the tyre surface friction.</td>
 
</tr>
 
<tr>
 
  <td>k</td>
 
  <td>fTractionLoss</td>
 
  <td>Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.</td>
 
</tr>
 
<tr>
 
  <td>l</td>
 
  <td>fTractionBias</td>
 
  <td>Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.</td>
 
</tr>
 
<tr>
 
  <td>m</td>
 
  <td>TransmissionData.nNumberOfGears</td>
 
  <td>Number of gearchange animations and sound effects to use.</td>
 
</tr>
 
<tr>
 
  <td>n</td>
 
  <td>TransmissionData.fMaxVelocity</td>
 
  <td>Explained in other tutorials.</td>
 
</tr>
 
<tr>
 
  <td>o</td>
 
  <td>TransmissionData.fEngineAcceleration</td>
 
  <td>Explained in other tutorials.</td>
 
</tr>
 
<tr>
 
  <td>p</td>
 
  <td>TransmissionData.nDriveType</td>
 
  <td>Assigns Front, Rear or 4 wheel drive.</td>
 
</tr>
 
<tr>
 
  <td>q</td>
 
  <td>TransmissionData.nEngineType</td>
 
  <td>Assigns Petrol, Diesel or Electric engine characteristics.</td>
 
</tr>
 
<tr>
 
  <td>r</td>
 
  <td>fBrakeDeceleration</td>
 
  <td>Overall decelerative force, set so keyboard controls do not quite lock up the wheels.</td>
 
</tr>
 
<tr>
 
  <td>s</td>
 
  <td>fBrakeBias</td>
 
  <td>Ratio of braking force of front compared to rear; higher values move bias forward.</td>
 
</tr>
 
<tr>
 
  <td>t</td>
 
  <td>bABS</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>u</td>
 
  <td>fSteeringLock</td>
 
  <td>Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.</td>
 
</tr>
 
<tr>
 
  <td>v</td>
 
  <td>fSuspensionForceLevel</td>
 
  <td>Explained in my suspension tutorial.</td>
 
</tr>
 
<tr>
 
  <td>w</td>
 
  <td>fSuspensionDampingLevel</td>
 
  <td>Explained in my suspension tutorial.</td>
 
</tr>
 
<tr>
 
  <td>x</td>
 
  <td>fSeatOffsetDistance</td>
 
  <td>Distance from door position to seat postion.</td>
 
</tr>
 
<tr>
 
  <td>y</td>
 
  <td>fCollisionDamageMultiplier</td>
 
  <td>How much damage vehicle engine gets from collisions. Higher value means more damage.</td>
 
</tr>
 
<tr>
 
  <td>z</td>
 
  <td>nMonetaryValue</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>aa</td>
 
  <td>suspension upper limit</td>
 
  <td>Explained in my suspension tutorial.</td>
 
</tr>
 
<tr>
 
  <td>ab</td>
 
  <td>suspension lower limit</td>
 
  <td>Explained in my suspension tutorial.</td>
 
</tr>
 
<tr>
 
  <td>ac</td>
 
  <td>suspension bias</td>
 
  <td>Ratio of suspension force to apply at the rear compared to the front.</td>
 
</tr>
 
<tr>
 
  <td>ad</td>
 
  <td>suspension anti-dive multiplier</td>
 
  <td>Changes the amount of body pitching under braking and acceleration.</td>
 
</tr>
 
<tr>
 
  <td>ad</td>
 
  <td>Flags</td>
 
  <td>Special features which can be enabled or disabled.</td>
 
</tr>
 
<tr>
 
  <td>ae</td>
 
  <td>front lights</td>
 
  <td>Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.</td>
 
</tr>
 
<tr>
 
  <td>af</td>
 
  <td>rear lights</td>
 
  <td>Same as above but for the tail lights.</td>
 
</tr>
 
</table>
 
  
====Flag Data====
+
====Bike 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:
+
Data specific to bikes have lines that begin with <code>!</code> (exclamation mark) character.
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
<tr>
+
!style="width: 3em;" |!
  <th scope="col" abbr="Position">Bit Position</th>
+
!style="width: 12em;" |Identifier
  <th scope="col" abbr="Name">Column Name</th>
+
!style="width: 6em;" |Type
  <th scope="col">Description</th>
+
!Description
</tr>
+
|-
<tr>
+
|A ||ID ||string ||The identifier must be from the list of [[hardcoded]] names ([[#List of vehicle identifiers|see above]]).
  <td>1</td>
+
|-
  <td>1G_BOOST</td>
+
|B ||LeanFwdCOM ||float ||
  <td>Makes tyres spin more readily from standing starts.</td>
+
|-
</tr>
+
|C ||LeanFwdForce ||float ||
<tr>
+
|-
  <td>2</td>
+
|D ||LeanBakCOM ||float ||
  <td>2G_BOOST</td>
+
|-
  <td>Makes tyres spin more readily at low speeds.</td>
+
|E ||LeanBackForce ||float ||
</tr>
+
|-
<tr>
+
|F ||MaxLean ||float ||
  <td>3</td>
+
|-
  <td>REV_BONNET</td>
+
|G ||FullAnimLean ||float ||
  <td>Reverses the direction boot and bonnet axis operate.</td>
+
|-
</tr>
+
|H ||DesLean ||float ||
<tr>
+
|-
  <td>4</td>
+
|I ||SpeedSteer ||float ||
  <td>HANGING_BOOT</td>
+
|-
  <td>Manipulates operation of boot object.</td>
+
|J ||SlipSteer ||float ||
</tr>
+
|-
<tr>
+
|K ||NoPlayerCOMz ||float ||
  <td>5</td>
+
|-
  <td>NO_DOORS</td>
+
|L ||WheelieAng ||float ||
  <td>Removes all testing for doors; used with BF Injection.</td>
+
|-
</tr>
+
|M ||StoppieAng ||float ||
<tr>
+
|-
  <td>6</td>
+
|N ||WheelieSteer ||float ||
  <td>IS_VAN</td>
+
|-
  <td>Allows double boot object.</td>
+
|O ||WheelieStabMult ||float ||
</tr>
+
|-
<tr>
+
|P ||StoppieStabMult ||float ||
  <td>7</td>
+
|}
  <td>IS_BUS</td>
 
  <td>Unsure of precise application, possibly used in conjunction with special bus animation that instructs that no actor model is displayed for actor inside bus.</td>
 
</tr>
 
<tr>
 
  <td>8</td>
 
  <td>IS_LOW</td>
 
  <td>Makes driver recline into seat.</td>
 
</tr>
 
<tr>
 
  <td>9</td>
 
  <td>DBL_EXHAUST</td>
 
  <td>Allows second exhaust particle animation.</td>
 
</tr>
 
<tr>
 
  <td>10</td>
 
  <td>TAILGATE_BOOT</td>
 
  <td>Manipulates operation of boot object.</td>
 
</tr>
 
<tr>
 
  <td>11</td>
 
  <td>NOSWING_BOOT</td>
 
  <td>Manipulates operation of boot object.</td>
 
</tr>
 
<tr>
 
  <td>12</td>
 
  <td>NONPLAYER_STABILISER</td>
 
  <td>Seems to have no effect, could be related to how the AI operates the vehicle</td>
 
</tr>
 
<tr>
 
  <td>13</td>
 
  <td>NEUTRALHANDLING</td>
 
  <td>Seems to have no effect, could be related to how the AI operates the vehicle</td>
 
</tr>
 
<tr>
 
  <td>14</td>
 
  <td>HAS_NO_ROOF</td>
 
  <td>Various slight effects.</td>
 
</tr>
 
<tr>
 
  <td>15</td>
 
  <td>IS_BIG</td>
 
  <td>Changes the way that the AI drives around corners.</td>
 
</tr>
 
<tr>
 
  <td>16</td>
 
  <td>HALOGEN_LIGHTS</td>
 
  <td>Slightly manipulates appearence of vehicle lights.</td>
 
</tr>
 
<tr>
 
  <td>17</td>
 
  <td>IS_BIKE</td>
 
  <td>Makes the game engine treat this vehicle as a motorbike when used with <code>[[default.ide]]</code> attributes.</td>
 
</tr>
 
<tr>
 
  <td>18</td>
 
  <td>IS_HELI</td>
 
  <td>Makes the game engine treat this vehicle as a helicopter when used with <code>default.ide</code> attributes.</td>
 
</tr>
 
<tr>
 
  <td>19</td>
 
  <td>IS_PLANE</td>
 
  <td>Makes the game engine treat this vehicle as a plane when used with <code>default.ide</code> attributes.</td>
 
</tr>
 
<tr>
 
  <td>20</td>
 
  <td>IS_BOAT</td>
 
  <td>Makes the game engine treat this vehicle as a boat when used with <code>default.ide</code> attributes.</td>
 
</tr>
 
<tr>
 
  <td>21</td>
 
  <td>NO_EXHAUST</td>
 
  <td>Removes the exhaust animation particle for this vehicle.</td>
 
</tr>
 
<tr>
 
  <td>22</td>
 
  <td>REARWHEEL_1ST</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>23</td>
 
  <td>HANDBRAKE_TYRE</td>
 
  <td>Seems to have no effect.</td>
 
</tr>
 
<tr>
 
  <td>24</td>
 
  <td>SIT_IN_BOAT</td>
 
  <td>Makes the player sit in this boat.</td>
 
</tr>
 
<tr>
 
  <td>25</td>
 
  <td>FAT_REARW</td>
 
  <td>Doubles the width of the rear wheels.</td>
 
</tr>
 
<tr>
 
  <td>26</td>
 
  <td>NARROW_FRONTW</td>
 
  <td>Halves the width of the front wheels.</td>
 
</tr>
 
<tr>
 
  <td>27</td>
 
  <td>GOOD_INSAND</td>
 
  <td>Prevents vehicle from bogging down on sand surface.</td>
 
</tr>
 
<tr>
 
  <td>28</td>
 
  <td>SPECIAL_FLIGHT</td>
 
  <td>Is not mentioned in the <code>handling.cfg</code> comments. This is applied to some flying vehicles.</td>
 
</tr>
 
</table>
 
  
===Boat Data===
+
====Flying 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.
+
Data specific to flying vehicles have lines that begin with <code>$</code> (dollar sign) character.
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
<tr>
+
!style="width: 3em;" |$
  <th scope="col" abbr="Letter">Column Letter</th>
+
!style="width: 12em;" |Identifier
  <th scope="col" abbr="Name">Column Name</th>
+
!style="width: 6em;" |Type
  <th scope="col">Description</th>
+
!Description
</tr>
+
|-
<tr>
+
|A ||ID ||string ||The identifier must be from the list of [[hardcoded]] names ([[#List of vehicle identifiers|see above]]).
  <td>-</td>
+
|-
  <td>-</td>
+
|B ||Thrust ||float || Engine power. This affects yaw, pitch and roll in that those values could be equal, but the vehicle with greater thrust will have more pronounced yaw, pitch and roll.
  <td>-</td>
+
|-
</tr>
+
|C ||ThrustFallOff ||float ||
</table>
+
|-
 +
|D ||Yaw ||float ||
 +
|-
 +
|E ||YawStab ||float ||
 +
|-
 +
|F ||SideSlip ||float ||
 +
|-
 +
|G ||Roll ||float ||
 +
|-
 +
|H ||RollStab ||float ||
 +
|-
 +
|I ||Pitch ||float ||
 +
|-
 +
|J ||PitchStab ||float ||
 +
|-
 +
|K ||FormLift ||float ||
 +
|-
 +
|L ||AttackLift ||float ||
 +
|-
 +
|M ||MoveRes ||float ||
 +
|-
 +
|N ||TurnRes.x ||float ||
 +
|-
 +
|O ||TurnRes.y ||float ||
 +
|-
 +
|P ||TurnRes.z ||float || Affects how likely vehicle is to rotate in terms of yaw without using the rudder.
 +
|-
 +
|Q ||SpeedRes.x ||float ||
 +
|-
 +
|R ||SpeedRes.y ||float ||
 +
|-
 +
|S ||SpeedRes.z ||float ||
 +
|}
  
''This section is incomplete.''
+
==GTA San Andreas==
  
====Repurposed Standard Data====
+
===Standard Data===
Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.
+
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 border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
{|class="wikitable"
<tr>
+
!Column Letter
  <th scope="col" abbr="Letter">Column Letter</th>
+
!Column Name
  <th scope="col" abbr="Name">Column Name</th>
+
!Description
  <th scope="col">Description</th>
+
|-
</tr>
+
|A
<tr>
+
|vehicle identifier
  <td>-</td>
+
|Relates this data with <code>[[vehicle.ide]]</code> and other files.
  <td>-</td>
+
|-
  <td>-</td>
+
|B
</tr>
+
|fMass
</table>
+
|Mass of the vehicle in kilograms.
 +
|-
 +
|C
 +
|fTurnMass
 +
|Used to calculate motion effects. Higher values make the vehicle's body rotate slower around every axis (similar to the VecInertiaMultiplier values in GTAV). This also seems to be relative to Mass, meaning that a vehicle with a greater Mass requires an exponentially greater Turn Mass to achieve the same effect.
 +
|-
 +
|D
 +
|fDragMult
 +
|Changes resistance to movement.
 +
|-
 +
|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 forwards for the centre of mass. Affects handling such that negative values (moving the weight back) induces oversteer in RWD vehicles. Moving the weight forward has the same effect on FWD vehicles.
 +
|-
 +
|H
 +
|CentreOfMass.z
 +
|Distance from the centre of the car in metres upwards for the centre of mass. Affects stability of car; negative values inhibit rolling over.
 +
|-
 +
|I
 +
|nPercentSubmerged
 +
|Percentage of the vehicle height required to be submerged for the car to float.
 +
|-
 +
|J
 +
|fTractionMultiplier
 +
|Grip of the vehicle as a multiplier of the tyre surface friction. Effectively the peak grip status before any loss of grip.
 +
|-
 +
|K
 +
|fTractionLoss
 +
|Effectively the minimum grip status after losing traction, e.g. in a skidding situation. Higher values make the car more controllable after losing traction.
 +
|-
 +
|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
 +
|Limits the top speed.
 +
|-
 +
|O
 +
|TransmissionData.fEngineAcceleration
 +
|Basic rate of acceleration. Functionally acts as engine power.
 +
|-
 +
|P
 +
|TransmissionData.fEngineInertia
 +
|Smooths or sharpens the acceleration curve.
 +
|-
 +
|Q
 +
|TransmissionData.nDriveType
 +
|Assigns Front, Rear or 4 wheel drive.
 +
|-
 +
|R
 +
|TransmissionData.nEngineType
 +
|Assigns Petrol, Diesel or Electric engine characteristics.
 +
|-
 +
|S
 +
|fBrakeDeceleration
 +
|Overall decelerative force.
 +
|-
 +
|T
 +
|fBrakeBias
 +
|Ratio of braking force of front compared to rear; higher values move bias forward.
 +
|-
 +
|U
 +
|bABS
 +
|Anti-lock Brakes. "0" = disabled and "1" = enabled
 +
|-
 +
|V
 +
|fSteeringLock
 +
|Maximum angle of steering in degrees.
 +
|-
 +
|a
 +
|fSuspensionForceLevel
 +
|Stiffness of springs.
 +
|-
 +
|b
 +
|fSuspensionDampingLevel
 +
|Damping strength.
 +
|-
 +
|c
 +
|fSuspensionHighSpdComDamp
 +
|Stiffens the dampening strength as speed increases.
 +
|-
 +
|d
 +
|suspension upper limit
 +
|Explained in my suspension tutorial.
 +
|-
 +
|e
 +
|suspension lower limit
 +
|Explained in my suspension tutorial.
 +
|-
 +
|f
 +
|suspension bias between front and rear
 +
|Ratio of suspension force to apply at the front compared to the rear. If weight is shifted forward or backward, this must be adjusted or else the car will lean in that direction.
 +
|-
 +
|g
 +
|suspension anti-dive multiplier
 +
|Reduces body pitching under braking and acceleration.
 +
|-
 +
|aa
 +
|fSeatOffsetDistance
 +
|Distance from door position to seat postion.
 +
|-
 +
|ab
 +
|fCollisionDamageMultiplier
 +
|Amount of engine damage vehicle gets from collisions. Higher value means more damage.
 +
|-
 +
|ac
 +
|nMonetaryValue
 +
|Used to calculate the Value of property damaged statistic.
 +
|-
 +
|af
 +
|modelFlags
 +
|Special animations features of the which can be enabled or disabled.
 +
|-
 +
|ag
 +
|handlingFlags
 +
|Special performance features.
 +
|-
 +
|ah
 +
|front lights
 +
|Type of head lights of the vehicle.
 +
|-
 +
|ai
 +
|rear lights
 +
|Same as above but for the tail lights.
 +
|-
 +
|aj
 +
|Vehicle anim group
 +
|Refers to an Animation ID number.
 +
|}
  
''This section is incomplete.''
+
====Model Flag Data====
 +
Column "af", called "modelFlags", 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:
  
 +
{|class="wikitable"
 +
!Byte
 +
!Value
 +
!Column Name
 +
!Description
 +
|-
 +
|1
 +
|1
 +
|IS_VAN
 +
|Allows double doors for the rear animation.
 +
|-
 +
|
 +
|2
 +
|IS_BUS
 +
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
 +
|-
 +
|
 +
|4
 +
|IS_LOW
 +
|Uses low version of animations over standard one.
 +
|-
 +
|
 +
|8
 +
|IS_BIG
 +
|Changes the way that the AI drives around corners.
 +
|-
 +
|2
 +
|1
 +
|REVERSE_BONNET
 +
|Bonnet and boot open in opposite direction from normal.
 +
|-
 +
|
 +
|2
 +
|HANGING_BOOT
 +
|Affects physics of boot hinged from the top.
 +
|-
 +
|
 +
|4
 +
|TAILGATE_BOOT
 +
|Affects physics of boot hinged from the bottom.
 +
|-
 +
|
 +
|8
 +
|NOSWING_BOOT
 +
|When damaged, boot does not swing if it normally does and falls off instead.
 +
|-
 +
|3
 +
|1
 +
|NO_DOORS
 +
|Removes all testing for doors.
 +
|-
 +
|
 +
|2
 +
|TANDEM_SEATS
 +
|Two people will use the front passenger seat.
 +
|-
 +
|
 +
|4
 +
|SIT_IN_BOAT
 +
|Uses seated boat animation instead of standing.
 +
|-
 +
|
 +
|8
 +
|CONVERTIBLE
 +
|Changes how hookers operate and other small effects.
 +
|-
 +
|4
 +
|1
 +
|NO_EXHAUST
 +
|Removes all exhaust particles.
 +
|-
 +
|
 +
|2
 +
|DBL_EXHAUST
 +
|Creates a second exhaust by mirroring the model's exhaust over the y-axis.
 +
|-
 +
|
 +
|4
 +
|NO1FPS_LOOK_BEHIND
 +
|Prevents player using rear view when in first-person mode.
 +
|-
 +
|
 +
|8
 +
|FORCE_DOOR_CHECK
 +
|
 +
|-
 +
|5
 +
|1
 +
|AXLE_F_NOTILT
 +
|Front wheels stay vertical to the car like GTA 3.
 +
|-
 +
|
 +
|2
 +
|AXLE_F_SOLID
 +
|Front wheels stay parallel to each other.
 +
|-
 +
|
 +
|4
 +
|AXLE_F_MCPHERSON
 +
|Front wheels tilt like GTA Vice City.
 +
|-
 +
|
 +
|8
 +
|AXLE_F_REVERSE
 +
|Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
 +
|-
 +
|6
 +
|1
 +
|AXLE_R_NOTILT
 +
|Rear wheels stay vertical to the car like GTA 3.
 +
|-
 +
|
 +
|2
 +
|AXLE_R_SOLID
 +
|Rear wheels stay parallel to each other.
 +
|-
 +
|
 +
|4
 +
|AXLE_R_MCPHERSON
 +
|Rear wheels tilt like GTA Vice City.
 +
|-
 +
|
 +
|8
 +
|AXLE_R_REVERSE
 +
|Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
 +
|-
 +
|7
 +
|1
 +
|IS_BIKE
 +
|Use extra handling settings in the bikes section.
 +
|-
 +
|
 +
|2
 +
|IS_HELI
 +
|Use extra handling settings in the flying section.
 +
|-
 +
|
 +
|4
 +
|IS_PLANE
 +
|Use extra handling settings in the flying section.
 +
|-
 +
|
 +
|8
 +
|IS_BOAT
 +
|Use extra handling settings in the boats section.
 +
|-
 +
|8
 +
|1
 +
|BOUNCE_PANELS
 +
|
 +
|-
 +
|
 +
|2
 +
|DOUBLE_RWHEELS
 +
|Places a second instance of each rear wheel next to the normal one.
 +
|-
 +
|
 +
|4
 +
|FORCE_GROUND_CLEARANCE
 +
|Prevents vehicle from bottoming out. If disabled, vehicle may collide with stairs instead of jumping off them.
 +
|-
 +
|
 +
|8
 +
|IS_HATCHBACK
 +
|
 +
|}
  
===Bike Data===
+
====Handling Flag 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 "ag", called "handlingFlags", 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 border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
{|class="wikitable"
<tr>
+
!Byte
  <th scope="col" abbr="Letter">Column Letter</th>
+
!Value
  <th scope="col" abbr="Name">Column Name</th>
+
!Column Name
  <th scope="col">Description</th>
+
!Description
</tr>
+
|-
<tr>
+
|1
  <td>-</td>
+
|1
  <td>-</td>
+
|1G_BOOST
  <td>-</td>
+
|Gives more engine power for standing starts; better hill climbing.
</tr>
+
|-
</table>
+
|
 +
|2
 +
|2G_BOOST
 +
|Gives more engine power at slightly higher speeds.
 +
|-
 +
|
 +
|4
 +
|NPC_ANTI_ROLL
 +
|No body roll when driven by AI characters.
 +
|-
 +
|
 +
|8
 +
|NPC_NEUTRAL_HANDL
 +
|Less likely to spin out when driven by AI characters.
 +
|-
 +
|2
 +
|1
 +
|NO_HANDBRAKE
 +
|Disables the handbrake effect.
 +
|-
 +
|
 +
|2
 +
|STEER_REARWHEELS
 +
|Rear wheels steer instead of front, like a forklift truck.
 +
|-
 +
|
 +
|4
 +
|HB_REARWHEEL_STEER
 +
|Handbrake makes the rear wheels steer as well as front, like the monster truck.
 +
|-
 +
|
 +
|8
 +
|ALT_STEER_OPT
 +
|
 +
|-
 +
|3
 +
|1
 +
|WHEEL_F_NARROW2
 +
|Very narrow front wheels.
 +
|-
 +
|
 +
|2
 +
|WHEEL_F_NARROW
 +
|Narrow front wheels.
 +
|-
 +
|
 +
|4
 +
|WHEEL_F_WIDE
 +
|Wide front wheels.
 +
|-
 +
|
 +
|8
 +
|WHEEL_F_WIDE2
 +
|Very wide front wheels.
 +
|-
 +
|4
 +
|1
 +
|WHEEL_R_NARROW2
 +
|Very narrow rear wheels.
 +
|-
 +
|
 +
|2
 +
|WHEEL_R_NARROW
 +
|Narrow rear wheels.
 +
|-
 +
|
 +
|4
 +
|WHEEL_R_WIDE
 +
|Wide rear wheels.
 +
|-
 +
|
 +
|8
 +
|WHEEL_R_WIDE2
 +
|Very wide rear wheels.
 +
|-
 +
|5
 +
|1
 +
|HYDRAULIC_GEOM
 +
|Lowrider hydraulics
 +
|-
 +
|
 +
|2
 +
|HYDRAULIC_INST
 +
|Will spawn with hydraulics installed.
 +
|-
 +
|
 +
|4
 +
|NOS_INST
 +
|Vehicle automatically gets NOS installed when it spawns.
 +
|-
 +
|
 +
|8
 +
|HYDRAULIC_NONE
 +
|Hydraulics cannot be installed.
 +
|-
 +
|6
 +
|1
 +
|OFFROAD_ABILITY
 +
|Vehicle will perform better on loose surfaces like dirt.
 +
|-
 +
|
 +
|2
 +
|OFFROAD_ABILITY2
 +
|Vehicle will perform better on soft surfaces like sand.
 +
|-
 +
|
 +
|4
 +
|HALOGEN_LIGHTS
 +
|Bluish headlights.
 +
|-
 +
|
 +
|8
 +
|PROC_REARWHEEL_1ST
 +
|
 +
|-
 +
|7
 +
|1
 +
|USE_MAXSP_LIMIT
 +
|Prevents vehicle going faster than column N value for maximum speed.
 +
|-
 +
|
 +
|2
 +
|LOW_RIDER
 +
|Allows vehicle to be modified at Loco Low Co shops.
 +
|-
 +
|
 +
|4
 +
|STREET_RACER
 +
|When set, vehicle can only be modified at Wheel Arch Angels.
 +
|-
 +
|
 +
|8
 +
|UNDEFINED
 +
|No effect.
 +
|-
 +
|8
 +
|1
 +
|SWINGING_CHASSIS
 +
|Lets the car body move from side to side on the suspension.
 +
|-
 +
|
 +
|2
 +
|UNDEFINED
 +
|No effect.
 +
|-
 +
|
 +
|4
 +
|UNDEFINED
 +
|No effect.
 +
|-
 +
|
 +
|8
 +
|UNDEFINED
 +
|No effect.
 +
|}
  
''This section is incomplete.''
+
===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.
===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.
 
  
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
+
{|class="wikitable"
<tr>
+
!Column Letter
  <th scope="col" abbr="Letter">Column Letter</th>
+
!Column Name
  <th scope="col" abbr="Name">Column Name</th>
+
!Description
  <th scope="col">Description</th>
+
|-
</tr>
+
|J
<tr>
+
|Bank Force Mult
  <td>-</td>
+
|Amount of lean when turning.
  <td>-</td>
+
|-
  <td>-</td>
+
|K
</tr>
+
|Rudder Turn Force
</table>
+
|Effect of the steering.
 +
|-
 +
|L
 +
|Speed Steer Falloff
 +
|Amount to reduce steering effect by as speed increases.
 +
|-
 +
|S
 +
|Vertical Wave Hit Limit
 +
|
 +
|-
 +
|T
 +
|Forward Wave Hit Brake
 +
|
 +
|-
 +
|a
 +
|WaterResistance Volume Mult
 +
|
 +
|-
 +
|b
 +
|Water Damping Mult
 +
|
 +
|-
 +
|d
 +
|Handbrake Drag Mult
 +
|
 +
|-
 +
|e
 +
|Sideslip Force
 +
|Strength that the boat will be pushed sideways by waves.
 +
|}
  
''This section is incomplete.''
+
==Tools==
 
+
* {{Icon|trilogy}} [http://projectcerbera.com/apps/cfgstudio.html CFG Studio] - a comprehensive handling editor for GTA3, GTA VC and GTA SA by {{U|Cerbera}}.
==GTA San Andreas==
+
* {{Icon|SA}} [[Handling.cfg Reloader]]
''This section is incomplete.''
 
  
==External Links==
+
==See also==
* [http://projectcerbera.com/apps/cfgstudio.html CFG Studio] - a comprehensive handling editor for GTA3, GTAVC and GTASA by [[User:Cerbera|Cerbera]].
+
* {{Icon|4}} [[handling.dat]]
  
 +
==External links==
 +
* [http://projectcerbera.com/gta/3/tutorials/handling GTA3 Handling Definitions] - Project Cerbera
 +
* [http://projectcerbera.com/gta/vc/tutorials/handling VC Handling Definitions] - Project Cerbera
 +
* [http://projectcerbera.com/gta/sa/tutorials/handling SA Handling Definitions] - Project Cerbera
  
{{file-stub}}
+
{{N|SA|VC|3}}
[[Category:Vehicle Formats]][[Category:GTA_VC]][[Category:GTA_SA]][[Category:GTA_3]]
+
[[Category:Vehicle Formats]]

Latest revision as of 05:27, 6 July 2022

The handling.cfg file stores handling configuration data and settings for vehicles in GTA III, Vice City, and San Andreas.

GTA III and Vice City

Format and syntax description

The file is in plain text format so it can be opened with any text editor (like Notepad). Line comments are indicated by the character ; (semicolon) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by  (space) and  (horizontal tab). The file must contain the line ;the end\n (;the end with at least an empty line after it) in order for the game to stop reading the file. The length of each line is limited to 200 characters and the size of the file is limited to 55000 bytes but the games do not perform any checks on the limits so going past them can cause instabilities or crashes.

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. In GTA III the special behaviour of boats, bikes and flying vehicles are hardcoded and are not included in the handling.cfg file. Vice City included many of those handling data into the file.

GTA III Vice City Identifier Type Description
A vehicle identifier string The identifier must be from the list of hardcoded names (see below).
B fMass float Mass of the vehicle in kilograms.
C Dimensions.x float Width of the vehicle in metres, used for aerodynamic and motion effects.
D Dimensions.y float Length of the vehicle in metres, used for aerodynamic and motion effects.
E Dimensions.z float Height of the vehicle in metres, used for aerodynamic and motion effects.
F CentreOfMass.x float Distance from the centre of the car in metres to the right for the centre of mass.
G CentreOfMass.y float Distance from the centre of the car in metres forward for the centre of mass.
H CentreOfMass.z float Distance from the centre of the car in metres upward for the centre of mass.
I nPercentSubmerged integer Percentage of the vehicle height required to be submerged for the car to float.
J fTractionMultiplier float Grip of the vehicle as a multiplier of the tyre surface friction. Effectively the peak grip status before any loss of grip.
K fTractionLoss float Effectively the minimum grip status after losing traction, e.g. in a skidding situation. Higher values make the car more controllable after losing traction.
L fTractionBias float Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
M TransmissionData.nNumberOfGears integer Number of gearchange animations and sound effects to use.
N TransmissionData.fMaxVelocity float Limits the top speed.
O TransmissionData.fEngineAcceleration float Basic rate of acceleration.
P TransmissionData.nDriveType character Assigns Front, Rear or 4 wheel drive.
Q TransmissionData.nEngineType character Assigns Petrol, Diesel or Electric engine characteristics.
R fBrakeDeceleration float Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
S fBrakeBias float Ratio of braking force of front compared to rear; higher values move bias forward.
T bABS integer Seems to have no effect.
U fSteeringLock float Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
V fSuspensionForceLevel float Explained in my suspension tutorial.
W fSuspensionDampingLevel float Explained in my suspension tutorial.
X fSeatOffsetDistance float Distance from door position to seat position.
Y fCollisionDamageMultiplier float How much damage vehicle engine gets from collisions. Higher value means more damage.
Z nMonetaryValue integer Used to determine monetary award for crusher, collisions, and explosions in GTA III and the Property Destroyed statistic in Vice City.
AA suspension upper limit float Uppermost movement of wheels in metres.
AB suspension lower limit float Ride height of vehicle in metres.
AC suspension bias float Ratio of suspension force to apply at the rear compared to the front.
- AD suspension anti-dive multiplier float Changes the amount of body pitching under braking and acceleration.
AD AE Flags hex Special features which can be enabled or disabled (see below).
AE AF front lights integer Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
AF AG rear lights integer Same as above but for the tail lights.

List of vehicle identifiers

The games contain a hardcoded list of vehicle identifiers. This is used to assign a vehicle's handling name to a handling index (LANDSTAL is at index 0, IDAHO is at index 1, etc.).

GTA III Vice City Liberty City Stories
  • LANDSTAL
  • IDAHO
  • STINGER
  • LINERUN
  • PEREN
  • SENTINEL
  • PATRIOT
  • FIRETRUK
  • TRASH
  • STRETCH
  • MANANA
  • INFERNUS
  • BLISTA
  • PONY
  • MULE
  • CHEETAH
  • AMBULAN
  • FBICAR
  • MOONBEAM
  • ESPERANT
  • TAXI
  • KURUMA
  • BOBCAT
  • MRWHOOP
  • BFINJECT
  • POLICE
  • ENFORCER
  • SECURICA
  • BANSHEE
  • PREDATOR
  • BUS
  • RHINO
  • BARRACKS
  • TRAIN
  • HELI
  • DODO
  • COACH
  • CABBIE
  • STALLION
  • RUMPO
  • RCBANDIT
  • BELLYUP
  • MRWONGS
  • MAFIA
  • YARDIE
  • YAKUZA
  • DIABLOS
  • COLUMB
  • HOODS
  • AIRTRAIN
  • DEADDODO
  • SPEEDER
  • REEFER
  • PANLANT
  • FLATBED
  • YANKEE
  • BORGNINE
  • LANDSTAL
  • IDAHO
  • STINGER
  • LINERUN
  • PEREN
  • SENTINEL
  • PATRIOT
  • FIRETRUK
  • TRASH
  • STRETCH
  • MANANA
  • INFERNUS
  • PONY
  • MULE
  • CHEETAH
  • AMBULAN
  • FBICAR
  • MOONBEAM
  • ESPERANT
  • TAXI
  • KURUMA
  • BOBCAT
  • MRWHOOP
  • BFINJECT
  • POLICE
  • ENFORCER
  • SECURICA
  • BANSHEE
  • BUS
  • RHINO
  • BARRACKS
  • TRAIN
  • HELI
  • DODO
  • COACH
  • CABBIE
  • STALLION
  • RUMPO
  • RCBANDIT
  • MAFIA
  • AIRTRAIN
  • DEADDODO
  • FLATBED
  • YANKEE
  • GOLFCART
  • VOODOO
  • WASHING
  • CUBAN
  • ROMERO
  • PACKER
  • ADMIRAL
  • GANGBUR
  • ZEBRA
  • TOPFUN
  • GLENDALE
  • OCEANIC
  • HERMES
  • SABRE1
  • SABRETUR
  • PHEONIX
  • WALTON
  • REGINA
  • COMET
  • DELUXO
  • BURRITO
  • SPAND
  • BAGGAGE
  • KAUFMAN
  • RANCHER
  • FBIRANCH
  • VIRGO
  • GREENWOO
  • HOTRING
  • SANDKING
  • BLISTAC
  • BOXVILLE
  • BENSON
  • DESPERAD
  • LOVEFIST
  • BLOODRA
  • BLOODRB
  • BIKE
  • MOPED
  • DIRTBIKE
  • ANGEL
  • FREEWAY
  • PREDATOR
  • SPEEDER
  • REEFER
  • RIO
  • SQUALO
  • TROPIC
  • COASTGRD
  • DINGHY
  • MARQUIS
  • CUPBOAT
  • SEAPLANE
  • SPARROW
  • SEASPAR
  • MAVERICK
  • COASTMAV
  • POLMAV
  • HUNTER
  • RCBARON
  • RCGOBLIN
  • RCCOPTER
  • LANDSTAL
  • IDAHO
  • STINGER
  • LINERUN
  • PEREN
  • SENTINEL
  • PATRIOT
  • FIRETRUK
  • TRASH
  • STRETCH
  • MANANA
  • INFERNUS
  • PONY
  • MULE
  • CHEETAH
  • AMBULAN
  • FBICAR
  • MOONBEAM
  • ESPERANT
  • TAXI
  • KURUMA
  • BOBCAT
  • MRWHOOP
  • BFINJECT
  • POLICE
  • ENFORCER
  • SECURICA
  • BANSHEE
  • BUS
  • RHINO
  • BARRACKS
  • TRAIN
  • FERRY
  • HELI
  • DODO
  • COACH
  • CABBIE
  • STALLION
  • RUMPO
  • RCBANDIT
  • MAFIA
  • AIRTRAIN
  • DEADDODO
  • FLATBED
  • YANKEE
  • BLISTA
  • BELLYUP
  • MRWONGS
  • YARDIE
  • YAKUZA
  • DIABLOS
  • COLUMB
  • HOODS
  • PANLANT
  • BORGNINE
  • CAMPVAN
  • BALLOT
  • SPIDER
  • SHELBY
  • PONTIAC
  • ESPRIT
  • MINI
  • HOTROD
  • SINDACCO
  • FORELLI
  • BIKE
  • MOPED
  • DIRTBIKE
  • ANGEL
  • DIRTBIK2
  • ANGE2
  • FREEWAY
  • PREDATOR
  • SPEEDER
  • REEFER
  • MAVERICK
  • COASTMAV
  • POLMAV
  • HUNTER
  • RCGOBLIN
  • RCCOPTER

Flags

The flag 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:

Game Byte Value Column Name Description
GTA III Vice City 1 1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
4 REV_BONNET Reverses the direction boot and bonnet axis operate.
8 HANGING_BOOT Affects physics of boot hinged from the top.
2 1 NO_DOORS Removes all testing for doors.
2 IS_VAN Allows double boot object.
4 IS_BUS Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
8 IS_LOW Uses low version of animations over standard one.
3 1 DBL_EXHAUST Creates a second exhaust by mirroring the model's exhaust over the y-axis.
2 TAILGATE_BOOT Affects physics of boot hinged from the bottom.
4 NOSWING_BOOT When damaged, boot does not swing if it normally does and falls off instead.
8 NONPLAYER_STABILISER Seems to have no effect, could be related to how the AI operates the vehicle
4 1 NEUTRALHANDLING Seems to have no effect, could be related to how the AI operates the vehicle
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 HALOGEN_LIGHTS Bluish headlights.
Vice City 5 1 IS_BIKE Makes the game engine treat this vehicle as a motorbike when used with default.ide attributes.
2 IS_HELI Makes the game engine treat this vehicle as a helicopter when used with default.ide attributes.
4 IS_PLANE Makes the game engine treat this vehicle as a plane when used with default.ide attributes.
8 IS_BOAT Makes the game engine treat this vehicle as a boat when used with default.ide attributes.
6 1 NO_EXHAUST Removes the exhaust animation particle for this vehicle.
2 REARWHEEL_1ST Seems to have no effect.
4 HANDBRAKE_TYRE Seems to have no effect.
8 SIT_IN_BOAT Makes the player sit in this boat.
7 1 FAT_REARW Wider rear wheels.
2 NARROW_FRONTW Narrower front wheels.
4 GOOD_INSAND Prevents vehicle from bogging down on sand surface.
8 Is not mentioned in the handling.cfg comments. Causes the vehicle to not render while looking behind in first person view.

Vice City-specific

The following sections contain information specific to Vice City.

Boat 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
J Bank Force Mult Amount of lean when turning.
K Rudder Turn Force Effect of the steering.
L Speed Steer Falloff Amount to reduce steering effect by as speed increases.
R Vertical Wave Hit Limit
S Forward Wave Hit Brake
V WaterResistance Volume Mult
W Water Damping Mult
ab Handbrake Drag Mult
ac Sideslip Force Strength that the boat will be pushed sideways by waves.

Data specific to boats have lines that begin with % (percentage sign) character.

% Identifier Type Description
A ID string The identifier must be from the list of hardcoded names (see above).
B ThrustY float
C ThrustZ float
D ThrustAppZ float
E AqPlaneForce float
F AqPlaneLimit float
G AqPlaneOffset float
H WaveAudioMult float
I MoveResX float
J MoveResY float
K MoveResZ float
L TurnResX float
M TurnResY float
N TurnResZ float
O Look_L_R_BehindCamHeight float

Bike Data

Data specific to bikes have lines that begin with ! (exclamation mark) character.

! Identifier Type Description
A ID string The identifier must be from the list of hardcoded names (see above).
B LeanFwdCOM float
C LeanFwdForce float
D LeanBakCOM float
E LeanBackForce float
F MaxLean float
G FullAnimLean float
H DesLean float
I SpeedSteer float
J SlipSteer float
K NoPlayerCOMz float
L WheelieAng float
M StoppieAng float
N WheelieSteer float
O WheelieStabMult float
P StoppieStabMult float

Flying Data

Data specific to flying vehicles have lines that begin with $ (dollar sign) character.

$ Identifier Type Description
A ID string The identifier must be from the list of hardcoded names (see above).
B Thrust float Engine power. This affects yaw, pitch and roll in that those values could be equal, but the vehicle with greater thrust will have more pronounced yaw, pitch and roll.
C ThrustFallOff float
D Yaw float
E YawStab float
F SideSlip float
G Roll float
H RollStab float
I Pitch float
J PitchStab float
K FormLift float
L AttackLift float
M MoveRes float
N TurnRes.x float
O TurnRes.y float
P TurnRes.z float Affects how likely vehicle is to rotate in terms of yaw without using the rudder.
Q SpeedRes.x float
R SpeedRes.y float
S SpeedRes.z float

GTA San Andreas

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 vehicle.ide and other files.
B fMass Mass of the vehicle in kilograms.
C fTurnMass Used to calculate motion effects. Higher values make the vehicle's body rotate slower around every axis (similar to the VecInertiaMultiplier values in GTAV). This also seems to be relative to Mass, meaning that a vehicle with a greater Mass requires an exponentially greater Turn Mass to achieve the same effect.
D fDragMult Changes resistance to movement.
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 forwards for the centre of mass. Affects handling such that negative values (moving the weight back) induces oversteer in RWD vehicles. Moving the weight forward has the same effect on FWD vehicles.
H CentreOfMass.z Distance from the centre of the car in metres upwards for the centre of mass. Affects stability of car; negative values inhibit rolling over.
I nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
J fTractionMultiplier Grip of the vehicle as a multiplier of the tyre surface friction. Effectively the peak grip status before any loss of grip.
K fTractionLoss Effectively the minimum grip status after losing traction, e.g. in a skidding situation. Higher values make the car more controllable after losing traction.
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 Limits the top speed.
O TransmissionData.fEngineAcceleration Basic rate of acceleration. Functionally acts as engine power.
P TransmissionData.fEngineInertia Smooths or sharpens the acceleration curve.
Q TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
R TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
S fBrakeDeceleration Overall decelerative force.
T fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
U bABS Anti-lock Brakes. "0" = disabled and "1" = enabled
V fSteeringLock Maximum angle of steering in degrees.
a fSuspensionForceLevel Stiffness of springs.
b fSuspensionDampingLevel Damping strength.
c fSuspensionHighSpdComDamp Stiffens the dampening strength as speed increases.
d suspension upper limit Explained in my suspension tutorial.
e suspension lower limit Explained in my suspension tutorial.
f suspension bias between front and rear Ratio of suspension force to apply at the front compared to the rear. If weight is shifted forward or backward, this must be adjusted or else the car will lean in that direction.
g suspension anti-dive multiplier Reduces body pitching under braking and acceleration.
aa fSeatOffsetDistance Distance from door position to seat postion.
ab fCollisionDamageMultiplier Amount of engine damage vehicle gets from collisions. Higher value means more damage.
ac nMonetaryValue Used to calculate the Value of property damaged statistic.
af modelFlags Special animations features of the which can be enabled or disabled.
ag handlingFlags Special performance features.
ah front lights Type of head lights of the vehicle.
ai rear lights Same as above but for the tail lights.
aj Vehicle anim group Refers to an Animation ID number.

Model Flag Data

Column "af", called "modelFlags", 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:

Byte Value Column Name Description
1 1 IS_VAN Allows double doors for the rear animation.
2 IS_BUS Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
4 IS_LOW Uses low version of animations over standard one.
8 IS_BIG Changes the way that the AI drives around corners.
2 1 REVERSE_BONNET Bonnet and boot open in opposite direction from normal.
2 HANGING_BOOT Affects physics of boot hinged from the top.
4 TAILGATE_BOOT Affects physics of boot hinged from the bottom.
8 NOSWING_BOOT When damaged, boot does not swing if it normally does and falls off instead.
3 1 NO_DOORS Removes all testing for doors.
2 TANDEM_SEATS Two people will use the front passenger seat.
4 SIT_IN_BOAT Uses seated boat animation instead of standing.
8 CONVERTIBLE Changes how hookers operate and other small effects.
4 1 NO_EXHAUST Removes all exhaust particles.
2 DBL_EXHAUST Creates a second exhaust by mirroring the model's exhaust over the y-axis.
4 NO1FPS_LOOK_BEHIND Prevents player using rear view when in first-person mode.
8 FORCE_DOOR_CHECK
5 1 AXLE_F_NOTILT Front wheels stay vertical to the car like GTA 3.
2 AXLE_F_SOLID Front wheels stay parallel to each other.
4 AXLE_F_MCPHERSON Front wheels tilt like GTA Vice City.
8 AXLE_F_REVERSE Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
6 1 AXLE_R_NOTILT Rear wheels stay vertical to the car like GTA 3.
2 AXLE_R_SOLID Rear wheels stay parallel to each other.
4 AXLE_R_MCPHERSON Rear wheels tilt like GTA Vice City.
8 AXLE_R_REVERSE Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
7 1 IS_BIKE Use extra handling settings in the bikes section.
2 IS_HELI Use extra handling settings in the flying section.
4 IS_PLANE Use extra handling settings in the flying section.
8 IS_BOAT Use extra handling settings in the boats section.
8 1 BOUNCE_PANELS
2 DOUBLE_RWHEELS Places a second instance of each rear wheel next to the normal one.
4 FORCE_GROUND_CLEARANCE Prevents vehicle from bottoming out. If disabled, vehicle may collide with stairs instead of jumping off them.
8 IS_HATCHBACK

Handling Flag Data

Column "ag", called "handlingFlags", 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:

Byte Value Column Name Description
1 1 1G_BOOST Gives more engine power for standing starts; better hill climbing.
2 2G_BOOST Gives more engine power at slightly higher speeds.
4 NPC_ANTI_ROLL No body roll when driven by AI characters.
8 NPC_NEUTRAL_HANDL Less likely to spin out when driven by AI characters.
2 1 NO_HANDBRAKE Disables the handbrake effect.
2 STEER_REARWHEELS Rear wheels steer instead of front, like a forklift truck.
4 HB_REARWHEEL_STEER Handbrake makes the rear wheels steer as well as front, like the monster truck.
8 ALT_STEER_OPT
3 1 WHEEL_F_NARROW2 Very narrow front wheels.
2 WHEEL_F_NARROW Narrow front wheels.
4 WHEEL_F_WIDE Wide front wheels.
8 WHEEL_F_WIDE2 Very wide front wheels.
4 1 WHEEL_R_NARROW2 Very narrow rear wheels.
2 WHEEL_R_NARROW Narrow rear wheels.
4 WHEEL_R_WIDE Wide rear wheels.
8 WHEEL_R_WIDE2 Very wide rear wheels.
5 1 HYDRAULIC_GEOM Lowrider hydraulics
2 HYDRAULIC_INST Will spawn with hydraulics installed.
4 NOS_INST Vehicle automatically gets NOS installed when it spawns.
8 HYDRAULIC_NONE Hydraulics cannot be installed.
6 1 OFFROAD_ABILITY Vehicle will perform better on loose surfaces like dirt.
2 OFFROAD_ABILITY2 Vehicle will perform better on soft surfaces like sand.
4 HALOGEN_LIGHTS Bluish headlights.
8 PROC_REARWHEEL_1ST
7 1 USE_MAXSP_LIMIT Prevents vehicle going faster than column N value for maximum speed.
2 LOW_RIDER Allows vehicle to be modified at Loco Low Co shops.
4 STREET_RACER When set, vehicle can only be modified at Wheel Arch Angels.
8 UNDEFINED No effect.
8 1 SWINGING_CHASSIS Lets the car body move from side to side on the suspension.
2 UNDEFINED No effect.
4 UNDEFINED No effect.
8 UNDEFINED No effect.

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
J Bank Force Mult Amount of lean when turning.
K Rudder Turn Force Effect of the steering.
L Speed Steer Falloff Amount to reduce steering effect by as speed increases.
S Vertical Wave Hit Limit
T Forward Wave Hit Brake
a WaterResistance Volume Mult
b Water Damping Mult
d Handbrake Drag Mult
e Sideslip Force Strength that the boat will be pushed sideways by waves.

Tools

See also

External links