How To Change Vehicle Handling
How to Change Vehicle Handling in FiveM (handling.meta + vehicles.meta)
Two clean ways to tune FiveM vehicle physics: permanent per-model changes in handling.meta (bound via vehicles.meta), or runtime overrides with natives for events and jobs.
1) Quick summary
-
Addon cars: edit the car resource’s
handling.metaand make surevehicles.metapoints to the right handling. - Base GTA cars: don’t edit game files; create a small tuning resource and reference the model there.
-
Live tweaks: use handling natives like
SetVehicleHandlingFloatfor temporary event/job tuning.
2) Prerequisites
- A working server and a place to test (dev server or a private test zone).
- Basic resource structure knowledge:
fxmanifest.lua, and wheredata/meta files live. - Text editor (VS Code) and access to your resources folder.
3) Method 1: handling.meta (permanent, per model)
This is the clean “set it and forget it” approach. It’s what you use when you want a specific car to always drive a certain way. The referenced tutorial lays out the resource structure and minimal manifest pattern.
Where handling.meta lives
- Addon vehicles commonly ship with
data/handling.meta. - If it doesn’t exist, create it and register it in
fxmanifest.lua.
Minimal resource structure
resources/
handling_tuning/
fxmanifest.lua
data/
handling.meta
vehicles.meta (only if you need to bind a new handlingId)
Minimal fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
files {
'data/handling.meta',
'data/vehicles.meta'
}
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
Create a unique handlingName
The safe pattern: copy the original handling entry, then rename <handlingName> to something unique (don’t reuse the stock name). Example structure is shown in the reference guide.
<HandlingData>
<Item type="CHandlingData">
<handlingName>MY_TUNED_SULTAN</handlingName>
<fMass value="1400.0"/>
<fInitialDragCoeff value="8.0"/>
<fInitialDriveForce value="0.31"/>
<fInitialDriveMaxFlatVel value="190.0"/>
<fBrakeForce value="1.0"/>
<fSteeringLock value="40.0"/>
</Item>
</HandlingData>
Bind it to the car via vehicles.meta
If you want the tuned handling for one specific model, you create a new handling entry and then point that vehicle to it. The reference FAQ spells this out directly: new handlingName → reference via handlingId in vehicles.meta.
<Item>
<modelName>sultan</modelName>
<handlingId>MY_TUNED_SULTAN</handlingId>
</Item>
4) Method 2: runtime overrides (natives)
This is for “temporary” tuning: drift events, special job vehicles, race nights, etc. The referenced tutorial includes a simple client-side loop that applies handling fields on the entity owner.
-- client.lua (example pattern)
RegisterNetEvent('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)
If you do runtime boosts (nitrous/event multipliers), store original values and restore them after the session.
5) Safe testing workflow (no “feels faster bro”)
Handling changes lie to you if you test them wrong. Do it like a dev server:
- Pick one baseline route: same stretch of road, same weather/time.
- Measure 0–100 and 100–0: acceleration and braking are what players feel first.
- Test cornering: medium-speed corners show understeer/oversteer immediately.
- Change one variable at a time: if you change 6 values, you’ll never know what helped.
- Keep a rollback: store the previous handling entry; don’t “edit in place” with no history.
6) Key values you actually touch
The reference guide’s “Key Handling Values” list is basically the core set people tune most often.
-
Engine:
fInitialDriveForce,fDriveInertia,fInitialDriveMaxFlatVel, clutch shift scales. -
Brakes:
fBrakeForce,fBrakeBiasFront,fHandBrakeForce. -
Steering:
fSteeringLock. - Grip: traction curve max/min/lateral + low-speed traction loss multiplier.
- Suspension: force/damping/raise/anti-roll.
7) Common problems (understeer, oversteer, speed cap)
“Top speed feels capped”
The guide calls out the main culprit: fInitialDriveMaxFlatVel behaves like a soft cap, and drag/gearing still influence real speed.
Understeer (car refuses to rotate)
Typical fixes: slightly raise mid-corner grip, adjust steering lock, and re-check brake bias. The reference “understeer/oversteer” section points to these kinds of tweaks.
Oversteer (rear snaps out too easily)
Typical fixes: bring back rear grip a bit, avoid extreme low-speed traction loss, and keep changes small.
8) FAQ
How do I change handling for a single car only?
Create a unique <handlingName> in handling.meta, then reference it via <handlingId> in vehicles.meta for that model.
Can I apply handling changes per job (e.g., drift team only)?
Yes — runtime overrides are made for that: apply on job start and restore defaults on job end.
What’s the cleanest way to avoid messing up my whole server?
Put tuning into a separate resource you can disable in 2 seconds. Don’t edit random resources directly with no backups.
If your server focuses on realistic driving and you want consistent physics across a curated garage, start with vehicles that are built for FiveM and tune from there: FiveM-ready cars (and if you run larger curated bundles: vehicle packs for FiveM servers).