Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- V4D3R MODERATOR Nov 11, 2016, 7:10 AM
- I decided to write a new tutorial, about one of the most sophisticated yet easy to understand file.
- The Handling.meta.
- What is the Handling.meta?
- Handling.meta is a file in GTA V, like in previous GTA games, controls the handling and physics of vehicles.
- Located in xxxx\common\data.
- Examples:
- Grand Theft Auto V\mods\update\update.rpf\common\data
- Grand Theft Auto V\mods\update\x64\dlcpacks\mpbiker\dlc.rpf\common\data
- This can be useful for new modders who have trouble understanding the parameters.
- 1. Parameters
- 1.1. Physical Attributes
- THE FOLLOWING REPRESENT A VEHICLE'S PHYSICAL PROPORTIONS IN THE GAME.
- HANDLINGNAME
- Used by the vehicles.meta, to identify the handling line of the particular vehicle.
- Any text no more than 14 characters can be used. The Vanilla vehicles use uppercase letters by default.
- Example: ADDER, DINGHY
- FMASS
- The weight of the vehicle. Values should be given in Kilograms.
- Used when the vehicle collides with another vehicle or a non-static object.
- FINITIALDRAGCOEFF
- Sets the drag coefficient of the vehicle. Increase to simulate aerodynamic drag.
- Value: 10-120
- FPERCENTSUBMERGED
- The percentage of the vehicle's "floating height" after it falls into the water, before sinking.
- Default - 85% for vanilla, land vehicles. The value will stop sinking the vehicle to float for a moment before sinking.
- Boats excluded.
- Value: Any percentage. Should be given in decimal.
- Example: 0.70 (70%)
- An invalid number will cause the vehicle to sink without the driver drowning.
- VECCENTREOFMASSOFFSET
- Shifts the center of gravity in meters from side to side.
- Values:
- (0 means that the center of gravity will be in the center of the vehicle.)
- X: -10.0 to 10.0. Positive values move the center of gravity right.
- Y: -10.0 to 10.0. Positive values move the center of gravity forwards.
- Z: -10.0 to 10.0. Positive values move the center of gravity upwards.
- VECINERTIAMULTIPLIER
- I have no idea what this means, if someone knows, please let me know.
- Values:
- X: -10.0 to 10.0.
- Y: -10.0 to 10.0.
- Z: -10.0 to 10.0.
- 1.2. Transmission
- These values represent the vehicle's straight line performance.
- FDRIVEBIASFRONT
- This is used to determine whether a vehicle is front, rear, or four wheel drive.
- Thanks for @FoxtrotDelta for telling me about this value.
- Values:
- 0.0 means that the vehicle is rear wheel drive.
- 1.0 means that the vehicle is front wheel drive.
- Any value between 0.01 and 0.99 is four wheel drive.
- 0.5 give both front and rear axles equal force, being the perfect 4WD.
- NINITIALDRIVEGEARS
- Obviously, this line determines how many forward speeds/gears a vehicle's transmission contains.
- Values: 1 or more.
- FINITIALDRIVEFORCE
- This modifies the game's calculation of drive force (from the output of the transmission).
- Values: 0.01 - 2.0 and above.
- 1.0 uses drive force calculation unmodified.
- Values less than 1.0 will in effect give the vehicle less drive force.
- Values greater than 1.0 will produce more drive force.
- FDRIVEINERTIA
- Describes how fast an engine will rev.
- Values: 0.01 - 2.0.
- Default value is 1.0, (or no modification of drive intertia).
- Bigger values = quicker Redline (maximum engine speed)
- FCLUTCHCHANGERATESCALEUPSHIFT
- Clutch speed multiplier on up shifts.
- Bigger numbers = faster shifts.
- FCLUTCHCHANGERATESCALEDOWNSHIFT
- Clutch speed multiplier on down shifts.
- Bigger numbers = faster shifts
- INITIALDRIVEMAXFLATVEL
- This determines the vehicle speed at redline in the top gear (not the show).
- Setting this value DOES NOT guarantee the vehicle will reach the given speed.
- Multiply the number in the file by 0-82 to get the speed in mph.
- Multiply by 1.32 to get the speed in kph.
- Values: 0.00 and above.
- FBRAKEFORCE
- Obvious one. Multiplies the game's calculation of deceleration.
- Bigger numbers = harder braking.
- Values: 0.01 - 2.0 and above.
- 1.0 uses brake force calculation unmodified.
- FBRAKEBIASFRONT
- This line controls the distribution of braking force between the front and rear axles.
- Values:
- Similar to fDriveBiasFront,
- 0.0 means the rear axle only receives brake force.
- 1.0 means the front axle only receives brake force.
- 0.5 gives both axles equal brake force.
- Values between 0.01 and 0.49 means the rear axle will receive more brake force.
- Values between 0.51 and 0.99 means the front axles will receive more brake force than the rear.
- FHANDBRAKEFORCE
- Another obvious one. Braking power of the handbrake.
- Bigger numbers = harder braking.
- Values: 0.o or above.
- FSTEERINGLOCK
- This multiplies the game's calculation of the angle of the steer wheel will turn while at full turn.
- Steering lock is directly related to over/under-steer.
- Values:
- 0.01 and above.
- Values between 0.1 - 0.2 will simulate a long wheelbase.
- Values around 0.75 and above will turn extremely fast. Higher values will cause the vehicle to spin out easily.
- 1.3. Wheel Traction
- The following attributes describe how the vehicle will behave when cornering, accelerating and decelerating etc.
- FTRACTIONCURVEMAX
- Cornering grip of the vehicle as a multiplier of the tire surface friction.
- fTractionCurveMin
- Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.
- FTRACTIONCURVELATERAL
- Shape of lateral traction curve.
- FTRACTIONSPRINGDELTAMAX
- This value determines at what distance above the ground the car will lose traction.
- FLOWSPEEDTRACTIONLOSSMULT
- How much traction is reduced at low speed.
- 0.0 means normal traction. It affects mainly car burnout when pressing gas (W/UP).
- Decreasing value will cause less burnout, less sliding at start.
- Higher value will cause more burnout.
- FCAMBERSTIFFNESSS
- This value modify the grip of the car when you're drifting.
- More than 0 make the car sliding on the same angle you're drifting.
- Less than 0 make your car oversteer
- Not recommended to modify it for grip.
- FTRACTIONBIASFRONT
- Determines the distribution of traction from front to rear.
- Values: 0.01 - 0.99.
- 0.01 = only rear axle has traction.
- 0.99 = only front axle has traction.
- 0.5 = both axles have equal traction.
- Entering a value of 0.0 or 1.0 causes the vehicle to have no traction.
- FTRACTIONLOSSMULT
- Affects how much grip is changed when driving on asphalt and mud
- Higher values make the car less responsive and prone to sliding.
- 1.4. Suspension
- The following attributes determine a vehicle's system of springs and shock absorbers.
- FSUSPENSIONFORCE
- Affects how strong suspension is.
- 1/(Force × Wheels) = Lower limit for zero force at full extension.
- FSUSPENSIONCOMPDAMP
- Damping during strut compression.
- Bigger values = stiffer.
- FSUSPENSIONREBOUNDDAMP
- Damping during strut rebound.
- Bigger values = stiffer.
- What the hell is this about? Read this and this and maybe this.
- FSUSPENSIONUPPERLIMIT
- AND
- FSUSPENSIONLOWERLIMIT
- Visual limit of how far can wheels move up / down from original position.
- FSUSPENSIONRAISE
- The amount that the suspension raises the body off the wheels.
- FSUSPENSIONBIASFRONT
- This value determines which suspension is stronger, front or rear.
- If value is above 0.50 then front is stiffer, when below, rear is stiffer.
- FANTIROLLBARFORCE
- Larger Numbers = less body roll.
- FANTIROLLBARBIASFRONT
- The bias between front and rear for the anti-roll bar
- 0 = front
- 1 = rear
- FROLLCENTREHEIGHTFRONT
- Larger Numbers = less rollovers.
- Values: (Recommended) -0.15 to 0.15.
- FROLLCENTREHEIGHTREAR
- This value modify the weight transmission during an acceleration between the front and rear. high positive value can make your car able to do wheelies.
- Larger Numbers = less rollovers.
- Values: (Recommended) -0.15 to 0.15.
- 1.5 Damage.
- FCOLLISIONDAMAGEMULT
- Multiplies the game's calculation of damage to the vehicle by collision.
- FWEAPONDAMAGEMULT
- Multiplies the game's calculation of damage to the vehicle by weapons.
- FDEFORMATIONDAMAGEMULT
- Multiplies the game's calculation of deformation damage.
- fEngineDamageMult
- Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.
- Values for the above four: 0.0 - 10.0.
- fPetrolTankVolume
- Amount of petrol that will leak after damaging a vehicle's tank.
- fOilVolume
- Amount of oil.
- 1.6. Misc.
- FSEATOFFSETDISTX
- Value: Driver > passenger
- FSEATOFFSETDISTY
- Value: Trunk > hood
- FSEATOFFSETDISTZ
- Value: Undercarriage > roof
- NMONETARYVALUE
- Not sure.
- STRMODELFLAGS
- The following are written in HEX.
- Rightmost digit is the first one.
- Example:
- <strModelFlags>20840018</strModelFlags>
- Digit 1 2 4 8
- 1st IS_VAN IS_BUS IS_LOW IS_BIG
- 2nd ABS_STD ABS_OPTION ABS_ALT_STD ABS_ALT_OPTION
- 3rd NO_DOORS TANDEM_SEATS SIT_IN_BOAT HAS_TRACKS
- 4th NO_EXHAUST DOUBLE_EXHAUST NO1FPS_LOOK_BEHIND CAN_ENTER_IF_NO_DOOR
- 5th AXLE_F_TORSION AXLE_F_SOLID AXLE_F_MCPHERSON ATTACH_PED_TO_BODYSHELL
- 6th AXLE_R_TORSION AXLE_R_SOLID AXLE_R_MCPHERSON DONT_FORCE_GRND_CLEARANCE
- 7th DONT_RENDER_STEER NO_WHEEL_BURST INDESTRUCTIBLE DOUBLE_FRONT_WHEELS
- 8th RC DOUBLE_RWHEELS MF_NO_WHEEL_BREAK IS_HATCHBACK
- STRHANDLINGFLAGS
- The following are written in HEX.
- Rightmost digit is the first one.
- Example: <strHandlingFlags>400000</strHandlingFlags>
- Digit 1 2 4 8
- 1st SMOOTH_COMPRESN REDUCED_MOD_MASS
- 2nd NO_HANDBRAKE STEER_REARWHEELS HB_REARWHEEL_STEER STEER_ALL_WHEELS
- 3rd FREEWHEEL_NO_GAS NO_REVERSE STEER NO WHEELS
- 4th CVT ALT_EXT_WHEEL_BOUNDS_BEH DONT_RAISE_BOUNDS_AT_SPEED
- 5th LESS_SNOW_SINK TYRES_CAN_CLI
- 6th OFFROAD_ABILITY OFFROAD_ABILITY2 HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
- 7th ENABLE_LEAN HEAVYARMOUR ARMOURED
- 8th SELF_RIGHTING_IN_WATER IMPROVED_RIGHTING_FORCE
- STRDAMAGEFLAGS
- Mentioned doors will be unbreakable.
- The following are written in HEX.
- Rightmost digit is the first one.
- Example: <strDamageFlags>20</strDamageFlags>
- Digit 1 2 4 5
- 1st DRIVER_SIDE_FRONT_DOOR DRIVER_SIDE_REAR_DOOR DRIVER_PASSENGER_SIDE_FRONT_DOOR DRIVER_PASSENGER_SIDE_REAR_DOOR
- 2st BONNET BOOT
- AIHANDLING
- There are 4 profiles, which AI use when driving the vehicle.
- AVERAGE
- CRAP
- TRUCK
- SPORTS_CAR
- 2. SubHandlingData
- Use 3 different sub handling data items. Set type to "NULL", to leave items blank.
- Example of a vehicle with no SubHandlingData:
- <SubHandlingData>
- <Item type="NULL" />
- <Item type="NULL" />
- <Item type="NULL" />
- </SubHandlingData>
- 2.1. CBOATHANDLINGDATA
- I don't know what all these lines represent, I'll add the description when I found it.
- fBoxFrontMult
- fBoxRearMult
- fBoxSideMult
- fSampleTop
- fSampleBottom
- fAquaplaneForce
- fAquaplanePushWaterMult
- fAquaplanePushWaterCap
- fAquaplanePushWaterApply
- fRudderForce
- fRudderOffsetSubmerge
- Vertical offset of the propeller from bone when determining if submerged or not.
- fRudderOffsetForce
- The vertical offset of the propeller from bone when force applied.
- fRudderOffsetForceZMult
- fWaveAudioMult
- vecMoveResistance
- vecTurnResistance
- fLook_L_R_CamHeight
- fDragCoefficient
- fKeelSphereSize
- fPropRadius
- fLowLodAngOffset
- The angular offset from vertical when boat sits on calm water.
- fLowLodDraughtOffset
- fImpellerOffset
- fImpellerForceMult
- fDinghySphereBuoyConst
- fProwRaiseMult
- fDeepWaterSampleBuoyancyMult
- 2.2. CBIKEHANDLINGDATA
- fLeanFwdCOMMult
- fLeanFwdForceMult
- fLeanBakCOMMult
- fLeanBakForceMult
- fMaxBankAngle
- fFullAnimAngle
- fDesLeanReturnFrac
- fStickLeanMult
- fBrakingStabilityMult
- fInAirSteerMult
- fWheelieBalancePoint
- fStoppieBalancePoint
- fWheelieSteerMult
- fRearBalanceMult
- fFrontBalanceMult
- fBikeGroundSideFrictionMult
- fBikeWheelGroundSideFrictionMult
- fBikeOnStandLeanAngle
- fBikeOnStandSteerAngle
- fJumpForce
- 2.3. CFLYINGHANDLINGDATA
- Used for aircraft that use multiple flight modes.
- Example: Hydra.
- fThrust
- The power of the engines.
- The higher the value, the faster aircraft will be.
- fThrustFallOff
- How much time it takes for engine to go idle.
- fThrustVectoring
- fYawMult
- fYawStabilise
- fSideSlipMult
- Side rudder force.
- fRollMult
- fRollStabilise
- fPitchMult
- fPitchStabilise
- fFormLiftMult
- Base lift factor that’s independent from wing’s attack angle.
- fAttackLiftMult
- Lift factor of the wing’s attack angle while rising.
- fAttackDiveMult
- Lift factor of the wing’s attack angle while diving.
- fGearDownDragV
- fGearDownLiftMult
- fWindMult
- Wind influence.
- fMoveRes
- vecTurnRes
- vecSpeedRes
- fGearDoorFrontOpen
- fGearDoorRearOpen
- fGearDoorRearOpen2
- fGearDoorRearMOpen
- fTurublenceMagnitudeMax
- Maximum turbulence magnitude of Sine wave motion simulation.
- fTurublenceForceMulti
- Multiplier of Turbulence vertical force.
- fTurublenceRollTorqueMulti
- Multiplier of Turbulence y axis force.
- fTurublencePitchTorqueMulti
- Multiplier of Turbulence x axis force.
- fBodyDamageControlEffectMult
- Control noise factor contributed from plane damage.
- fInputSensitivityForDifficulty
- Control noise factor contributed from pilot driving skills.
- fOnGroundYawBoostSpeedPeak
- fOnGroundYawBoostSpeedCap
- fEngineOffGlideMulti
- fSubmergeLevelToPullHeliUnderwater
- handlingType
- HANDLING_TYPE_FLYING - Normal Flying method of an aircraft.
- HANDLING_TYPE_VERTICAL_FLYING - VTOL mode.
- 2.4. CVEHICLEWEAPONHANDLINGDATA
- Up to 3 weapons usable per vehicle. (Confirmation needed)
- Vehicle Weapon name available weapons.meta.
- The following is a list of available weapons.
- The description needs confirmation.
- Weapon Description
- VEHICLE_WEAPON_TANK The main cannon used in The Rhino.
- VEHICLE_WEAPON_SPACE_ROCKET
- VEHICLE_WEAPON_PLANE_ROCKET
- VEHICLE_WEAPON_PLAYER_LASER The Lazer's cannons.
- VEHICLE_WEAPON_ENEMY_LASER Missiles used in NPC Lazers?
- VEHICLE_WEAPON_PLAYER_BULLET
- VEHICLE_WEAPON_PLAYER_BUZZARD
- VEHICLE_WEAPON_PLAYER_HUNTER
- VEHICLE_WEAPON_PLAYER_LAZER
- VEHICLE_WEAPON_SEARCHLIGHT The searchlight in Police Maverick, Buzzard and some other Helicopters.
- VEHICLE_WEAPON_WATER_CANNON Used in the Fire Truck.
- VEHICLE_WEAPON_RADAR The Radar in boats?
- VEHICLE_WEAPON_DUNE
- VEHICLE_WEAPON_NOSE_TURRET_VALKYRIE The turret in the nose of the Valkyrie.
- VEHICLE_WEAPON_TURRET_VALKYRIE
- VEHICLE_WEAPON_TURRET_TECHNICAL Technical's turret.
- VEHICLE_WEAPON_PLAYER_SAVAGE
- VEHICLE_WEAPON_TURRET_INSURGENT The turret of Insurgent Pick-Up.
- WEAPONSEATS
- The seat number that controls the weapon.
- Use 0 there's no weapon set.
- Values: 0 - 8.
- 0 is the driver's seat.
- fTurretSpeed
- Firing speed of the turret.
- fTurretPitchMin
- fTurretPitchMax
- fTurretCamPitchMin
- fTurretCamPitchMax
- fBulletVelocityForGravity
- fTurretPitchForwardMin
- fUvAnimationMult
- fMiscGadgetVar
- fWheelImpactOffset
- 2.5. CSUBMARINEHANDLINGDATA
- Controls the Submersible Handling.
- fPitchMult
- fPitchAngle
- fYawMult
- fDiveSpeed
- fRollMult
- fRollStab
- vTurnRes
- fMoveResXY
- fMoveResZ
- 2.6. CTRAILERHANDLINGDATA
- Handling of the Trailers.
- fAttachLimitPitch
- fAttachLimitRoll
- fAttachLimitYaw
- fUprightSpringConstant
- fUprightDampingConstant
- fAttachedMaxDistance
- fAttachedMaxPenetration
- fAttachRaiseZ
- fPosConstraintMassRatio
- Make trailer appear either heavier or lighter than the towing vehicle without changing the real mass.
- 2.7. CCARHANDLINGDATA
- fBackEndPopUpCarImpulseMult
- fBackEndPopUpBuildingImpulseMult
- fBackEndPopUpMaxDeltaSpeed
- 2.8. CBASESUBHANDLINGDATA
- Used by the Light Rail Vehicle.
- 2.9. CSEAPLANEHANDLINGDATA
- Dodo's handling.
- fLeftPontoonComponentId
- fRightPontoonComponentId
- fPontoonBuoyConst
- fPontoonSampleSizeFront
- fPontoonSampleSizeMiddle
- fPontoonSampleSizeRear
- fPontoonLengthFractionForSamples
- fPontoonDragCoefficient
- fPontoonVerticalDampingCoefficientUp
- fPontoonVerticalDampingCoefficientDown
- fKeelSphereSize
- fWeaponDamageScaledToVehHealthMult
- Used by the Rhino.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement