
How To Change Vehicle Handling (FiveM)
Want tighter brakes, grippier tires, or real drift physics? You can change vehicle handling in FiveM in two clean ways:
This guide is part of our complete FiveM content creation guide, covering everything from MLO design to scripting, vehicle modding, and building your creator brand.
- Edit
handling.metafor permanent, per-model tuning. - Override handling at runtime with FiveM natives in a script.
This guide shows both, explains every important value, and gives you safe testing workflows that prevent desync and chaos on your server.
We also provide a tool to change all vehicle handlings.
Quick Summary
- For addon cars: edit that resource’s
handling.metaand ensure the vehicle’svehicles.metapoints to it. - For GTA base cars: add a custom handling entry and reference it in a lightweight resource; don’t edit game files.
- For live tweaks: use
SetVehicleHandlingFloat/Int/Vectoron the client that owns the vehicle, then lock in defaults with a server-side gate if needed. - Test properly: measure 0–100 km/h, top speed, stopping distance, and cornering; record changes; roll back fast if it drives worse.
Prerequisites
- A working FiveM server and a dev resource to test changes.
- Basic knowledge of the FiveM resource structure:
fxmanifest.lua,client.lua,server.lua. - A text editor (VS Code) and access to your resources folder.
Tip: keep all handling changes in a separate resource
handling_tuning/so you can disable it quickly if something breaks.
Method 1: Edit handling.meta (permanent)
Where to find it
- Addon vehicles usually ship with
data/handling.meta. - If not, create one and reference it in
fxmanifest.lua.
Resource structure example
resources/
handling_tuning/
fxmanifest.lua
data/
handling.meta
vehicles.meta (only if you need to bind new handlingId)
carvariations.meta (optional)
Minimal fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
files {
'data/handling.meta',
'data/vehicles.meta'
}
-- Tell the game what each file is
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
Example handling.meta entry (car)
<HandlingData>
<Item type="CHandlingData">
<handlingName>MY_TUNED_SULTAN</handlingName>
<fMass value="1400.0"/>
<fInitialDragCoeff value="8.0"/>
<fPercentSubmerged value="85.0"/>
<!-- Engine / drivetrain -->
<fInitialDriveForce value="0.31"/> <!-- Acceleration strength -->
<fDriveInertia value="1.0"/>
<fClutchChangeRateScaleUpShift value="2.5"/>
<fClutchChangeRateScaleDownShift value="2.0"/>
<fInitialDriveMaxFlatVel value="190.0"/> <!-- Approx top speed (km/h proxy) -->
<!-- Brakes -->
<fBrakeForce value="1.0"/>
<fBrakeBiasFront value="0.55"/>
<fHandBrakeForce value="0.65"/>
<!-- Steering -->
<fSteeringLock value="40.0"/>
<!-- Grip / traction -->
<fTractionCurveMax value="2.4"/> <!-- Peak grip -->
<fTractionCurveMin value="2.1"/> <!-- Mid‑corner grip -->
<fTractionCurveLateral value="22.0"/>
<fTractionSpringDeltaMax value="0.14"/>
<fLowSpeedTractionLossMult value="0.6"/>
<!-- Suspension -->
<fSuspensionForce value="2.0"/>
<fSuspensionCompDamp value="1.5"/>
<fSuspensionReboundDamp value="2.0"/>
<fSuspensionUpperLimit value="0.08"/>
<fSuspensionLowerLimit value="-0.10"/>
<fSuspensionRaise value="0.00"/>
<fAntiRollBarForce value="0.7"/>
<!-- Weight balance / roll -->
<fRollCentreHeightFront value="0.32"/>
<fRollCentreHeightRear value="0.33"/>
<!-- Model flags (optional) -->
<strModelFlags>440010</strModelFlags>
<strHandlingFlags>0</strHandlingFlags>
</Item>
</HandlingData>
Bind the handling to a vehicle
If you introduced a new <handlingName>, point your vehicle at it in vehicles.meta:
<CVehicleModelInfo__InitDataList>
<Item>
<modelName>sultan</modelName>
<handlingId>MY_TUNED_SULTAN</handlingId>
</Item>
</CVehicleModelInfo__InitDataList>
Common tuning goals
| Goal | Change these values | Notes |
|---|---|---|
| Faster acceleration | fInitialDriveForce up slightly; fDriveInertia up a bit | Avoid huge jumps. Small increments 0.02–0.05. |
| Higher top speed | fInitialDriveMaxFlatVel up | Keep realistic for balance. |
| Better brakes | fBrakeForce up; bias 0.55–0.65 front | Too high locks wheels unrealistically. |
| More grip | fTractionCurveMax/Min up; lower fLowSpeedTractionLossMult | High grip reduces fun slides. |
| Drift setup | Lower fTractionCurveMax/Min; raise fLowSpeedTractionLossMult; reduce fBrakeBiasFront | Combine with higher fSteeringLock. |
| Softer ride | Lower fSuspensionForce; lower fCompDamp/ReboundDamp | Watch for bottoming out. |
| Flatter cornering | Raise fAntiRollBarForce; adjust roll centers | Too stiff causes snap oversteer. |
Keep a changelog per vehicle: what you changed, by how much, and your test results.
Method 2: Override Handling with Natives (runtime)
Use this when you need dynamic setups (race events, jobs, rentals) or want to A/B test before locking values into handling.meta.
Client script example
-- client.lua
local function setHandlingFloat(model, field, value)
local mhash = type(model) == 'string' and GetHashKey(model) or model
SetVehicleHandlingFloat(mhash, 'CHandlingData', field, value)
end
CreateThread(function()
-- Example: buff Sultan acceleration a bit
setHandlingFloat('sultan', 'fInitialDriveForce', 0.33)
setHandlingFloat('sultan', 'fInitialDriveMaxFlatVel', 195.0)
end)
Apply only to owned vehicles
The client that owns the entity should apply the change to avoid desync. If you need server authority, pair a server event with an entity owner check and reapply on playerEnteredVehicle.
-- server.lua
RegisterNetEvent('tune:apply')
AddEventHandler('tune:apply', function(netId, changes)
local src = source
-- validate permissions here
TriggerClientEvent('tune:applyClient', -1, netId, changes)
end)
-- client.lua
RegisterNetEvent('tune:applyClient')
AddEventHandler('tune:applyClient', function(netId, changes)
local veh = NetToVeh(netId)
if DoesEntityExist(veh) and NetworkHasControlOfEntity(veh) then
for _, c in ipairs(changes) do
SetVehicleHandlingFloat(GetEntityModel(veh), 'CHandlingData', c.field, c.value)
end
end
end)
For temporary boosts (nitrous, events), store original values and restore them after the session.
Safe Testing Workflow
- Clone vehicle: test on one model first, not the whole class.
- Set baselines: stock 0–100, top speed, 100–0 brake distance, a standard slalom.
- Change one variable: commit small increments, test after each.
- Use identical routes and weather: remove randomness.
- Gather feedback: let multiple players test; note controller vs keyboard.
- Monitor performance: check
resmonfor spikes when you script per‑tick changes.
Simple KPI checklist
- 0–100 km/h improves by 5–10% without wheelspin.
- Top speed increases no more than needed for class balance.
- Brake distance shortens but stays realistic.
- Car remains catchable at limit; no snap oversteer.
Balance & Anti‑Chaos Rules
- Set class caps: top speed, power, grip per class (A, S, X). Document the caps.
- Apply server‑side validation so players can’t stack illegal values.
- Keep police and emergency vehicles predictable; don’t over‑buff.
- For drift servers, publish a drift base pack with shared values to reduce complaints.
Troubleshooting
Vehicle ignores your handlingId
- Ensure the
vehicles.metaentry’s<handlingId>exactly matches<handlingName>. - Make sure you loaded
vehicles.metaviadata_file 'VEHICLE_METADATA_FILE'.
Handling changes don’t apply to addon car
- Some packs embed their own
handling.meta. Remove duplicates or ensure your file loads after theirs.
Desync between players
- Apply runtime overrides on the owning client. Avoid spammy loops; set once per spawn.
Car flips too easily
- Lower center of mass: slightly increase
fRollCentreHeightFront/Rearand reducefSuspensionRaise.
Understeer
- Increase
fTractionCurveMinslightly andfSteeringLock. Consider more rear brake bias.
Oversteer
- Increase rear grip or anti‑roll slightly. Lower
fLowSpeedTractionLossMult.
Reference: Key Handling Values
- Engine:
fInitialDriveForce,fDriveInertia,fInitialDriveMaxFlatVel,fClutchChangeRateScaleUpShift/DownShift - Brakes:
fBrakeForce,fBrakeBiasFront,fHandBrakeForce - Steering:
fSteeringLock - Traction:
fTractionCurveMax/Min/Lateral,fLowSpeedTractionLossMult,fTractionSpringDeltaMax - Suspension:
fSuspensionForce,fSuspensionCompDamp,fSuspensionReboundDamp,fSuspensionUpper/LowerLimit,fSuspensionRaise,fAntiRollBarForce - Stability:
fRollCentreHeightFront/Rear,fMass,fInitialDragCoeff
Example: Balanced Street Setup (copy & adapt)
<Item type="CHandlingData">
<handlingName>MX_STREET_BALANCED</handlingName>
<fMass value="1500.0"/>
<fInitialDragCoeff value="9.0"/>
<fInitialDriveForce value="0.30"/>
<fDriveInertia value="1.05"/>
<fClutchChangeRateScaleUpShift value="2.2"/>
<fClutchChangeRateScaleDownShift value="1.9"/>
<fInitialDriveMaxFlatVel value="200.0"/>
<fBrakeForce value="1.0"/>
<fBrakeBiasFront value="0.60"/>
<fHandBrakeForce value="0.55"/>
<fSteeringLock value="38.0"/>
<fTractionCurveMax value="2.35"/>
<fTractionCurveMin value="2.05"/>
<fLowSpeedTractionLossMult value="0.7"/>
<fSuspensionForce value="2.2"/>
<fSuspensionCompDamp value="1.6"/>
<fSuspensionReboundDamp value="2.2"/>
<fSuspensionUpperLimit value="0.07"/>
<fSuspensionLowerLimit value="-0.09"/>
<fAntiRollBarForce value="0.75"/>
<fRollCentreHeightFront value="0.31"/>
<fRollCentreHeightRear value="0.32"/>
</Item>
FAQ
How do I change handling for a single car only?
Create a new <handlingName> in handling.meta and reference it via <handlingId> in vehicles.meta for that model.
Can I apply handling changes per player or job?
Yes. Use runtime overrides in a client script when a job starts, and restore stock values when it ends.
Why does top speed feel capped?fInitialDriveMaxFlatVel acts as a soft cap. Aerodynamic drag and gear ratios still influence real top speed.
Do handling changes affect server performance?
Static handling.meta changes do not. Per‑tick script tweaks can; set once on spawn and avoid loops.
Internal Links
- Installing addon cars the right way
- Using Resmon to benchmark your changes
- Complete FiveM performance tuning guide
- Best FiveM settings for smoother gameplay
- How to fix texture loss in FiveM
External References
- FiveM natives reference for handling overrides
- Community
handling.metadocumentation for GTA V values
Publish Checklist
- Add code blocks with copy buttons.
- Link the five internal guides above.
- Add one short demo clip of before/after braking distance.
- Review cross‑platform behavior (keyboard/controller).
- Run an A/B test for 7 days before rolling site‑wide.
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