Difference between revisions of "Handling.cfg"

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m (corrected flag data)
(corrections)
Line 9: Line 9:
 
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.
  
{| {{Prettytable}}
+
{|class="wikitable"
! Column Letter
+
!Column Letter
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| a
+
|a
| vehicle identifier
+
|vehicle identifier
| Relates this data with <code>[[default.ide]]</code> and other files.
+
|Relates this data with <code>[[default.ide]]</code> and other files.
 
|-
 
|-
| b
+
|b
| fMass
+
|fMass
| Mass of the vehicle in kilograms.
+
|Mass of the vehicle in kilograms.
 
|-
 
|-
| c
+
|c
| Dimensions.x
+
|Dimensions.x
| Width of the vehicle in metres, used for aerodynamic and motion effects.
+
|Width of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| d
+
|d
| Dimensions.y
+
|Dimensions.y
| Length of the vehicle in metres, used for aerodynamic and motion effects.
+
|Length of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| e
+
|e
| Dimensions.z
+
|Dimensions.z
| Height of the vehicle in metres, used for aerodynamic and motion effects.
+
|Height of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| f
+
|f
| CentreOfMass.x
+
|CentreOfMass.x
| Distance from the centre of the car in metres to the right for the centre of mass.
+
|Distance from the centre of the car in metres to the right for the centre of mass.
 
|-
 
|-
| g
+
|g
| CentreOfMass.y
+
|CentreOfMass.y
| Distance from the centre of the car in metres forward for the centre of mass.
+
|Distance from the centre of the car in metres forward for the centre of mass.
 
|-
 
|-
| h
+
|h
| CentreOfMass.z
+
|CentreOfMass.z
| Distance from the centre of the car in metres upward for the centre of mass.
+
|Distance from the centre of the car in metres upward for the centre of mass.
 
|-
 
|-
| i
+
|i
| nPercentSubmerged
+
|nPercentSubmerged
| Percentage of the vehicle height required to be submerged for the car to float.
+
|Percentage of the vehicle height required to be submerged for the car to float.
 
|-
 
|-
| j
+
|j
| fTractionMultiplier
+
|fTractionMultiplier
| Cornering grip of the vehicle as a multiplier of the tyre surface friction.
+
|Cornering grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| k
+
|k
| fTractionLoss
+
|fTractionLoss
| Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
+
|Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| l
+
|l
| fTractionBias
+
|fTractionBias
| Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
+
|Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
 
|-
 
|-
| m
+
|m
| TransmissionData.nNumberOfGears
+
|TransmissionData.nNumberOfGears
| Number of gearchange animations and sound effects to use.
+
|Number of gearchange animations and sound effects to use.
 
|-
 
|-
| n
+
|n
| TransmissionData.fMaxVelocity
+
|TransmissionData.fMaxVelocity
| Limits the top speed.
+
|Limits the top speed.
 
|-
 
|-
| o
+
|o
| TransmissionData.fEngineAcceleration
+
|TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
+
|Basic rate of acceleration.
 
|-
 
|-
| p
+
|p
| TransmissionData.nDriveType
+
|TransmissionData.nDriveType
| Assigns Front, Rear or 4 wheel drive.
+
|Assigns Front, Rear or 4 wheel drive.
 
|-
 
|-
| q
+
|q
| TransmissionData.nEngineType
+
|TransmissionData.nEngineType
| Assigns Petrol, Diesel or Electric engine characteristics.
+
|Assigns Petrol, Diesel or Electric engine characteristics.
 
|-
 
|-
| r
+
|r
| fBrakeDeceleration
+
|fBrakeDeceleration
| Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
+
|Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
 
|-
 
|-
| s
+
|s
| fBrakeBias
+
|fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward.
+
|Ratio of braking force of front compared to rear; higher values move bias forward.
 
|-
 
|-
| t
+
|t
| bABS
+
|bABS
|  
+
|
 
|-
 
|-
| u
+
|u
| fSteeringLock
+
|fSteeringLock
| Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
+
|Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
 
|-
 
|-
| v
+
|v
| fSuspensionForceLevel
+
|fSuspensionForceLevel
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| w
+
|w
| fSuspensionDampingLevel
+
|fSuspensionDampingLevel
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| x
+
|x
| fSeatOffsetDistance
+
|fSeatOffsetDistance
| Distance from door position to seat position.
+
|Distance from door position to seat position.
 
|-
 
|-
| y
+
|y
| fCollisionDamageMultiplier
+
|fCollisionDamageMultiplier
| How much damage vehicle engine gets from collisions. Higher value means more damage.
+
|How much damage vehicle engine gets from collisions. Higher value means more damage.
 
|-
 
|-
| z
+
|z
| nMonetaryValue
+
|nMonetaryValue
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
| aa
+
|aa
| suspension upper limit
+
|suspension upper limit
| Uppermost movement of wheels in metres.
+
|Uppermost movement of wheels in metres.
 
|-
 
|-
| ab
+
|ab
| suspension lower limit
+
|suspension lower limit
| Ride height of vehicle in metres.
+
|Ride height of vehicle in metres.
 
|-
 
|-
| ac
+
|ac
| suspension bias
+
|suspension bias
| Ratio of suspension force to apply at the rear compared to the front.
+
|Ratio of suspension force to apply at the rear compared to the front.
 
|-
 
|-
| ad
+
|ad
| Flags Name
+
|Flags Name
| Special features which can be enabled or disabled.
+
|Special features which can be enabled or disabled.
 
|-
 
|-
| ae
+
|ae
| front lights
+
|front lights
| Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
+
|Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
 
|-
 
|-
| af
+
|af
| rear lights
+
|rear lights
| Same as above but for the tail lights.
+
|Same as above but for the tail lights.
 
|}
 
|}
  
Line 146: Line 146:
 
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:
  
{| {{Prettytable}}
+
{|class="wikitable"
! Byte
+
!Byte
! Value
+
!Value
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| 1
+
|1
| 1
+
|1
| 1G_BOOST
+
|1G_BOOST
| Makes tyres spin more readily from standing starts.
+
|Makes tyres spin more readily from standing starts.
 
|-
 
|-
|  
+
|
| 2
+
|2
| 2G_BOOST
+
|2G_BOOST
| Makes tyres spin more readily at low speeds.
+
|Makes tyres spin more readily at low speeds.
 
|-
 
|-
|  
+
|
| 4
+
|4
| REV_BONNET
+
|REV_BONNET
| Reverses the direction boot and bonnet axis operate.
+
|Reverses the direction boot and bonnet axis operate.
 
|-
 
|-
|  
+
|
| 8
+
|8
| HANGING_BOOT
+
|HANGING_BOOT
| Manipulates operation of boot object.
+
|Affects physics of boot hinged from the top.
 
|-
 
|-
| 2
+
|2
| 1
+
|1
| NO_DOORS
+
|NO_DOORS
| Removes all testing for doors; used with BF Injection.
+
|Removes all testing for doors; used with BF Injection.
 
|-
 
|-
|  
+
|
| 2
+
|2
| IS_VAN
+
|IS_VAN
| Allows double boot object.
+
|Allows double boot object.
 
|-
 
|-
|  
+
|
| 4
+
|4
| IS_BUS
+
|IS_BUS
| Unsure of precise application.
+
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
 
|-
 
|-
|  
+
|
| 8
+
|8
| IS_LOW
+
|IS_LOW
| Makes driver recline into seat.
+
|Uses low version of animations over standard one.
 
|-
 
|-
| 3
+
|3
| 1
+
|1
| DBL_EXHAUST
+
|DBL_EXHAUST
| Allows second exhaust particle animation.
+
|Allows second exhaust particle animation.
 
|-
 
|-
|  
+
|
| 2
+
|2
| TAILGATE_BOOT
+
|TAILGATE_BOOT
| Manipulates operation of boot object.
+
|Affects physics of boot hinged from the bottom.
 
|-
 
|-
|  
+
|
| 4
+
|4
| NOSWING_BOOT
+
|NOSWING_BOOT
| Manipulates operation of boot object.
+
|Manipulates operation of boot object.
 
|-
 
|-
|  
+
|
| 8
+
|8
| NONPLAYER_STABILISER
+
|NONPLAYER_STABILISER
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
| 4
+
|4
| 1
+
|1
| NEUTRALHANDLING
+
|NEUTRALHANDLING
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
|  
+
|
| 2
+
|2
| HAS_NO_ROOF
+
|HAS_NO_ROOF
| Various slight effects.
+
|Various slight effects.
 
|-
 
|-
|  
+
|
| 4
+
|4
| IS_BIG
+
|IS_BIG
| Changes the way that the AI drives around corners.
+
|Changes the way that the AI drives around corners.
 
|-
 
|-
|  
+
|
| 8
+
|8
| HALOGEN_LIGHTS
+
|HALOGEN_LIGHTS
| Slightly manipulates appearence of vehicle lights.
+
|Slightly manipulates appearence of vehicle lights.
 
|}
 
|}
  
Line 238: Line 238:
 
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.
  
{| {{Prettytable}}
+
{|class="wikitable"
! Column Letter
+
!Column Letter
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| a
+
|a
| vehicle identifier
+
|vehicle identifier
| Relates this data with <code>[[default.ide]]</code> and other files.
+
|Relates this data with <code>[[default.ide]]</code> and other files.
 
|-
 
|-
| b
+
|b
| fMass
+
|fMass
| Mass of the vehicle in kilograms.
+
|Mass of the vehicle in kilograms.
 
|-
 
|-
| c
+
|c
| Dimensions.x
+
|Dimensions.x
| Width of the vehicle in metres, used for aerodynamic and motion effects.
+
|Width of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| d
+
|d
| Dimensions.y
+
|Dimensions.y
| Length of the vehicle in metres, used for aerodynamic and motion effects.
+
|Length of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| e
+
|e
| Dimensions.z
+
|Dimensions.z
| Height of the vehicle in metres, used for aerodynamic and motion effects.
+
|Height of the vehicle in metres, used for aerodynamic and motion effects.
 
|-
 
|-
| f
+
|f
| CentreOfMass.x
+
|CentreOfMass.x
| Distance from the centre of the car in metres to the right for the centre of mass.
+
|Distance from the centre of the car in metres to the right for the centre of mass.
 
|-
 
|-
| g
+
|g
| CentreOfMass.y
+
|CentreOfMass.y
| Distance from the centre of the car in metres forward for the centre of mass.
+
|Distance from the centre of the car in metres forward for the centre of mass.
 
|-
 
|-
| h
+
|h
| CentreOfMass.z
+
|CentreOfMass.z
| Distance from the centre of the car in metres upward for the centre of mass.
+
|Distance from the centre of the car in metres upward for the centre of mass.
 
|-
 
|-
| i
+
|i
| nPercentSubmerged
+
|nPercentSubmerged
| Percentage of the vehicle height required to be submerged for the car to float.
+
|Percentage of the vehicle height required to be submerged for the car to float.
 
|-
 
|-
| j
+
|j
| fTractionMultiplier
+
|fTractionMultiplier
| Cornering grip of the vehicle as a multiplier of the tyre surface friction.
+
|Cornering grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| k
+
|k
| fTractionLoss
+
|fTractionLoss
| Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
+
|Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| l
+
|l
| fTractionBias
+
|fTractionBias
| Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
+
|Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
 
|-
 
|-
| m
+
|m
| TransmissionData.nNumberOfGears
+
|TransmissionData.nNumberOfGears
| Number of gearchange animations and sound effects to use.
+
|Number of gearchange animations and sound effects to use.
 
|-
 
|-
| n
+
|n
| TransmissionData.fMaxVelocity
+
|TransmissionData.fMaxVelocity
| Limits the top speed.
+
|Limits the top speed.
 
|-
 
|-
| o
+
|o
| TransmissionData.fEngineAcceleration
+
|TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
+
|Basic rate of acceleration.
 
|-
 
|-
| p
+
|p
| TransmissionData.nDriveType
+
|TransmissionData.nDriveType
| Assigns Front, Rear or 4 wheel drive.
+
|Assigns Front, Rear or 4 wheel drive.
 
|-
 
|-
| q
+
|q
| TransmissionData.nEngineType
+
|TransmissionData.nEngineType
| Assigns Petrol, Diesel or Electric engine characteristics.
+
|Assigns Petrol, Diesel or Electric engine characteristics.
 
|-
 
|-
| r
+
|r
| fBrakeDeceleration
+
|fBrakeDeceleration
| Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
+
|Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
 
|-
 
|-
| s
+
|s
| fBrakeBias
+
|fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward.
+
|Ratio of braking force of front compared to rear; higher values move bias forward.
 
|-
 
|-
| t
+
|t
| bABS
+
|bABS
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
| u
+
|u
| fSteeringLock
+
|fSteeringLock
| Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
+
|Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
 
|-
 
|-
| v
+
|v
| fSuspensionForceLevel
+
|fSuspensionForceLevel
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| w
+
|w
| fSuspensionDampingLevel
+
|fSuspensionDampingLevel
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| x
+
|x
| fSeatOffsetDistance
+
|fSeatOffsetDistance
| Distance from door position to seat position.
+
|Distance from door position to seat position.
 
|-
 
|-
| y
+
|y
| fCollisionDamageMultiplier
+
|fCollisionDamageMultiplier
| How much damage vehicle engine gets from collisions. Higher value means more damage.
+
|How much damage vehicle engine gets from collisions. Higher value means more damage.
 
|-
 
|-
| z
+
|z
| nMonetaryValue
+
|nMonetaryValue
| Used to calculate the Property Destroyed statistic.
+
|Used to calculate the Property Destroyed statistic.
 
|-
 
|-
| aa
+
|aa
| suspension upper limit
+
|suspension upper limit
| Uppermost movement of wheels in metres.
+
|Uppermost movement of wheels in metres.
 
|-
 
|-
| ab
+
|ab
| suspension lower limit
+
|suspension lower limit
| Ride height of vehicle in metres.
+
|Ride height of vehicle in metres.
 
|-
 
|-
| ac
+
|ac
| suspension bias
+
|suspension bias
| Ratio of suspension force to apply at the rear compared to the front.
+
|Ratio of suspension force to apply at the rear compared to the front.
 
|-
 
|-
| ad
+
|ad
| suspension anti-dive multiplier
+
|suspension anti-dive multiplier
| Changes the amount of body pitching under braking and acceleration.
+
|Changes the amount of body pitching under braking and acceleration.
 
|-
 
|-
| ad
+
|ad
| Flags
+
|Flags
| Special features which can be enabled or disabled.
+
|Special features which can be enabled or disabled.
 
|-
 
|-
| ae
+
|ae
| front lights
+
|front lights
| Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
+
|Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
 
|-
 
|-
| af
+
|af
| rear lights
+
|rear lights
| Same as above but for the tail lights.
+
|Same as above but for the tail lights.
 
|}
 
|}
  
Line 379: Line 379:
 
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:
  
{| {{Prettytable}}
+
{|class="wikitable"
! Byte
+
!Byte
! Value
+
!Value
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| 1
+
|1
| 1
+
|1
| 1G_BOOST
+
|1G_BOOST
| Makes tyres spin more readily from standing starts.
+
|Makes tyres spin more readily from standing starts.
 
|-
 
|-
|  
+
|
| 2
+
|2
| 2G_BOOST
+
|2G_BOOST
| Makes tyres spin more readily at low speeds.
+
|Makes tyres spin more readily at low speeds.
 
|-
 
|-
|  
+
|
| 4
+
|4
| REV_BONNET
+
|REV_BONNET
| Reverses the direction boot and bonnet axis operate.
+
|Reverses the direction boot and bonnet axis operate.
 
|-
 
|-
|  
+
|
| 8
+
|8
| HANGING_BOOT
+
|HANGING_BOOT
| Manipulates operation of boot object.
+
|Affects physics of boot hinged from the top.
 
|-
 
|-
| 2
+
|2
| 1
+
|1
| NO_DOORS
+
|NO_DOORS
| Removes all testing for doors; used with BF Injection.
+
|Removes all testing for doors; used with BF Injection.
 
|-
 
|-
|  
+
|
| 2
+
|2
| IS_VAN
+
|IS_VAN
| Allows double boot object.
+
|Allows double boot object.
 
|-
 
|-
|  
+
|
| 4
+
|4
| IS_BUS
+
|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.
+
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
 
|-
 
|-
|  
+
|
| 8
+
|8
| IS_LOW
+
|IS_LOW
| Makes driver recline into seat.
+
|Uses low version of animations over standard one.
 
|-
 
|-
| 3
+
|3
| 1
+
|1
| DBL_EXHAUST
+
|DBL_EXHAUST
| Allows second exhaust particle animation.
+
|Allows second exhaust particle animation.
 
|-
 
|-
|  
+
|
| 2
+
|2
| TAILGATE_BOOT
+
|TAILGATE_BOOT
| Manipulates operation of boot object.
+
|Affects physics of boot hinged from the bottom.
 
|-
 
|-
|  
+
|
| 4
+
|4
| NOSWING_BOOT
+
|NOSWING_BOOT
| Manipulates operation of boot object.
+
|Manipulates operation of boot object.
 
|-
 
|-
|  
+
|
| 8
+
|8
| NONPLAYER_STABILISER
+
|NONPLAYER_STABILISER
| Seems to have no effect, could be related to how the AI operates the vehicle
+
|Seems to have no effect, could be related to how the AI operates the vehicle
 
|-
 
|-
| 4
+
|4
| 1
+
|1
| NEUTRALHANDLING
+
|NEUTRALHANDLING
| Seems to have no effect, could be related to how the AI operates the vehicle
+
|Seems to have no effect, could be related to how the AI operates the vehicle
 
|-
 
|-
|  
+
|
| 2
+
|2
| HAS_NO_ROOF
+
|HAS_NO_ROOF
| Various slight effects.
+
|Various slight effects.
 
|-
 
|-
|  
+
|
| 4
+
|4
| IS_BIG
+
|IS_BIG
| Changes the way that the AI drives around corners.
+
|Changes the way that the AI drives around corners.
 
|-
 
|-
|  
+
|
| 8
+
|8
| HALOGEN_LIGHTS
+
|HALOGEN_LIGHTS
| Slightly manipulates appearence of vehicle lights.
+
|Slightly manipulates appearence of vehicle lights.
 
|-
 
|-
| 5
+
|5
| 1
+
|1
| IS_BIKE
+
|IS_BIKE
| Makes the game engine treat this vehicle as a motorbike when used with <code>[[default.ide]]</code> attributes.
+
|Makes the game engine treat this vehicle as a motorbike when used with <code>[[default.ide]]</code> attributes.
 
|-
 
|-
|  
+
|
| 2
+
|2
| IS_HELI
+
|IS_HELI
| Makes the game engine treat this vehicle as a helicopter when used with <code>default.ide</code> attributes.
+
|Makes the game engine treat this vehicle as a helicopter when used with <code>default.ide</code> attributes.
 
|-
 
|-
|  
+
|
| 4
+
|4
| IS_PLANE
+
|IS_PLANE
| Makes the game engine treat this vehicle as a plane when used with <code>default.ide</code> attributes.
+
|Makes the game engine treat this vehicle as a plane when used with <code>default.ide</code> attributes.
 
|-
 
|-
|  
+
|
| 8
+
|8
| IS_BOAT
+
|IS_BOAT
| Makes the game engine treat this vehicle as a boat when used with <code>default.ide</code> attributes.
+
|Makes the game engine treat this vehicle as a boat when used with <code>default.ide</code> attributes.
 
|-
 
|-
| 6
+
|6
| 1
+
|1
| NO_EXHAUST
+
|NO_EXHAUST
| Removes the exhaust animation particle for this vehicle.
+
|Removes the exhaust animation particle for this vehicle.
 
|-
 
|-
|  
+
|
| 2
+
|2
| REARWHEEL_1ST
+
|REARWHEEL_1ST
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
|  
+
|
| 4
+
|4
| HANDBRAKE_TYRE
+
|HANDBRAKE_TYRE
| Seems to have no effect.
+
|Seems to have no effect.
 
|-
 
|-
|  
+
|
| 8
+
|8
| SIT_IN_BOAT
+
|SIT_IN_BOAT
| Makes the player sit in this boat.
+
|Makes the player sit in this boat.
 
|-
 
|-
| 7
+
|7
| 1
+
|1
| FAT_REARW
+
|FAT_REARW
| Doubles the width of the rear wheels.
+
|Doubles the width of the rear wheels.
 
|-
 
|-
|  
+
|
| 2
+
|2
| NARROW_FRONTW
+
|NARROW_FRONTW
| Halves the width of the front wheels.
+
|Halves the width of the front wheels.
 
|-
 
|-
|  
+
|
| 4
+
|4
| GOOD_INSAND
+
|GOOD_INSAND
| Prevents vehicle from bogging down on sand surface.
+
|Prevents vehicle from bogging down on sand surface.
 
|-
 
|-
|  
+
|
| 8
+
|8
|  
+
|
| Is not mentioned in the <code>handling.cfg</code> comments. Causes the vehicle to not render while looking behind in first person view.
+
|Is not mentioned in the <code>handling.cfg</code> comments. Causes the vehicle to not render while looking behind in first person view.
 
|}
 
|}
  
Line 529: Line 529:
 
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.
  
{| {{Prettytable}}
+
{|class="wikitable"
! Column Letter
+
!Column Letter
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| J
+
|J
| Bank Force Mult
+
|Bank Force Mult
| Amount of lean when turning.
+
|Amount of lean when turning.
 
|-
 
|-
| K
+
|K
| Rudder Turn Force
+
|Rudder Turn Force
| Effect of the steering.
+
|Effect of the steering.
 
|-
 
|-
| L
+
|L
| Speed Steer Falloff
+
|Speed Steer Falloff
| Amount to reduce steering effect by as speed increases.
+
|Amount to reduce steering effect by as speed increases.
 
|-
 
|-
| R
+
|R
| Vertical Wave Hit Limit
+
|Vertical Wave Hit Limit
|  
+
|
 
|-
 
|-
| S
+
|S
| Forward Wave Hit Brake
+
|Forward Wave Hit Brake
|  
+
|
 
|-
 
|-
| V
+
|V
| WaterResistance Volume Mult
+
|WaterResistance Volume Mult
|  
+
|
 
|-
 
|-
| W
+
|W
| Water Damping Mult
+
|Water Damping Mult
|  
+
|
 
|-
 
|-
| ab
+
|ab
| Handbrake Drag Mult
+
|Handbrake Drag Mult
|  
+
|
 
|-
 
|-
| ac
+
|ac
| Sideslip Force
+
|Sideslip Force
| Strength that the boat will be pushed sideways by waves.
+
|Strength that the boat will be pushed sideways by waves.
 
|}
 
|}
  
Line 627: Line 627:
 
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.
  
{| {{Prettytable}}
+
{|class="wikitable"
! Column Letter
+
!Column Letter
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| A
+
|A
| vehicle identifier
+
|vehicle identifier
| Relates this data with <code>[[vehicle.ide]]</code> and other files.
+
|Relates this data with <code>[[vehicle.ide]]</code> and other files.
 
|-
 
|-
| B
+
|B
| fMass
+
|fMass
| Mass of the vehicle in kilograms.
+
|Mass of the vehicle in kilograms.
 
|-
 
|-
| C
+
|C
| fTurnMass
+
|fTurnMass
| Used to calculate motion effects.
+
|Used to calculate motion effects.
 
|-
 
|-
| D
+
|D
| fDragMult
+
|fDragMult
| Changes resistance to movement.
+
|Changes resistance to movement.
 
|-
 
|-
| F
+
|F
| CentreOfMass.x
+
|CentreOfMass.x
| Distance from the centre of the car in metres to the right for the centre of mass.
+
|Distance from the centre of the car in metres to the right for the centre of mass.
 
|-
 
|-
| G
+
|G
| CentreOfMass.y
+
|CentreOfMass.y
| Distance from the centre of the car in metres forwards for the centre of mass.
+
|Distance from the centre of the car in metres forwards for the centre of mass.
 
|-
 
|-
| H
+
|H
| CentreOfMass.z
+
|CentreOfMass.z
| Distance from the centre of the car in metres upwards for the centre of mass.
+
|Distance from the centre of the car in metres upwards for the centre of mass.
 
|-
 
|-
| I
+
|I
| nPercentSubmerged
+
|nPercentSubmerged
| Percentage of the vehicle height required to be submerged for the car to float.
+
|Percentage of the vehicle height required to be submerged for the car to float.
 
|-
 
|-
| J
+
|J
| fTractionMultiplier
+
|fTractionMultiplier
| Cornering grip of the vehicle as a multiplier of the tyre surface friction.
+
|Cornering grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| K
+
|K
| fTractionLoss
+
|fTractionLoss
| Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
+
|Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
 
|-
 
|-
| L
+
|L
| fTractionBias
+
|fTractionBias
| Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
+
|Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
 
|-
 
|-
| M
+
|M
| TransmissionData.nNumberOfGears
+
|TransmissionData.nNumberOfGears
| Number of gearchange animations and sound effects to use.
+
|Number of gearchange animations and sound effects to use.
 
|-
 
|-
| N
+
|N
| TransmissionData.fMaxVelocity
+
|TransmissionData.fMaxVelocity
| Limits the top speed.
+
|Limits the top speed.
 
|-
 
|-
| O
+
|O
| TransmissionData.fEngineAcceleration
+
|TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
+
|Basic rate of acceleration.
 
|-
 
|-
| P
+
|P
| TransmissionData.fEngineInertia
+
|TransmissionData.fEngineInertia
| Smooths or sharpens the acceleration curve.
+
|Smooths or sharpens the acceleration curve.
 
|-
 
|-
| Q
+
|Q
| TransmissionData.nDriveType
+
|TransmissionData.nDriveType
| Assigns Front, Rear or 4 wheel drive.
+
|Assigns Front, Rear or 4 wheel drive.
 
|-
 
|-
| R
+
|R
| TransmissionData.nEngineType
+
|TransmissionData.nEngineType
| Assigns Petrol, Diesel or Electric engine characteristics.
+
|Assigns Petrol, Diesel or Electric engine characteristics.
 
|-
 
|-
| S
+
|S
| fBrakeDeceleration
+
|fBrakeDeceleration
| Overall decelerative force.
+
|Overall decelerative force.
 
|-
 
|-
| T
+
|T
| fBrakeBias
+
|fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward.
+
|Ratio of braking force of front compared to rear; higher values move bias forward.
 
|-
 
|-
| U
+
|U
| bABS
+
|bABS
| ABS Brakes "0" = no and "1" = yes
+
|ABS Brakes "0" = no and "1" = yes
 
|-
 
|-
| V
+
|V
| fSteeringLock
+
|fSteeringLock
| Maximum angle of steering in degrees.
+
|Maximum angle of steering in degrees.
 
|-
 
|-
| a
+
|a
| fSuspensionForceLevel
+
|fSuspensionForceLevel
|  
+
|
 
|-
 
|-
| b
+
|b
| fSuspensionDampingLevel
+
|fSuspensionDampingLevel
|  
+
|
 
|-
 
|-
| c
+
|c
| fSuspensionHighSpdComDamp
+
|fSuspensionHighSpdComDamp
| Stiffens the dampening strength as speed increases.
+
|Stiffens the dampening strength as speed increases.
 
|-
 
|-
| d
+
|d
| suspension upper limit
+
|suspension upper limit
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| e
+
|e
| suspension lower limit
+
|suspension lower limit
| Explained in my suspension tutorial.
+
|Explained in my suspension tutorial.
 
|-
 
|-
| f
+
|f
| suspension bias between front and rear
+
|suspension bias between front and rear
| Ratio of suspension force to apply at the front compared to the rear.
+
|Ratio of suspension force to apply at the front compared to the rear.
 
|-
 
|-
| g
+
|g
| suspension anti-dive multiplier
+
|suspension anti-dive multiplier
| Changes the amount of body pitching under braking and acceleration.
+
|Changes the amount of body pitching under braking and acceleration.
 
|-
 
|-
| aa
+
|aa
| fSeatOffsetDistance
+
|fSeatOffsetDistance
| Distance from door position to seat postion.
+
|Distance from door position to seat postion.
 
|-
 
|-
| ab
+
|ab
| fCollisionDamageMultiplier
+
|fCollisionDamageMultiplier
| Amount of engine damage vehicle gets from collisions. Higher value means more damage.
+
|Amount of engine damage vehicle gets from collisions. Higher value means more damage.
 
|-
 
|-
| ac
+
|ac
| nMonetaryValue
+
|nMonetaryValue
| Used to calculate the Value of property damaged statistic.
+
|Used to calculate the Value of property damaged statistic.
 
|-
 
|-
| af
+
|af
| modelFlags
+
|modelFlags
| Special animations features of the which can be enabled or disabled.
+
|Special animations features of the which can be enabled or disabled.
 
|-
 
|-
| ag
+
|ag
| handlingFlags
+
|handlingFlags
| Special performance features.
+
|Special performance features.
 
|-
 
|-
| ah
+
|ah
| front lights
+
|front lights
| Type of head lights of the vehicle.
+
|Type of head lights of the vehicle.
 
|-
 
|-
| ai
+
|ai
| rear lights
+
|rear lights
| Same as above but for the tail lights.
+
|Same as above but for the tail lights.
 
|-
 
|-
| aj
+
|aj
| Vehicle anim group
+
|Vehicle anim group
| Refers to an Animation ID number.
+
|Refers to an Animation ID number.
 
|}
 
|}
  
Line 780: Line 780:
 
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:
 
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:
  
{| {{Prettytable}}
+
{|class="wikitable"
! Byte
+
!Byte
! Value
+
!Value
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| 1
+
|1
| 1
+
|1
| IS_VAN
+
|IS_VAN
| Allows double doors for the rear animation.
+
|Allows double doors for the rear animation.
 
|-
 
|-
|  
+
|
| 2
+
|2
| IS_BUS
+
|IS_BUS
| Vehicle uses bus stops and will try to take on passengers.
+
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
 
|-
 
|-
 
|
 
|
| 4
+
|4
| IS_LOW
+
|IS_LOW
| Drivers and passengers sit lower and lean back.
+
|Uses low version of animations over standard one.
 
|-
 
|-
 
|
 
|
| 8
+
|8
| IS_BIG
+
|IS_BIG
| Changes the way that the AI drives around corners.
+
|Changes the way that the AI drives around corners.
 
|-
 
|-
| 2
+
|2
| 1
+
|1
| REVERSE_BONNET
+
|REVERSE_BONNET
| Bonnet and boot open in opposite direction from normal.
+
|Bonnet and boot open in opposite direction from normal.
 
|-
 
|-
 
|
 
|
| 2
+
|2
| HANGING_BOOT
+
|HANGING_BOOT
| Boot opens from top edge.
+
|Affects physics of boot hinged from the top.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| TAILGATE_BOOT
+
|TAILGATE_BOOT
| Boot opens from bottom edge.
+
|Affects physics of boot hinged from the bottom.
 
|-
 
|-
 
|
 
|
| 8
+
|8
| NOSWING_BOOT
+
|NOSWING_BOOT
| Boot does not open.
+
|Boot does not open.
 
|-
 
|-
| 3
+
|3
| 1
+
|1
| NO_DOORS
+
|NO_DOORS
| Door open and close animations are skipped.
+
|Door open and close animations are skipped.
 
|-
 
|-
 
|
 
|
| 2
+
|2
| TANDEM_SEATS
+
|TANDEM_SEATS
| Two people will use the front passenger seat.
+
|Two people will use the front passenger seat.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| SIT_IN_BOAT
+
|SIT_IN_BOAT
| Uses seated boat animation instead of standing.
+
|Uses seated boat animation instead of standing.
 
|-
 
|-
 
|
 
|
| 8
+
|8
| CONVERTIBLE
+
|CONVERTIBLE
| Changes how hookers operate and other small effects.
+
|Changes how hookers operate and other small effects.
 
|-
 
|-
| 4
+
|4
| 1
+
|1
| NO_EXHAUST
+
|NO_EXHAUST
| Removes all exhaust particles.
+
|Removes all exhaust particles.
 
|-
 
|-
 
|
 
|
| 2
+
|2
| DBL_EXHAUST
+
|DBL_EXHAUST
| Adds a second exhaust particle on opposite side to first.
+
|Adds a second exhaust particle on opposite side to first.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| NO1FPS_LOOK_BEHIND
+
|NO1FPS_LOOK_BEHIND
| Prevents player using rear view when in first-person mode.
+
|Prevents player using rear view when in first-person mode.
 
|-
 
|-
|  
+
|
| 8
+
|8
| FORCE_DOOR_CHECK
+
|FORCE_DOOR_CHECK
|  
+
|
 
|-
 
|-
| 5
+
|5
| 1
+
|1
| AXLE_F_NOTILT
+
|AXLE_F_NOTILT
| Front wheels stay vertical to the car like GTA 3.
+
|Front wheels stay vertical to the car like GTA 3.
 
|-
 
|-
|  
+
|
| 2
+
|2
| AXLE_F_SOLID
+
|AXLE_F_SOLID
| Front wheels stay parallel to each other.
+
|Front wheels stay parallel to each other.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| AXLE_F_MCPHERSON
+
|AXLE_F_MCPHERSON
| Front wheels tilt like GTA Vice City.
+
|Front wheels tilt like GTA Vice City.
 
|-
 
|-
 
|
 
|
| 8
+
|8
| AXLE_F_REVERSE
+
|AXLE_F_REVERSE
| Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
+
|Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
 
|-
 
|-
| 6
+
|6
| 1
+
|1
| AXLE_R_NOTILT
+
|AXLE_R_NOTILT
| Rear wheels stay vertical to the car like GTA 3.
+
|Rear wheels stay vertical to the car like GTA 3.
 
|-
 
|-
 
|
 
|
| 2
+
|2
| AXLE_R_SOLID
+
|AXLE_R_SOLID
| Rear wheels stay parallel to each other.
+
|Rear wheels stay parallel to each other.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| AXLE_R_MCPHERSON
+
|AXLE_R_MCPHERSON
| Rear wheels tilt like GTA Vice City.
+
|Rear wheels tilt like GTA Vice City.
 
|-
 
|-
 
|
 
|
| 8
+
|8
| AXLE_R_REVERSE
+
|AXLE_R_REVERSE
| Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
+
|Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
 
|-
 
|-
| 7
+
|7
| 1
+
|1
| IS_BIKE
+
|IS_BIKE
| Use extra handling settings in the bikes section.
+
|Use extra handling settings in the bikes section.
 
|-
 
|-
 
|
 
|
| 2
+
|2
| IS_HELI
+
|IS_HELI
| Use extra handling settings in the flying section.
+
|Use extra handling settings in the flying section.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| IS_PLANE
+
|IS_PLANE
| Use extra handling settings in the flying section.
+
|Use extra handling settings in the flying section.
 
|-
 
|-
|  
+
|
| 8
+
|8
| IS_BOAT
+
|IS_BOAT
| Use extra handling settings in the boats section.
+
|Use extra handling settings in the boats section.
 
|-
 
|-
| 8
+
|8
| 1
+
|1
| BOUNCE_PANELS
+
|BOUNCE_PANELS
|  
+
|
 
|-
 
|-
 
|
 
|
| 2
+
|2
| DOUBLE_RWHEELS
+
|DOUBLE_RWHEELS
| Places a second instance of each rear wheel next to the normal one.
+
|Places a second instance of each rear wheel next to the normal one.
 
|-
 
|-
 
|
 
|
| 4
+
|4
| FORCE_GROUND_CLEARANCE
+
|FORCE_GROUND_CLEARANCE
|  
+
|
 
|-
 
|-
 
|
 
|
| 8
+
|8
| IS_HATCHBACK
+
|IS_HATCHBACK
|  
+
|
 
|}
 
|}
  
Line 950: Line 950:
 
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:
 
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:
  
{| {{Prettytable}}
+
{|class="wikitable"
! Byte
+
!Byte
! Value
+
!Value
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| 1
+
|1
| 1
+
|1
| 1G_BOOST
+
|1G_BOOST
| Gives more engine power for standing starts; better hill climbing.
+
|Gives more engine power for standing starts; better hill climbing.
 
|-
 
|-
|  
+
|
| 2
+
|2
| 2G_BOOST
+
|2G_BOOST
| Gives more engine power at slightly higher speeds.
+
|Gives more engine power at slightly higher speeds.
 
|-
 
|-
|  
+
|
| 4
+
|4
| NPC_ANTI_ROLL
+
|NPC_ANTI_ROLL
| No body roll when driven by AI characters.
+
|No body roll when driven by AI characters.
 
|-
 
|-
|  
+
|
| 8
+
|8
| NPC_NEUTRAL_HANDL
+
|NPC_NEUTRAL_HANDL
| Less likely to spin out when driven by AI characters.
+
|Less likely to spin out when driven by AI characters.
 
|-
 
|-
| 2
+
|2
| 1
+
|1
| NO_HANDBRAKE
+
|NO_HANDBRAKE
| Disables the handbrake effect.
+
|Disables the handbrake effect.
 
|-
 
|-
|  
+
|
| 2
+
|2
| STEER_REARWHEELS
+
|STEER_REARWHEELS
| Rear wheels steer instead of front, like a forklift truck.
+
|Rear wheels steer instead of front, like a forklift truck.
 
|-
 
|-
|  
+
|
| 4
+
|4
| HB_REARWHEEL_STEER
+
|HB_REARWHEEL_STEER
| Handbrake makes the rear wheels steer as well as front, like the monster truck.
+
|Handbrake makes the rear wheels steer as well as front, like the monster truck.
 
|-
 
|-
|  
+
|
| 8
+
|8
| ALT_STEER_OPT
+
|ALT_STEER_OPT
|  
+
|
 
|-
 
|-
| 3
+
|3
| 1
+
|1
| WHEEL_F_NARROW2
+
|WHEEL_F_NARROW2
| Very narrow front wheels.
+
|Very narrow front wheels.
 
|-
 
|-
|  
+
|
| 2
+
|2
| WHEEL_F_NARROW
+
|WHEEL_F_NARROW
| Narrow front wheels.
+
|Narrow front wheels.
 
|-
 
|-
|  
+
|
| 4
+
|4
| WHEEL_F_WIDE
+
|WHEEL_F_WIDE
| Wide front wheels.
+
|Wide front wheels.
 
|-
 
|-
|  
+
|
| 8
+
|8
| WHEEL_F_WIDE2
+
|WHEEL_F_WIDE2
| Very wide front wheels.
+
|Very wide front wheels.
 
|-
 
|-
| 4
+
|4
| 1
+
|1
| WHEEL_R_NARROW2
+
|WHEEL_R_NARROW2
| Very narrow rear wheels.
+
|Very narrow rear wheels.
 
|-
 
|-
|  
+
|
| 2
+
|2
| WHEEL_R_NARROW
+
|WHEEL_R_NARROW
| Narrow rear wheels.
+
|Narrow rear wheels.
 
|-
 
|-
|  
+
|
| 4
+
|4
| WHEEL_R_WIDE
+
|WHEEL_R_WIDE
| Wide rear wheels.
+
|Wide rear wheels.
 
|-
 
|-
|  
+
|
| 8
+
|8
| WHEEL_R_WIDE2
+
|WHEEL_R_WIDE2
| Very wide rear wheels.
+
|Very wide rear wheels.
 
|-
 
|-
| 5
+
|5
| 1
+
|1
| HYDRAULIC_GEOM
+
|HYDRAULIC_GEOM
| Lowrider hydraulics
+
|Lowrider hydraulics
 
|-
 
|-
|  
+
|
| 2
+
|2
| HYDRAULIC_INST
+
|HYDRAULIC_INST
| Will spawn with hydraulics installed.
+
|Will spawn with hydraulics installed.
 
|-
 
|-
|  
+
|
| 4
+
|4
| NOS_INST
+
|NOS_INST
| Vehicle automatically gets NOS installed when it spawns.
+
|Vehicle automatically gets NOS installed when it spawns.
 
|-
 
|-
|  
+
|
| 8
+
|8
| HYDRAULIC_NONE
+
|HYDRAULIC_NONE
| Hydraulics cannot be installed.
+
|Hydraulics cannot be installed.
 
|-
 
|-
| 6
+
|6
| 1
+
|1
| OFFROAD_ABILITY
+
|OFFROAD_ABILITY
| Vehicle will perform better on loose surfaces like dirt.
+
|Vehicle will perform better on loose surfaces like dirt.
 
|-
 
|-
|  
+
|
| 2
+
|2
| OFFROAD_ABILITY2
+
|OFFROAD_ABILITY2
| Vehicle will perform better on soft surfaces like sand.
+
|Vehicle will perform better on soft surfaces like sand.
 
|-
 
|-
|  
+
|
| 4
+
|4
| HALOGEN_LIGHTS
+
|HALOGEN_LIGHTS
| Makes headlights brighter and more blue.
+
|Makes headlights brighter and more blue.
 
|-
 
|-
|  
+
|
| 8
+
|8
| PROC_REARWHEEL_1ST
+
|PROC_REARWHEEL_1ST
|  
+
|
 
|-
 
|-
| 7
+
|7
| 1
+
|1
| USE_MAXSP_LIMIT
+
|USE_MAXSP_LIMIT
| Prevents vehicle going faster than column N value for maximum speed.
+
|Prevents vehicle going faster than column N value for maximum speed.
 
|-
 
|-
|  
+
|
| 2
+
|2
| LOW_RIDER
+
|LOW_RIDER
| Allows vehicle to be modified at Loco Low Co shops.
+
|Allows vehicle to be modified at Loco Low Co shops.
 
|-
 
|-
|  
+
|
| 4
+
|4
| STREET_RACER
+
|STREET_RACER
| When set, vehicle can only be modified at Wheel Arch Angels.
+
|When set, vehicle can only be modified at Wheel Arch Angels.
 
|-
 
|-
|  
+
|
| 8
+
|8
| UNDEFINED
+
|UNDEFINED
| No effect.
+
|No effect.
 
|-
 
|-
| 8
+
|8
| 1
+
|1
| SWINGING_CHASSIS
+
|SWINGING_CHASSIS
| Lets the car body move from side to side on the suspension.
+
|Lets the car body move from side to side on the suspension.
 
|-
 
|-
|  
+
|
| 2
+
|2
| UNDEFINED
+
|UNDEFINED
| No effect.
+
|No effect.
 
|-
 
|-
|  
+
|
| 4
+
|4
| UNDEFINED
+
|UNDEFINED
| No effect.
+
|No effect.
 
|-
 
|-
|  
+
|
| 8
+
|8
| UNDEFINED
+
|UNDEFINED
| No effect.
+
|No effect.
 
|}
 
|}
  
Line 1,120: Line 1,120:
 
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.
  
{| {{Prettytable}}
+
{|class="wikitable"
! Column Letter
+
!Column Letter
! Column Name
+
!Column Name
! Description
+
!Description
 
|-
 
|-
| J
+
|J
| Bank Force Mult
+
|Bank Force Mult
| Amount of lean when turning.
+
|Amount of lean when turning.
 
|-
 
|-
| K
+
|K
| Rudder Turn Force
+
|Rudder Turn Force
| Effect of the steering.
+
|Effect of the steering.
 
|-
 
|-
| L
+
|L
| Speed Steer Falloff
+
|Speed Steer Falloff
| Amount to reduce steering effect by as speed increases.
+
|Amount to reduce steering effect by as speed increases.
 
|-
 
|-
| S
+
|S
| Vertical Wave Hit Limit
+
|Vertical Wave Hit Limit
|  
+
|
 
|-
 
|-
| T
+
|T
| Forward Wave Hit Brake
+
|Forward Wave Hit Brake
|  
+
|
 
|-
 
|-
| a
+
|a
| WaterResistance Volume Mult
+
|WaterResistance Volume Mult
|  
+
|
 
|-
 
|-
| b
+
|b
| Water Damping Mult
+
|Water Damping Mult
|  
+
|
 
|-
 
|-
| d
+
|d
| Handbrake Drag Mult
+
|Handbrake Drag Mult
|  
+
|
 
|-
 
|-
| e
+
|e
| Sideslip Force
+
|Sideslip Force
| Strength that the boat will be pushed sideways by waves.
+
|Strength that the boat will be pushed sideways by waves.
 
|}
 
|}
  

Revision as of 18:11, 24 June 2017

The handling.cfg file is a text data file format which sets many performance and behaviour values for each vehicle in GTA III, GTA VC and GTA SA. The file can be opened and edited with any text editor.

GTA III

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 GTA III 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 Limits the top speed.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
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
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 position.
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 Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
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:

Byte Value Column Name Description
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; used with BF Injection.
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 Allows second exhaust particle animation.
2 TAILGATE_BOOT Affects physics of boot hinged from the bottom.
4 NOSWING_BOOT Manipulates operation of boot object.
8 NONPLAYER_STABILISER Seems to have no effect.
4 1 NEUTRALHANDLING Seems to have no effect.
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 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 Limits the top speed.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
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 position.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Used to calculate the Property Destroyed statistic.
aa suspension upper limit Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
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:

Byte Value Column Name Description
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; used with BF Injection.
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 Allows second exhaust particle animation.
2 TAILGATE_BOOT Affects physics of boot hinged from the bottom.
4 NOSWING_BOOT Manipulates operation of boot object.
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 Slightly manipulates appearence of vehicle lights.
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 Doubles the width of the rear wheels.
2 NARROW_FRONTW Halves the width of the 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.

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.
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.

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. You can help by fixing and expanding it.

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. You can help by fixing and expanding it.

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. You can help by fixing and expanding it.

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.
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.
H CentreOfMass.z Distance from the centre of the car in metres upwards 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 Limits the top speed.
O TransmissionData.fEngineAcceleration Basic rate of acceleration.
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 ABS Brakes "0" = no and "1" = yes
V fSteeringLock Maximum angle of steering in degrees.
a fSuspensionForceLevel
b fSuspensionDampingLevel
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.
g suspension anti-dive multiplier Changes the amount of 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 Boot does not open.
3 1 NO_DOORS Door open and close animations are skipped.
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 Adds a second exhaust particle on opposite side to first.
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
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 Makes headlights brighter and more blue.
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