Can I Drive My Wrangler With Different Gear Sets in the Front and Rear Axles UPDATED

Can I Drive My Wrangler With Different Gear Sets in the Front and Rear Axles

Contents

  • ane Parameters
    • i.1 Physical Attributes
      • 1.1.ane handlingName
      • 1.1.2 fMass
      • 1.ane.iii fInitialDragCoeff
      • 1.1.4 fDownForceModifier
      • 1.1.v fPercentSubmerged
      • i.1.6 vecCentreOfMassOffset
      • 1.1.7 vecInertiaMultiplier
    • 1.2 Transmission Attributes
      • 1.two.1 fDriveBiasFront
      • ane.2.2 nInitialDriveGears
      • 1.2.3 fInitialDriveForce
      • 1.two.four fDriveInertia
      • i.2.v fClutchChangeRateScaleUpShift
      • one.2.6 fClutchChangeRateScaleDownShift
      • 1.two.seven fInitialDriveMaxFlatVel
      • one.2.eight fBrakeForce
      • one.two.nine fBrakeBiasFront
      • one.2.10 fHandBrakeForce
      • ane.2.11 fSteeringLock
    • 1.3 Wheel Traction Attributes
      • 1.iii.ane fTractionCurveMax
      • one.3.2 fTractionCurveMin
      • 1.3.3 fTractionCurveLateral
      • 1.3.4 fTractionSpringDeltaMax
      • 1.3.5 fLowSpeedTractionLossMult
      • 1.3.6 fCamberStiffnesss
      • 1.three.7 fTractionBiasFront
      • 1.3.8 fTractionLossMult
    • ane.4 Pause Attributes
      • 1.iv.1 fSuspensionForce
      • 1.4.two fSuspensionCompDamp
      • one.4.3 fSuspensionReboundDamp
      • 1.4.iv fSuspensionUpperLimit
      • one.four.five fSuspensionLowerLimit
      • ane.4.vi fSuspensionRaise
      • ane.four.7 fSuspensionBiasFront
      • 1.4.8 fAntiRollBarForce
      • i.four.9 fAntiRollBarBiasFront
      • 1.4.10 fRollCentreHeightFront
      • i.4.11 fRollCentreHeightRear
    • i.5 Damage Attributes
      • 1.5.one fCollisionDamageMult
      • 1.5.2 fWeaponDamageMult
      • 1.five.three fDeformationDamageMult
      • 1.v.4 fEngineDamageMult
      • ane.5.five fPetrolTankVolume
      • ane.v.6 fOilVolume
    • 1.6 Miscellaneous Attributes
      • one.6.1 fSeatOffsetDistX
      • 1.6.2 fSeatOffsetDistY
      • one.half-dozen.3 fSeatOffsetDistZ
      • ane.6.4 nMonetaryValue
      • ane.six.5 strModelFlags
      • one.6.6 strHandlingFlags
      • 1.six.7 strDamageFlags
      • i.6.8 AIHandling
  • 2 SubHandlingData
    • 2.1 CCarHandlingData
      • two.i.1 fBackEndPopUpCarImpulseMult
      • ii.1.2 fBackEndPopUpBuildingImpulseMult
      • ii.1.3 fBackEndPopUpMaxDeltaSpeed
      • 2.1.4 fToeFront
      • 2.1.5 fToeRear
      • 2.i.vi fCamberFront
      • two.one.vii fCamberRear
      • 2.1.8 fCastor
      • two.1.9 fEngineResistance
      • 2.ane.10 fMaxDriveBiasTransfer
      • ii.1.11 fJumpForceScale
      • ii.1.12 Unknown (0xFD5598BA)
      • 2.1.13 strAdvancedFlags
      • 2.one.14 AdvancedData
        • 2.1.fourteen.1 Slot
        • 2.1.14.2 Index
        • two.i.fourteen.3 Value
    • 2.2 CBoatHandlingData
      • 2.two.ane fBoxFrontMult
      • 2.2.2 fBoxRearMult
      • ii.2.3 fBoxSideMult
      • 2.2.iv fSampleTop
      • two.two.v fSampleBottom
      • two.2.6 fAquaplaneForce
      • 2.2.7 fAquaplanePushWaterMult
      • two.2.8 fAquaplanePushWaterCap
      • ii.2.9 fAquaplanePushWaterApply
      • ii.2.10 fRudderForce
      • 2.2.eleven fRudderOffsetSubmerge
      • 2.2.12 fRudderOffsetForce
      • 2.2.thirteen fRudderOffsetForceZMult
      • 2.2.14 fWaveAudioMult
      • 2.2.15 vecMoveResistance
      • 2.two.16 vecTurnResistance
      • two.2.17 fLook_L_R_CamHeight
      • 2.ii.18 fDragCoefficient
      • 2.two.19 fKeelSphereSize
      • two.2.xx fPropRadius
      • 2.ii.21 fLowLodAngOffset
      • 2.2.22 fLowLodDraughtOffset
      • two.ii.23 fImpellerOffset
      • 2.ii.24 fImpellerForceMult
      • ii.2.25 fDinghySphereBuoyConst
      • 2.two.26 fProwRaiseMult
      • 2.2.27 fDeepWaterSampleBuoyancyMult
    • two.3 CBikeHandlingData
      • ii.3.i fLeanFwdCOMMult
      • 2.3.2 fLeanFwdForceMult
      • ii.three.3 fLeanBakCOMMult
      • 2.iii.4 fLeanBakForceMult
      • 2.three.five fMaxBankAngle
      • ii.3.6 fFullAnimAngle
      • 2.iii.7 fDesLeanReturnFrac
      • 2.3.eight fStickLeanMult
      • 2.3.9 fBrakingStabilityMult
      • 2.iii.10 fInAirSteerMult
      • 2.3.11 fWheelieBalancePoint
      • 2.3.12 fStoppieBalancePoint
      • 2.3.13 fWheelieSteerMult
      • 2.iii.14 fRearBalanceMult
      • 2.3.15 fFrontBalanceMult
      • 2.iii.16 fBikeGroundSideFrictionMult
      • 2.3.17 fBikeWheelGroundSideFrictionMult
      • 2.3.xviii fBikeOnStandLeanAngle
      • 2.3.19 fBikeOnStandSteerAngle
      • ii.3.xx fJumpForce
    • 2.4 CFlyingHandlingData
      • 2.4.1 fThrust
      • 2.4.2 fThrustFallOff
      • 2.four.3 fThrustVectoring
      • 2.4.4 fYawMult
      • 2.4.5 fYawStabilise
      • 2.4.6 fSideSlipMult
      • ii.four.7 fRollMult
      • 2.4.8 fRollStabilise
      • 2.4.9 fPitchMult
      • 2.4.10 fPitchStabilise
      • 2.4.11 fFormLiftMult
      • 2.4.12 fAttackLiftMult
      • 2.4.13 fAttackDiveMult
      • 2.4.xiv fGearDownDragV
      • 2.4.15 fGearDownLiftMult
      • 2.4.16 fWindMult
      • 2.4.17 fMoveRes
      • 2.4.18 vecTurnRes
      • 2.4.19 vecSpeedRes
      • two.4.20 fGearDoorFrontOpen
      • two.four.21 fGearDoorRearOpen
      • 2.4.22 fGearDoorRearOpen2
      • 2.4.23 fGearDoorRearMOpen
      • ii.iv.24 fTurublenceMagnitudeMax
      • ii.iv.25 fTurublenceForceMulti
      • ii.iv.26 fTurublenceRollTorqueMulti
      • 2.4.27 fTurublencePitchTorqueMulti
      • ii.4.28 fBodyDamageControlEffectMult
      • 2.4.29 fInputSensitivityForDifficulty
      • two.4.xxx fOnGroundYawBoostSpeedPeak
      • 2.4.31 fOnGroundYawBoostSpeedCap
      • 2.4.32 fEngineOffGlideMulti
      • 2.4.33 fSubmergeLevelToPullHeliUnderwater
      • 2.4.34 handlingType
    • 2.five CVehicleWeaponHandlingData
      • 2.5.1 uWeaponHash
      • 2.5.two WeaponSeats
      • 2.5.3 fTurretSpeed
      • 2.5.four fTurretPitchMin
      • 2.five.5 fTurretPitchMax
      • two.5.6 fTurretCamPitchMin
      • 2.5.7 fTurretCamPitchMax
      • 2.v.8 fBulletVelocityForGravity
      • 2.5.9 fTurretPitchForwardMin
      • 2.v.10 fUvAnimationMult
      • 2.5.11 fMiscGadgetVar
      • two.five.12 fWheelImpactOffset
    • ii.half dozen CSubmarineHandlingData
      • 2.6.1 fPitchMult
      • 2.half dozen.two fPitchAngle
      • ii.half dozen.3 fYawMult
      • ii.half-dozen.4 fDiveSpeed
      • 2.6.5 fRollMult
      • 2.6.6 fRollStab
      • ii.6.7 vTurnRes
      • 2.6.8 fMoveResXY
      • ii.half dozen.ix fMoveResZ
    • 2.vii CTrailerHandlingData
      • 2.7.i fAttachLimitPitch
      • ii.vii.2 fAttachLimitRoll
      • 2.vii.three fAttachLimitYaw
      • two.vii.4 fUprightSpringConstant
      • 2.7.5 fUprightDampingConstant
      • 2.7.6 fAttachedMaxDistance
      • ii.7.seven fAttachedMaxPenetration
      • 2.7.8 fAttachRaiseZ
      • two.7.9 fPosConstraintMassRatio
    • 2.8 CBaseSubHandlingData
    • ii.9 CSeaPlaneHandlingData
      • 2.9.i fLeftPontoonComponentId
      • 2.ix.ii fRightPontoonComponentId
      • 2.9.3 fPontoonBuoyConst
      • 2.9.4 fPontoonSampleSizeFront
      • 2.ix.5 fPontoonSampleSizeMiddle
      • 2.9.6 fPontoonSampleSizeRear
      • 2.ix.7 fPontoonLengthFractionForSamples
      • two.ix.8 fPontoonDragCoefficient
      • two.nine.ix fPontoonVerticalDampingCoefficientUp
      • two.ix.10 fPontoonVerticalDampingCoefficientDown
      • 2.ix.eleven fKeelSphereSize
    • 2.ten CSpecialFlightHandlingData
      • 2.ten.one way
      • 2.10.2 fLiftCoefficient
      • 2.10.3 fMinLiftVelocity
      • two.10.4 fDragCoefficient
      • 2.x.5 fMaxPitchTorque
      • two.10.6 fMaxSteeringRollTorque
      • 2.ten.7 fMaxThrust
      • two.10.8 fYawTorqueScale
      • two.ten.nine fRollTorqueScale
      • 2.x.10 fTransitionDuration
      • 2.10.eleven fPitchTorqueScale
      • ii.10.12 vecAngularDamping
      • 2.10.xiii vecLinearDamping
  • 3 Other
    • 3.1 fWeaponDamageScaledToVehHealthMult
  • four External Links

handling.meta file in GTA 5, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found plant in ..\common\data and can be edited with any text editor.

Parameters

In that location are 50 parameters in 6 groups, plus boosted sub handling information.

Physical Attributes

These seven values represent the vehicle'south concrete proportions inside the game:

handlingName

This is used by the vehicles.meta file to place the handling line of the vehicle.

Value: Any text string no more 14 characters. By default, the handlingName consists of upper-case letter letters and numbers (TURISMO, E109, etc.)

fMass

This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.

Value: 0.0 - 10000.0 and higher up.

fInitialDragCoeff

Sets the elevate coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.

This affects the maximum speed of the vehicle. Greater value will lower the maximum speed.

Value: 10 to 120

fDownForceModifier

Sets the corporeality of downforce applied to the vehicle. Increment this value to increment the grip at high speed.

Value: TBD

fPercentSubmerged

A percentage of vehicle acme in the water earlier vehicle "floats". So as the vehicle falls into the water, at 85% vehicle peak (seemingly the default for route vehicles) it will stop sinking to bladder for a moment earlier information technology sinks (boats excluded).

Value: whatsoever percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, somewhen teleporting the vehicle to the surface.

vecCentreOfMassOffset

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

Value x: < -5.0 to > 5.0. (0.0 means that the center of gravity will exist in the eye of the vehicle. Positive values move the centre of gravity right.)
Value y: < -5.0 to > 5.0. (0.0 ways that the eye of gravity will be in the center of the vehicle. Positive values move the centre of gravity frontwards.)
Value z: < -5.0 to > v.0. (0.0 means that the center of gravity will exist in the center of the vehicle. Positive values move the centre of gravity up. Changing this value to great negative quantities (Eastward.K. -10 or greater) will cause the vehicle to conduct erratically, moving many feet per frame.)

vecInertiaMultiplier

This value affects the ease with which the vehicle spins around each axis. Therefore, the ten centrality affects how quickly the motorcar shifts forrard and back under braking and acceleration and how it rotates stop over stop in the air, the y axis affects how quickly the car shifts from side to side when cornering (or in the air) and the z axis affects how the car rotates around the middle, which mostly manifests as appearing to plow into corners very quickly. Recommend keeping the z value around 2.0 and above considering anything less looks very unnatural.

Note: Iv cars do not respond typically to this value; the police3 (Law Interceptor), Gang Burrito, 190Z and Zion Archetype. They need lower z values or else they will rotate around corners similar they are stuck in mud.

Value x: < 0.0 to > 4.0.
Value y: < 0.0 to > 4.0.
Value z: < 0.0 to > 4.0.

Transmission Attributes

These values describe the vehicle's directly line functioning. Charge per unit of acceleration is adamant by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. fSteeringLock can be thought of as a mensurate of sideways acceleration.

fDriveBiasFront

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

Value: 0.0 is rear cycle drive, ane.0 is front wheel drive, and any value between 0.01 and 0.99 is 4 bicycle drive (0.5 give both front and rear axles equal forcefulness, being perfect 4WD.)

nInitialDriveGears

How many frontward speeds a transmission contains.

Value: one to eight in versions earlier i.0.1604.0. ane to 10 for 1.0.1604.0 and up. Higher values work, merely will exceed the gear ratio array and overwrite other information in the vehicle objects' data.

It is not recommended to have a value college than 8 here as issues with downshifting can occur if the car's top gear is 9 or higher.

fInitialDriveForce

This value specifies the bulldoze force of the car, at the wheels.

  • fInitialDriveForce = TorqueWheelsNm/WeightKg
Value: 0.01 - 2.0 and above. ane.0 uses drive force calculation unmodified. Values less than 1.0 will in result requite the vehicle less drive force and values greater than 1.0 will produce more bulldoze strength. Almost cars accept betwixt 0.10 and 0.xl.

This value is calculated with the vehicle weight, so heavy and light vehicles have an accurate dispatch.

fDriveInertia

Describes how fast an engine volition rev. For case an engine with a long stroke crank and heavy flywheel volition take longer to redline than an engine with a short stroke and calorie-free flywheel.

  • Drive inertia formula TBD
Value: 0.01 - two.0. Default value is 1.0, or no modification of drive intertia. Bigger value = quicker redline

fClutchChangeRateScaleUpShift

Clutch speed multiplier on upwardly shifts, bigger number = faster shifts. Recommended to non become over 13. A value of ane = 0.9 seconds to shift gears.

fClutchChangeRateScaleDownShift

Clutch speed multiplier on downwards shifts, bigger number = faster shifts. Recommended to non go over 13. A value of i = 0.9 seconds to shift gears.

fInitialDriveMaxFlatVel

Determines the speed at redline in top gear; Controls the final drive of the vehicle's gearbox. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0.82 to get the speed in mph or multiply by ane.32 to become kph. To notice the right value for a given kph figure, kph * 0.75.

  • TopSpeedKph = (fInitialDriveMaxFlatVel * 1.2) / 0.9
Value: 0.00 - 500.0 and higher up.

The top speeds for different gears can be calculated by replacing the 0.9 in the formula with the ratio of the specific gear. GTA V uses a ratio of 0.9 for the superlative gear past default.

fBrakeForce

Multiplies the game'south calculation of deceleration. Bigger number = harder braking

  • Brake Strength formula TBD
Value: 0.01 - 2.0 and above. one.0 uses brake force calculation unmodified.

fBrakeBiasFront

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

Value: 0.0 means the rear beam only receives restriction force, one.0 means the front axle only receives brake force. 0.5 gives both axles equal brake force. A value betwixt 0.01 and 0.49 means the rear axle will receive more brake strength than the front end and a value between .051 and 0.99 means the front axles will receive more brake strength than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).

fHandBrakeForce

Braking ability for handbrake. Bigger number = harder braking

fSteeringLock

This value is a multiplier of the game's calculation of the angle a steer bike volition turn while at full turn. Steering lock is directly related to over or understeer / turning radius.

  • Steering lock formula TBD
Value: 0.01 - two.0 and above. Values around 0.one - 0.ii will simulate a long wheelbase. Whereas a value of effectually 0.75 and higher up will plough extremely fast. To high of a value here will cause the vehicle to spin out too easily.

Wheel Traction Attributes

The following attributes describe how the vehicle volition behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.

fTractionCurveMax

(formerly fTractionMult)

Cornering grip of the vehicle equally a multiplier of the tire surface friction. Finer the peak grip status before any loss of grip.

fTractionCurveMin

(formerly fTractionLoss)

Accelerating/braking grip of the vehicle equally a multiplier of the tire surface friction. Effectively the minimum grip status subsequently losing traction, eastward.g. in a skidding situation.

fTractionCurveLateral

Shape of lateral traction bend (superlative traction position in degrees). Lower values make the vehicle'south grip more responsive just less forgiving to loss of traction. College values make the vehicle's grip less responsive simply more forgiving to loss of traction. Also known as "slip angle".

fTractionSpringDeltaMax

Max distance of the lateral sidewall travel. Unit: meter. A force will pull the vehicle in the opposite management of the lateral travel, most noticeable when stopping after a slide. The dynamic effect is a small force pulling the vehicle inwards of a corner, more noticeable as the sliding angle increases.

fLowSpeedTractionLossMult

How much traction is reduced at low speed, 0.0 ways normal traction. It affects mainly car burnout (spinning wheels when car doesn't movement) when pressing gas. Decreasing value will crusade less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0. A completely artificial force.

fCamberStiffnesss

How much the vehicle is pushed towards its roll management. Road slant also affects curl and applied forces.

Values smaller than 0.0 or greater than 1.0 create unrealistic forces.

fTractionBiasFront

Determines the distribution of traction from front end to rear.

Value: 0.01 - 0.99. 0.01 = only rear axle has traction. 0.99 = merely front axle has traction. 0.5 = both axles have equal traction. Entering a value of 0.0 or 1.0 causes the vehicle to accept no traction (the tires actually fail to spawn), while entering a value outside of specified range causes the motorcar to move irrationally whenever the wheels are touching the basis.

fTractionLossMult

How much is traction afflicted by textile grip differences from 1.0. Basically information technology affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you lot loose, making car less responsive and prone to sliding).

Suspension Attributes

fSuspensionForce

ane / (Force * NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.

fSuspensionCompDamp

Damping during strut compression. Bigger = stiffer.

fSuspensionReboundDamp

Damping during strut rebound. Bigger = stiffer

fSuspensionUpperLimit

Visual limit... how far tin wheels move up / down from original position

fSuspensionLowerLimit

Visual limit... how far tin can wheels move up / downwards from original position

fSuspensionRaise

The amount that the suspension raises the body off the wheels. Recommend adjusting at second decimal unless vehicle has room to motion. ie -0.02 is plenty of drop on an already low motorcar. Too much volition show the wheels clipping through or if positive, no intermission joining the torso to wheels

fSuspensionBiasFront

Force damping scale front end/dorsum. If more wheels at back (e.g. trucks) need front intermission to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.

fAntiRollBarForce

The spring abiding that is transmitted to the contrary bike when nether compression larger numbers are a larger force. Larger Numbers = less body scroll

fAntiRollBarBiasFront

The bias betwixt front and rear for the antiroll bar(0 front, 1 rear)

fRollCentreHeightFront

This value change the weight transmission during an acceleration between the left and right. I REALLY recommend to be very conscientious while modifying information technology, because it'southward very sensitive and can ruin your driving command. Larger Numbers = less rollover opportunity (drive like on rails)

A negative value will make the weight more important at the opposite direction when you accelerate, and a positive will make your weight more of import on the same management you lot're going.

Optimal values will depend on your needs and will differ on dissimilar vehicle models.

fRollCentreHeightRear

This value modify the weight manual during an acceleration betwixt the front and rear (and can touch on the acceleration speed). I Actually recommend to be very careful while modifying it, because information technology's very sensitive and can ruin your driving command (a high positive value can brand your car able to do wheelies, only you won't be able to control it if yous turn your bicycle). Larger Numbers = less rollover opportunity (bulldoze like on rails)

A negative value will make the weight more important at the rear when you advance, and a positive volition make your weight more than of import on the front.

Optimal values volition depend on your needs and will differ on dissimilar vehicle models.

Damage Attributes

The following attributes dictate how the vehicle will react to damaging furnishings.

fCollisionDamageMult

Multiplies the game's calculation of damage to the vehicle through collision, causing gas tank and wheels to catch fire.

Value: 0.0 - 10.0. 0.0 = no harm through collision. 10.0 = X times damage through collision.

College values brand body parts fall off more easily. Also enables engine harm.

fWeaponDamageMult

Multiplies the game'due south adding of damage to the vehicle through weapon damage.

Value: 0.0 - 10.0. 0.0 = no impairment through weapons. ten.0 = Ten times damage through weapons.

fDeformationDamageMult

Multiplies the game's adding of deformation-causing damage.

Value: 0.0 - 10.0. 0.0 = no deformation through harm is possible. x.0 = Ten times deformation-causing harm.

fEngineDamageMult

Multiplies the game'due south calculation of damage to the engine, causing explosion or engine failure.

Value: 0.0 - 10.0. 0.0 = no damage to the engine. ten.0 = 10 times impairment to the engine.

This value seems to respond more often than not to impacts straight on the hood, and not as much to forepart end impacts.

fPetrolTankVolume

Amount of petrol that will leak later on shooting the vehicle's petrol tank. Also used by some fuel-usage scripts.

fOilVolume

Black smoke time before engine dies?

Miscellaneous Attributes

fSeatOffsetDistX

The altitude from the door to the car seat.

Value: Driver > passenger

fSeatOffsetDistY

The distance from the door to the car seat.

Value: Trunk > hood

fSeatOffsetDistZ

The distance from the door to the car seat.

Value: Undercarriage > roof

nMonetaryValue

Vehicle worth.

strModelFlags

Affects model-related functions.

Model Flags
HEX Name Description
0x1 MF_IS_VAN Allows the vehicle to use door_dside_r and door_pside_r bones as double rear doors.
0x2 MF_IS_BUS
0x4 MF_IS_LOW
0x8 MF_IS_BIG Makes the AI take wider turns when driving around corners.
0x10 MF_ABS_STD
0x20 MF_ABS_OPTION
0x40 MF_ABS_ALT_STD
0x80 MF_ABS_ALT_OPTION
0x100 MF_NO_DOORS Used for vehicles that have no door bones.
0x200 MF_TANDEM_SEATING
0x400 MF_SIT_IN_BOAT Uses seated animations when controlling a boat.
0x800 MF_HAS_TRACKS Changes the tire marking texture to tank tracks and permanently applies it to the route, and makes misc_a, misc_b, misc_c, and misc_d bones act as wheels.
0x1000 MF_NO_EXHAUST The vehicle won't return exhaust particle effects.
0x2000 MF_DOUBLE_EXHAUST Creates a mirrored copy of the frazzle particle effect on the car. Technically redundant, every bit the game supports up to 32 individual exhaust bones.
0x4000 MF_NO_1STPERSON_LOOKBEHIND Does non allow the role player to use the "look behind" button while in first person view - information technology will instead enter tertiary person mode and and then look backside.
0x8000 MF_CAN_ENTER_IF_NO_DOOR Allows entry into the vehicle even if the vehicle has no accessible door.
0x10000 MF_AXLE_F_TORSION
0x20000 MF_AXLE_F_SOLID
0x40000 MF_AXLE_F_MCPHERSON
0x80000 MF_ATTACH_PED_TO_BODYSHELL
0x100000 MF_AXLE_R_TORSION
0x200000 MF_AXLE_R_SOLID
0x400000 MF_AXLE_R_MCPHERSON
0x800000 MF_DONT_FORCE_GRND_CLEARANCE Allows car to fully bottom out during difficult landings and get stuck on curbs if low enough. Also allows bumpers to collide with map (when used in conjunction with vehicles.meta office).
0x1000000 MF_DONT_RENDER_STEER Volition not plough the vehicle'due south wheels when steering - visual effect only.
0x2000000 MF_NO_WHEEL_BURST Prevents the wheels from being burst in any way - essentially a default "Bulletproof Tires" option.
0x4000000 MF_INDESTRUCTIBLE makes the vehicle indestructible.
0x8000000 MF_DOUBLE_FRONT_WHEELS Doubles the front wheel.
0x10000000 MF_IS_RC Hides the histrion model when they enter the vehicle.
0x20000000 MF_DOUBLE_REAR_WHEELS Doubles the rear wheel.
0x40000000 MF_NO_WHEEL_BREAK Prevents the vehicle'south wheels from getting discrete on impairment.
0x80000000 MF_IS_HATCHBACK
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names have been taken from Red Dead Redemption Ii, which lets go of the HEX system in favor of strings. The flags in that game are identical to ones found in GTA V.

strHandlingFlags

Affects handling-related functions.

Handling Flags
HEX Proper noun Description
0x1 HF_SMOOTHED_COMPRESSION Makes the suspension compression smoother.
0x2 HF_REDUCED_MOD_MASS Reduces the mass that is added with modification parts.
0x4 HF_HAS_KERS Partially enables KERS on the vehicle; disables horn and shows the recharge bar below the minimap. KERS boost itself still needs to be enabled by the SET_VEHICLE_KERS_ALLOWED native.
0x8 MF_HAS_TRACKS Official proper name hash for this flag is the same as the MF_HAS_TRACKS flag from strModelFlags. The actual function is that the vehicle's grip becomes inverted.
0x10 HF_NO_HANDBRAKE Disables handbrake control.
0x20 HF_STEER_REARWHEELS Rear wheels volition steer instead of the front end.
0x40 HF_HANDBRAKE_REARWHEELSTEER Allows to use the handbrake to steer the vehicle with rear wheels, in addition to the front wheels.
0x80 HF_STEER_ALL_WHEELS Front end and rear wheels will steer.
0x100 HF_FREEWHEEL_NO_GAS Disables auto-braking when benumbed.
0x200 HF_NO_REVERSE Disables reverse control.
0x400 _0x4C11C7F9 Official name hash: 0x4C11C7F9
0x800 HF_STEER_NO_WHEELS Prevents vehicle from steering.
0x1000 HF_CVT Enables electric vehicle physics.
0x2000 HF_ALT_EXT_WHEEL_BOUNDS_BEH
0x4000 HF_DONT_RAISE_BOUNDS_AT_SPEED
0x8000 HF_EXT_WHEEL_BOUNDS_COL
0x10000 HF_LESS_SNOW_SINK The vehicle will sink less when driving over snow.
0x20000 HF_TYRES_CAN_CLIP Allows the tires to prune into the ground based on the tire sidewall, letting the vehicle handle bumps much easier.
0x40000 _0x2DEA7A05 Official proper noun hash: 0x2DEA7A05
0x80000 HF_HEAVY_VEHICLE
0x100000 HF_OFFROAD_ABILITIES Allows the vehicle to perform better off-route.
0x200000 HF_OFFROAD_ABILITIES_X2 Allows the vehicle to perform even better off-road.
0x400000 HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
0x800000 INCREASED_GRAVITY Official proper name hash: 0xB7AD98ED
0x1000000 HF_ENABLE_LEAN
0x2000000 _0xD43251F6 Official name hash: 0xD43251F6
0x4000000 HF_HEAVYARMOUR
0x8000000 HF_ARMOURED Prevents vehicle doors from breaking open in collisions.
0x10000000 HF_SELF_RIGHTING_IN_WATER
0x20000000 HF_IMPROVED_RIGHTING_FORCE Adds extra force when trying to flip the vehicle dorsum on its wheels.
0x40000000 HF_USE_EXTRA_SOFT_SURFACE_SUS Affects how interruption handles precipitous changes in surface.
0x80000000 HF_LAST_AVAILABLE_FLAG Does nothing. Possibly exclusive to RDRII.
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names accept been taken from Red Expressionless Redemption Ii, which lets go of the HEX system in favor of strings. The flags in that game are identical to ones found in GTA 5.

strDamageFlags

Indicates the doors that are nonbreakable.

Impairment Flags
HEX Name Description
0x1 DF_DRIVER_SIDE_FRONT_DOOR Makes the driver-side forepart door (door_dside_f) non-breakable.
0x2 DF_DRIVER_SIDE_REAR_DOOR Makes the driver-side rear door (door_dside_r) non-breakable.
0x4 DF_DRIVER_PASSENGER_SIDE_FRONT_DOOR Makes the passenger-side forepart door (door_pside_f) not-breakable.
0x8 DF_DRIVER_PASSENGER_SIDE_REAR_DOOR Makes the rider-side rear door (door_pside_r) non-breakable.
0x10 DF_BONNET Makes the hood (bonnet) not-brittle.
0x20 DF_BOOT Makes the body (boot) non-brittle.
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names accept been taken from Cherry-red Expressionless Redemption 2, which lets get of the HEX organisation in favor of strings. The flags in that game are identical to ones found in GTA V.

AIHandling

Tells the AI which driving profile it should apply when driving the vehicle. Use AVERAGE for boats, bikes, aircraft, etc.

  • AVERAGE
  • SPORTS_CAR
  • TRUCK
  • CRAP

SubHandlingData

Tin can use three different sub handling data items. For blank items, set blazon to "NULL"

CCarHandlingData

fToeFront

Adjusts the toe of the vehicle's front wheels.

fToeRear

Adjusts the toe of the vehicle's rear wheels.

fCamberFront

Adjusts the camber of the vehicle's front wheels.

fCamberRear

Adjusts the slant of the vehicle'south rear wheels.

fCastor

fEngineResistance

fMaxDriveBiasTransfer

fJumpForceScale

Adjusts the force with which vehicles with a jump boost are boosted. The college the value, the higher the jump.

Unknown (0xFD5598BA)

Unused in-game. It is a float value with unknown effect.

strAdvancedFlags

Advanced flags. Infamous for their original awarding having negative furnishings on certain vehicles.

Advanced Flags
HEX Name Description
0x1 Unknown / N/A
0x2 Unknown / Northward/A
0x4 _AF_ENABLE_DRIVE_BIAS_TRANSFER Allows the vehicle to use fMaxDriveBiasTransfer value.
0x8 Unknown / Due north/A
0x10 Unknown / N/A
0x20 Unknown / N/A
0x40 Unknown / N/A
0x80 _AF_SMOOTH_HANDBRAKE When using the handbrake the vehicle slows downwards more gradually and leaves less tire marks.
0x100 Unknown / Northward/A
0x200 Unknown / Due north/A
0x400 Unknown / N/A
0x800 Unknown / N/A
0x1000 Unknown / N/A
0x2000 Unknown / N/A
0x4000 Unknown / N/A
0x8000 _AF_CAN_BE_STANCED Allows the vehicle to be stanced using the _SET_LOWERED_STANCE_ENABLED native. Requires the _AF_IGNORE_TUNED_WHEELS_CLIP flag to be enabled.
0x10000 _AF_TRACTION_CONTROL Adds traction control to the vehicle and shifts gears upwards earlier.
0x20000 _AF_HOLD_GEAR_LONGER Shifts gears up later than normal. Causes a revving upshot before shifting on some vehicles.
0x40000 _AF_STIFFER_SPRING_SPEED Increases suspension spring force as the vehicle goes faster. Also known as "bouncy suspension".
0x80000 _AF_FAKE_WHEELSPIN The vehicle will practise another, fake, wheelspin later a wheelspin - traction will carry as if the wheels are still spinning.
0x100000 _AF_REDUCED_RIGHTING_FORCE Reduces righting force of the vehicle, effectively making it much harder and slower to flip dorsum on its wheels.
0x200000 _AF_LONGER_1ST Extends the duration of the beginning gear.
0x400000 _AF_SMOOTH_REV_1ST The revs are smoother when in first gear.
0x800000 _AF_NEUTRAL_STEER Allows the vehicle to be rotated left or right while parked on the spot. Intended for tanks/tracked vehicles.
0x1000000 _AF_HANDBRAKE_WHEELIE Allows the vehicle to perform a handbrake wheelie. Muscle vehicle grade is hardcoded to utilise this flag.
0x2000000 _AF_REDUCE_EXT_WHEEL_COL_CLIPPING Makes the wheels much less likely to clip into the ground when the vehicle is tipped over.
0x4000000 _AF_IGNORE_TUNED_WHEELS_CLIP Forces stock tire clipping boundaries. Also prevents lowering the vehicle by shooting at its wheels/suspension. This flag is required in addition to _AF_CAN_BE_STANCED to stance the vehicle through script.
0x8000000 _AF_DOWNFORCE_KERBFIX Changes the way downforce works, and enables the use of AdvancedData to affect downforce by individual spoilers and forepart bumper parts. In addition, it nullifies the speed gained from going over curbs.
0x10000000 _AF_IMPROVED_GRIP_WITH_SUSP_MODS Suspension options give the vehicle more grip.
0x20000000 _AF_HAS_SPECIAL_PERFORMANCE_MODS Enables the apply of AdvancedData to add new performance mods affecting engine power and turbo stages.
0x40000000 Unknown / N/A
0x80000000 Unknown / Due north/A
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names accept been taken from Red Dead Redemption II, which lets go of the HEX system in favor of strings. The flags in that game are identical to ones institute in GTA Five.

AdvancedData

Advanced Data for the vehicle. Currently it is known to affect two different vehicle mechanics, the wheelies and the downforce, in a different style.

If the handbrake wheelie advanced flag is enabled (hardcoded to be enabled for all Muscle form vehicles), the AdvancedData volition let defined modparts to control the force multiplier for the wheelie.
If the new downforce mechanics advanced flag is enabled, the AdvancedData will permit defined modparts to control the downforce multiplier for the vehicle ONLY on the spoiler and front bumper parts.

Has the following 3 parameters:

Slot

Mod office slot ID, as defined in carcols modpart type. The ID'southward are:

0:  VMT_SPOILER one:  VMT_BUMPER_F ii:  VMT_BUMPER_R 3:  VMT_SKIRT 4:  VMT_EXHAUST 5:  VMT_CHASSIS 6:  VMT_GRILL 7:  VMT_BONNET 8:  VMT_WING_L 9:  VMT_WING_R 10: VMT_ROOF eleven: VMT_PLTHOLDER 12: VMT_PLTVANITY 13: VMT_INTERIOR1 fourteen: VMT_INTERIOR2 15: VMT_INTERIOR3 sixteen: VMT_INTERIOR4 17: VMT_INTERIOR5 18: VMT_SEATS 19: VMT_STEERING twenty: VMT_KNOB 21: VMT_PLAQUE 22: VMT_ICE 23: VMT_TRUNK 24: VMT_HYDRO 25: VMT_ENGINEBAY1 26: VMT_ENGINEBAY2 27: VMT_ENGINEBAY3 28: VMT_CHASSIS2 29: VMT_CHASSIS3 thirty: VMT_CHASSIS4 31: VMT_CHASSIS5 32: VMT_DOOR_L 33: VMT_DOOR_R 34: VMT_LIVERY_MOD 35: VMT_LIGHTBAR 36: VMT_ENGINE 37: VMT_BRAKES 38: VMT_GEARBOX 39: VMT_HORN forty: VMT_SUSPENSION 41: VMT_ARMOUR 42: VMT_NITROUS 43: VMT_TURBO 44: VMT_SUBWOOFER 45: VMT_TYRE_SMOKE 46: VMT_HYDRAULICS 47: VMT_XENON_LIGHTS 48: VMT_WHEELS 49: VMT_WHEELS_REAR_OR_HYDRAULICS        

This value can be ignored if 1 intends on having the parts alter downforce.

Known Effects
Slot Required Flag Outcome
Whatsoever _AF_HANDBRAKE_WHEELIE Adjusts the force of the handbrake wheelie.
0 _AF_DOWNFORCE_KERBFIX Affects downforce.
1
20 _AF_HAS_SPECIAL_PERFORMANCE_MODS Allows to increase or decrease engine ability when Turbo is equipped.
22 Allows to increase or decrease engine power.

Index

Index of the mod part. For downforce altering, the alphabetize value is overall, and not based on blazon. Eg. Index value of 50 will bear on the 50th (51st, if you starting time counting from 1) part listed in the modkit. The part at the chosen index must be classified equally either a spoiler or a forepart bumper AND the new downforce mechanics advanced flag must be enabled for the multiplier to accept any consequence.

For wheelie force altering, the index value is based on blazon. Eg. if the chosen modpart is at alphabetize 20, but it is the 2nd part of a specific form, so the alphabetize will be 1 and not xx. Slot value must be correctly defined, and the handbrake wheelie advanced flag must be enabled on the vehicle in guild for the multiplier value to have an result.

Value

The multiplier value.

CBoatHandlingData

Some auto treatment variables are used for alternate functions in boats.

fBoxFrontMult

fBoxRearMult

fBoxSideMult

fSampleTop

fSampleBottom

fAquaplaneForce

fAquaplanePushWaterMult

fAquaplanePushWaterCap

fAquaplanePushWaterApply

fRudderForce

fRudderOffsetSubmerge

Vertical start of propeller from os when determining if submerged.

fRudderOffsetForce

Vertical offset of propeller from bone when applying force.

fRudderOffsetForceZMult

fWaveAudioMult

vecMoveResistance

vecTurnResistance

fLook_L_R_CamHeight

fDragCoefficient

fKeelSphereSize

fPropRadius

fLowLodAngOffset

The angular offset from vertical that this boat sits at on calm h2o; used to smooth transition to/from low LOD buoyancy fashion.

fLowLodDraughtOffset

fImpellerOffset

fImpellerForceMult

fDinghySphereBuoyConst

fProwRaiseMult

fDeepWaterSampleBuoyancyMult

CBikeHandlingData

fLeanFwdCOMMult

How much the middle of mass is shifted by leaning forward.

fLeanFwdForceMult

How much force is practical when leaning forward.

fLeanBakCOMMult

How much the center of mass is shifted by leaning back.

fLeanBakForceMult

How much forcefulness is applied when leaning back.

fMaxBankAngle

fFullAnimAngle

fDesLeanReturnFrac

fStickLeanMult

fBrakingStabilityMult

fInAirSteerMult

fWheelieBalancePoint

fStoppieBalancePoint

fWheelieSteerMult

fRearBalanceMult

fFrontBalanceMult

fBikeGroundSideFrictionMult

fBikeWheelGroundSideFrictionMult

fBikeOnStandLeanAngle

fBikeOnStandSteerAngle

fJumpForce

CFlyingHandlingData

For aircraft that utilize multiple flying modes (due east.thousand. the Hydra) use ii split up subhandlingdata entries.

fThrust

Thrust power.

fThrustFallOff

Thrust powerloss with speed.

fThrustVectoring

Thrust direction aligning based on steering.

fYawMult

Yaw input strength.

fYawStabilise

Yaw resistance, scales up with speed.

fSideSlipMult

Sideways resistance, scales up with speed.

fRollMult

Roll input forcefulness, scales up with speed.

fRollStabilise

Roll resistance, scales up with speed.

fPitchMult

Pitch input forcefulness, scales up with speed.

fPitchStabilise

Pitch resistance, scales upward with speed.

fFormLiftMult

Base lift gene that�due south contained from wing�s attack angle. Affects the trend to point relative upwards with speed.

fAttackLiftMult

Elevator gene of the wing�s attack angle while rise, scales up with speed.

fAttackDiveMult

Lift factor of the wing�due south assail bending while diving, scales upward with speed.

fGearDownDragV

Extra drag when the gear (and in some planes, the flaps besides) is downwardly, scales up with speed.

fGearDownLiftMult

Lift multiplier when the gear (and in some planes, the flaps too) is downwards.

fWindMult

Current of air influence cistron.

fMoveRes

A grade of air drag/resistance factor, split from <fInitialDragCoeff> and works in a less natural manner. It is advised to use <fInitialDragCoeff> to mess with air elevate instead.

vecTurnRes

Resistance to rotation, the lower, the less natural wobble.

vecSpeedRes

fGearDoorFrontOpen

fGearDoorRearOpen

fGearDoorRearOpen2

fGearDoorRearMOpen

fTurublenceMagnitudeMax

Maximum turbulence magnitude of Sinwave move simulation.

fTurublenceForceMulti

Turbulence vertical strength multiplier.

fTurublenceRollTorqueMulti

Turbulence y centrality torque multiplier.

fTurublencePitchTorqueMulti

Turbulence 10 axis torque multiplier.

fBodyDamageControlEffectMult

Control noise factor contributed from aeroplane impairment.

fInputSensitivityForDifficulty

Control noise gene contributed from airplane pilot driving skills.

fOnGroundYawBoostSpeedPeak

fOnGroundYawBoostSpeedCap

fEngineOffGlideMulti

fSubmergeLevelToPullHeliUnderwater

handlingType

  • HANDLING_TYPE_FLYING - Aeroplane or helicopter.
  • HANDLING_TYPE_VERTICAL_FLYING - Hydra VTOL mode.

CVehicleWeaponHandlingData

uWeaponHash

Up to 3 weapons usable per vehicle. Vehicle Weapon name in weapons.meta. Available weapons:

  • VEHICLE_WEAPON_TANK
  • VEHICLE_WEAPON_SPACE_ROCKET
  • VEHICLE_WEAPON_PLANE_ROCKET
  • VEHICLE_WEAPON_PLAYER_LASER
  • VEHICLE_WEAPON_ENEMY_LASER
  • VEHICLE_WEAPON_PLAYER_BULLET
  • VEHICLE_WEAPON_PLAYER_BUZZARD
  • VEHICLE_WEAPON_PLAYER_HUNTER
  • VEHICLE_WEAPON_PLAYER_LAZER
  • VEHICLE_WEAPON_SEARCHLIGHT
  • VEHICLE_WEAPON_WATER_CANNON
  • VEHICLE_WEAPON_RADAR
  • VEHICLE_WEAPON_DUNE
  • VEHICLE_WEAPON_NOSE_TURRET_VALKYRIE
  • VEHICLE_WEAPON_TURRET_VALKYRIE
  • VEHICLE_WEAPON_TURRET_TECHNICAL
  • VEHICLE_WEAPON_PLAYER_SAVAGE
  • VEHICLE_WEAPON_TURRET_INSURGENT
  • VEHICLE_WEAPON_TURRET_LIMO
  • VEHICLE_WEAPON_TURRET_VALKYRIE
  • VEHICLE_WEAPON_CARACARA_MG
  • VEHICLE_WEAPON_CARACARA_MINIGUN
  • VEHICLE_WEAPON_HAVOK_MINIGUN
  • VEHICLE_WEAPON_INSURGENT_MINIGUN
  • VEHICLE_WEAPON_MENACER_MG
  • VEHICLE_WEAPON_MULE4_MG
  • VEHICLE_WEAPON_MULE4_MISSILE
  • VEHICLE_WEAPON_MULE4_TURRET_GL
  • VEHICLE_WEAPON_OPPRESSOR2_MG
  • VEHICLE_WEAPON_OPPRESSOR2_CANNON
  • VEHICLE_WEAPON_OPPRESSOR2_MISSILE
  • VEHICLE_WEAPON_POUNDER2_MINI
  • VEHICLE_WEAPON_POUNDER2_MISSILE
  • VEHICLE_WEAPON_POUNDER2_BARRAGE
  • VEHICLE_WEAPON_POUNDER2_GL
  • VEHICLE_WEAPON_SCRAMJET_MG
  • VEHICLE_WEAPON_SCRAMJET_MISSILE
  • VEHICLE_WEAPON_SPEEDO4_MG
  • VEHICLE_WEAPON_SPEEDO4_TURRET_MG
  • VEHICLE_WEAPON_SPEEDO4_TURRET_MINI
  • VEHICLE_WEAPON_STRIKEFORCE_CANNON
  • VEHICLE_WEAPON_STRIKEFORCE_MISSILE
  • VEHICLE_WEAPON_STRIKEFORCE_BARRAGE
  • VEHICLE_WEAPON_HACKER_MISSILE
  • VEHICLE_WEAPON_HACKER_MISSILE_HOMING
  • VEHICLE_WEAPON_AKULA_TURRET_SINGLE
  • VEHICLE_WEAPON_AKULA_MISSILE
  • VEHICLE_WEAPON_AKULA_TURRET_DUAL
  • VEHICLE_WEAPON_AKULA_MINIGUN
  • VEHICLE_WEAPON_AKULA_BARRAGE
  • VEHICLE_WEAPON_AVENGER_CANNON
  • VEHICLE_WEAPON_BARRAGE_TOP_MG
  • VEHICLE_WEAPON_BARRAGE_TOP_MINIGUN
  • VEHICLE_WEAPON_BARRAGE_REAR_MG
  • VEHICLE_WEAPON_BARRAGE_REAR_MINIGUN
  • VEHICLE_WEAPON_BARRAGE_REAR_GL
  • VEHICLE_WEAPON_CHERNO_MISSILE
  • VEHICLE_WEAPON_COMET_MG
  • VEHICLE_WEAPON_DELUXO_MG
  • VEHICLE_WEAPON_DELUXO_MISSILE
  • VEHICLE_WEAPON_KHANJALI_CANNON
  • VEHICLE_WEAPON_KHANJALI_CANNON_HEAVY
  • VEHICLE_WEAPON_KHANJALI_MG
  • VEHICLE_WEAPON_KHANJALI_GL
  • VEHICLE_WEAPON_REVOLTER_MG
  • VEHICLE_WEAPON_SUBCAR_MG
  • VEHICLE_WEAPON_SUBCAR_MISSILE
  • VEHICLE_WEAPON_SUBCAR_TORPEDO
  • VEHICLE_WEAPON_THRUSTER_MG
  • VEHICLE_WEAPON_THRUSTER_MISSILE
  • VEHICLE_WEAPON_VISERIS_MG
  • VEHICLE_WEAPON_VOLATOL_DUALMG
  • VEHICLE_WEAPON_BRUISER_50CAL
  • VEHICLE_WEAPON_BRUISER2_50CAL_LASER
  • VEHICLE_WEAPON_BRUTUS_50CAL
  • VEHICLE_WEAPON_FLAMETHROWER
  • VEHICLE_WEAPON_FLAMETHROWER_SCIFI
  • VEHICLE_WEAPON_DEATHBIKE_DUALMINIGUN
  • VEHICLE_WEAPON_DEATHBIKE2_MINIGUN_LASER
  • VEHICLE_WEAPON_DOMINATOR4_50CAL
  • VEHICLE_WEAPON_DOMINATOR5_50CAL_LASER
  • VEHICLE_WEAPON_IMPALER2_50CAL
  • VEHICLE_WEAPON_IMPALER3_50CAL_LASER
  • VEHICLE_WEAPON_IMPERATOR_50CAL
  • VEHICLE_WEAPON_MORTAR_KINETIC
  • VEHICLE_WEAPON_IMPERATOR2_50CAL_LASER
  • VEHICLE_WEAPON_ISSI4_50CAL
  • VEHICLE_WEAPON_ISSI5_50CAL_LASER
  • VEHICLE_WEAPON_MONSTER3_GLKIN
  • VEHICLE_WEAPON_SCARAB_50CAL
  • VEHICLE_WEAPON_SCARAB2_50CAL_LASER
  • VEHICLE_WEAPON_SLAMVAN4_50CAL
  • VEHICLE_WEAPON_SLAMVAN5_50CAL_LASER
  • VEHICLE_WEAPON_ZR380_50CAL
  • VEHICLE_WEAPON_ZR3802_50CAL_LASER
  • VEHICLE_WEAPON_DUNE_MG
  • VEHICLE_WEAPON_DUNE_GRENADELAUNCHER
  • VEHICLE_WEAPON_DUNE_MINIGUN
  • VEHICLE_WEAPON_TAMPA_MISSILE
  • VEHICLE_WEAPON_TAMPA_MORTAR
  • VEHICLE_WEAPON_TAMPA_FIXEDMINIGUN
  • VEHICLE_WEAPON_TAMPA_DUALMINIGUN
  • VEHICLE_WEAPON_HALFTRACK_DUALMG
  • VEHICLE_WEAPON_HALFTRACK_QUADMG
  • VEHICLE_WEAPON_APC_CANNON
  • VEHICLE_WEAPON_APC_MISSILE
  • VEHICLE_WEAPON_APC_MG
  • VEHICLE_WEAPON_ARDENT_MG
  • VEHICLE_WEAPON_TECHNICAL_MINIGUN
  • VEHICLE_WEAPON_TRAILER_QUADMG
  • VEHICLE_WEAPON_TRAILER_MISSILE
  • VEHICLE_WEAPON_TRAILER_DUALAA
  • VEHICLE_WEAPON_NIGHTSHARK_MG
  • VEHICLE_WEAPON_OPPRESSOR_MG
  • VEHICLE_WEAPON_OPPRESSOR_MISSILE
  • VEHICLE_WEAPON_MOBILEOPS_CANNON
  • VEHICLE_WEAPON_JB700_MG
  • VEHICLE_WEAPON_RCTANK_GUN
  • VEHICLE_WEAPON_RCTANK_FLAME
  • VEHICLE_WEAPON_RCTANK_ROCKET
  • VEHICLE_WEAPON_RCTANK_LAZER
  • VEHICLE_WEAPON_CANNON_BLAZER
  • VEHICLE_WEAPON_TURRET_BOXVILLE
  • VEHICLE_WEAPON_RUINER_BULLET
  • VEHICLE_WEAPON_RUINER_ROCKET
  • VEHICLE_WEAPON_HUNTER_MG
  • VEHICLE_WEAPON_HUNTER_MISSILE
  • VEHICLE_WEAPON_HUNTER_CANNON
  • VEHICLE_WEAPON_HUNTER_BARRAGE
  • VEHICLE_WEAPON_TULA_NOSEMG
  • VEHICLE_WEAPON_TULA_MG
  • VEHICLE_WEAPON_TULA_DUALMG
  • VEHICLE_WEAPON_TULA_MINIGUN
  • VEHICLE_WEAPON_SEABREEZE_MG
  • VEHICLE_WEAPON_MICROLIGHT_MG
  • VEHICLE_WEAPON_DOGFIGHTER_MG
  • VEHICLE_WEAPON_DOGFIGHTER_MISSILE
  • VEHICLE_WEAPON_MOGUL_NOSE
  • VEHICLE_WEAPON_MOGUL_DUALNOSE
  • VEHICLE_WEAPON_MOGUL_TURRET
  • VEHICLE_WEAPON_MOGUL_DUALTURRET
  • VEHICLE_WEAPON_ROGUE_MG
  • VEHICLE_WEAPON_ROGUE_CANNON
  • VEHICLE_WEAPON_ROGUE_MISSILE
  • VEHICLE_WEAPON_BOMBUSHKA_DUALMG
  • VEHICLE_WEAPON_BOMBUSHKA_CANNON
  • VEHICLE_WEAPON_VIGILANTE_MG
  • VEHICLE_WEAPON_VIGILANTE_MISSILE
  • VEHICLE_WEAPON_PARAGON2_MG

WeaponSeats

Seat number that can command the weapon. Use 0 if a weapon isn't set.

Value: Weapon ane: 0 - viii. 0 is the driver.
Value: Weapon 2: 0 - eight. 0 is the commuter.
Value: Weapon 3: 0 - 8. 0 is the driver.

fTurretSpeed

fTurretPitchMin

fTurretPitchMax

fTurretCamPitchMin

fTurretCamPitchMax

fBulletVelocityForGravity

fTurretPitchForwardMin

fUvAnimationMult

fMiscGadgetVar

fWheelImpactOffset

CSubmarineHandlingData

fPitchMult

fPitchAngle

fYawMult

fDiveSpeed

fRollMult

fRollStab

vTurnRes

fMoveResXY

fMoveResZ

CTrailerHandlingData

fAttachLimitPitch

How much the trailer is immune to lean forward or backward.

fAttachLimitRoll

How much the trailer is allowed to lean from side to side.

fAttachLimitYaw

How much the trailer is immune to rotate.

fUprightSpringConstant

Exactly 0.0 will cause the upright leap to use no strength

fUprightDampingConstant

fAttachedMaxDistance

Attachment distance constraint max distance. Less than or equal to 0.0 will default to the old spherical constraint.

fAttachedMaxPenetration

Zipper distance constraint max penetration. Less than or equal to 0.0 volition default to the quondam spherical constraint.

fAttachRaiseZ

fPosConstraintMassRatio

Indicates that we want the trailer to appear either heavier (val < i.0) or lighter relative to the towing vehicle without actually changing its existent mass

CBaseSubHandlingData

No parameters. Merely used by the Metrotrain.

CSeaPlaneHandlingData

fLeftPontoonComponentId

Component ID of the left pontoon's collision inside a grouped chassis COL component.

fRightPontoonComponentId

Component ID of the right pontoon's collision within a grouped chassis COL component.

fPontoonBuoyConst

fPontoonSampleSizeFront

fPontoonSampleSizeMiddle

fPontoonSampleSizeRear

fPontoonLengthFractionForSamples

fPontoonDragCoefficient

Adds drag to the pontoon when travelling on water, in a similar fashion to the vehicle's initial drag.

fPontoonVerticalDampingCoefficientUp

fPontoonVerticalDampingCoefficientDown

fKeelSphereSize

Increases of decreases the keel sphere emulated around each pontoon.

CSpecialFlightHandlingData

mode

Always set to 1 for true (e.m is Deluxo in hover mode)

fLiftCoefficient

fMinLiftVelocity

fDragCoefficient

fMaxPitchTorque

fMaxSteeringRollTorque

fMaxThrust

fYawTorqueScale

fRollTorqueScale

fTransitionDuration

fPitchTorqueScale

vecAngularDamping

vecLinearDamping

Other

fWeaponDamageScaledToVehHealthMult

Only used by the Rhino.

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Can I Drive My Wrangler With Different Gear Sets in the Front and Rear Axles UPDATED

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