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
- i.1 Physical Attributes
- 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
- 2.1 CCarHandlingData
- 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.
External Links
- Real Fourth dimension Handling Editor by ikt
v ·d ·e | |
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File Formats | .awc • .dat • .gfx • .gxt2 • .ide • .meta/.ymt/.xml • .mrf • .patch • .rpf • .ybn/.ybd • .ycd • .ydd • .ydr • .yed • .yfd • .yft • .yld • .ymap • .ymf • .ynd • .ynv • .ypdb • .ysc • .ytd • .ytyp • .yvr |
Documentation | Bink Video • Native functions • Weather types |
Tools | OpenIV • GIMS Evo • CodeWalker |
Multiplayer | GTAForums:GTA Online |
Useful links | Community portal • Give-and-take forums • GTA 5 Modding Forum • GTA5-Mods • Native Functions Database (Alexander Blade) • Native Functions Database (alloc8or) |
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Can I Drive My Wrangler With Different Gear Sets in the Front and Rear Axles UPDATED
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