GTA San Andreas handling.cfg
I use the column letters and names in the comments of the GTA San Andreas\data\handling.cfg
file to describe what they do. This file changes some physics and animation properties of the cars, not just the handling.
Some of these settings have an unknown purpose and many have not been tested completely.
Standard Settings
Official Name | Description | |
---|---|---|
A | vehicle identifier
| Relates this data with vehicles.ide and other files.
|
B | fMass
| Mass of the vehicle in kilograms. |
C | fTurnMass
| Used to calculate motion effects. Needs experiments. |
D | fDragMult
| Changes resistance to movement. See acceleration tutorial. |
F | CentreOfMass.x
| Distance from the centre of the car in metres to the right for the centre of mass. |
G | CentreOfMass.y
| Distance from the centre of the car in metres forwards for the centre of mass. |
H | CentreOfMass.z
| Distance from the centre of the car in metres upwards for the centre of mass. |
I | nPercentSubmerged
| Percentage of the vehicle height required to be submerged for the car to float. |
J | fTractionMultiplier
| Cornering grip of the vehicle as a multiplier of the tyre surface friction. |
K | fTractionLoss
| Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction. |
L | fTractionBias
| Ratio of front axle grip to rear axle grip; higher value shifts grip forwards. |
M | TransmissionData.nNumberOfGears
| Number of gearchange animations and sound effects to use. |
N | TransmissionData.fMaxVelocity
| Limits the top speed. See acceleration tutorial. |
O | TransmissionData.fEngineAcceleration
| Basic rate of acceleration. See acceleration tutorial. |
P | TransmissionData.fEngineInertia
| Smooths or sharpens the acceleration curve. See acceleration tutorial. |
Q | TransmissionData.nDriveType
| Assigns Front , Rear or 4 wheel drive.
|
R | TransmissionData.nEngineType
| Assigns Petrol , Diesel or Electric engine characteristics.
|
S | fBrakeDeceleration
| Overall decelerative force. |
T | fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward. |
U | bABS
| Needs testing. |
V | fSteeringLock
| Maximum angle of steering in degrees. |
a | fSuspensionForceLevel
| Needs testing but might be the same as previous editions. |
b | fSuspensionDampingLevel
| Needs testing but might be the same as previous editions. |
c | fSuspensionHighSpdComDamp
| Stiffens the dampening strength as speed increases. |
d | suspension upper limit
| Uppermost movement of wheels in metres. |
e | suspension lower limit
| Ride height of vehicle in metres. |
f | suspension bias between front and rear
| Ratio of suspension force to apply at the front compared to the rear. |
g | suspension anti-dive multiplier
| Changes the amount of body pitching under braking and acceleration. |
aa | fSeatOffsetDistance
| Distance from door position to seat postion. |
ab | fCollisionDamageMultiplier
| Amount of engine damage vehicle gets from collisions. Higher value means more damage. |
ac | nMonetaryValue
| Used to calculate the Value of property damaged statistic. |
af | modelFlags
| Special animations features of the which can be enabled or disabled. See modelFlags section. |
ag | handlingFlags
| Special performance features. See handlingFlags section. |
ah | front lights
| Type of head lights of the vehicle. |
ai | rear lights
| Same as above but for the tail lights. |
aj | Vehicle anim group
| Refers to an Animation ID number.
|
modelFlags
The easiest way to alter flag data is to use an editor like CFG Studio 2.
Byte | Value | Official Name | Description |
---|---|---|---|
1 | 1 | IS_VAN
| Allows double doors for the rear animation. |
2 | IS_BUS
| Vehicle uses bus stops and will try to take on passengers. | |
4 | IS_LOW
| Drivers and passengers sit lower and lean back. | |
8 | IS_BIG
| Changes the way that the AI drives around corners. | |
2 | 1 | REVERSE_BONNET
| Bonnet and boot open in opposite direction from normal. |
2 | HANGING_BOOT
| Boot opens from top edge. | |
4 | TAILGATE_BOOT
| Boot opens from bottom edge. | |
8 | NOSWING_BOOT
| Boot does not open. | |
3 | 1 | NO_DOORS
| Door open and close animations are skipped. |
2 | TANDEM_SEATS
| Two people will use the front passenger seat. | |
4 | SIT_IN_BOAT
| Uses seated boat animation instead of standing. | |
8 | CONVERTIBLE
| Changes how hookers operate and other small effects. | |
4 | 1 | NO_EXHAUST
| Removes all exhaust particles. |
2 | DBL_EXHAUST
| Adds a second exhaust particle on opposite side to first. | |
4 | NO1FPS_LOOK_BEHIND
| Prevents player using rear view when in first-person mode. | |
8 | FORCE_DOOR_CHECK
| Needs testing. | |
5 | 1 | AXLE_F_NOTILT
| Front wheels stay vertical to the car like GTA 3. |
2 | AXLE_F_SOLID
| Front wheels stay parallel to each other. | |
4 | AXLE_F_MCPHERSON
| Front wheels tilt like GTA Vice City. | |
8 | AXLE_F_REVERSE
| Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
| |
6 | 1 | AXLE_R_NOTILT
| Rear wheels stay vertical to the car like GTA 3. |
2 | AXLE_R_SOLID
| Rear wheels stay parallel to each other. | |
4 | AXLE_R_MCPHERSON
| Rear wheels tilt like GTA Vice City. | |
8 | AXLE_R_REVERSE
| Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
| |
7 | 1 | IS_BIKE
| Use extra handling settings in the bikes section. |
2 | IS_HELI
| Use extra handling settings in the flying section. | |
4 | IS_PLANE
| Use extra handling settings in the flying section. | |
8 | IS_BOAT
| Use extra handling settings in the boats section. | |
8 | 1 | BOUNCE_PANELS
| Needs testing. |
2 | DOUBLE_RWHEELS
| Places a second instance of each rear wheel next to the normal one. | |
4 | FORCE_GROUND_CLEARANCE
| Needs testing. | |
8 | IS_HATCHBACK
| Needs testing. |
handlingFlags
The easiest way to alter flag data is to use an editor like CFG Studio 2.
Byte | Value | Official Name | Description |
---|---|---|---|
1 | 1 | 1G_BOOST
| Gives more engine power for standing starts; better hill climbing. |
2 | 2G_BOOST
| Gives more engine power at slightly higher speeds. | |
4 | NPC_ANTI_ROLL
| No body roll when driven by AI characters. | |
8 | NPC_NEUTRAL_HANDL
| Less likely to spin out when driven by AI characters. | |
2 | 1 | NO_HANDBRAKE
| Disables the handbrake effect. |
2 | STEER_REARWHEELS
| Rear wheels steer instead of front, like a forklift truck. | |
4 | HB_REARWHEEL_STEER
| Handbrake makes the rear wheels steer as well as front, like the monster truck. | |
8 | ALT_STEER_OPT
| Needs testing. | |
3 | 1 | WHEEL_F_NARROW2
| Very narrow front wheels. |
2 | WHEEL_F_NARROW
| Narrow front wheels. | |
4 | WHEEL_F_WIDE
| Wide front wheels. | |
8 | WHEEL_F_WIDE2
| Very wide front wheels. | |
4 | 1 | WHEEL_R_NARROW2
| Very narrow rear wheels. |
2 | WHEEL_R_NARROW
| Narrow rear wheels. | |
4 | WHEEL_R_WIDE
| Wide rear wheels. | |
8 | WHEEL_R_WIDE2
| Very wide rear wheels. | |
5 | 1 | HYDRAULIC_GEOM
| Needs testing. |
2 | HYDRAULIC_INST
| Will spawn with hydraulics installed. | |
4 | HYDRAULIC_NONE
| Hydraulics cannot be installed. | |
8 | NOS_INST
| Vehicle automatically gets NOS installed when it spawns. | |
6 | 1 | OFFROAD_ABILITY
| Vehicle will perform better on loose surfaces like dirt. |
2 | OFFROAD_ABILITY2
| Vehicle will perform better on soft surfaces like sand. | |
4 | HALOGEN_LIGHTS
| Makes headlights brighter and more blue. | |
8 | PROC_REARWHEEL_1ST
| Needs testing. | |
7 | 1 | USE_MAXSP_LIMIT
| Prevents vehicle going faster than column N value for maximum speed. |
2 | LOW_RIDER
| Allows vehicle to be modified at Loco Low Co shops. | |
4 | STREET_RACER
| When set, vehicle can only be modified at Wheel Arch Angels. | |
8 | UNDEFINED
| No effect. | |
8 | 1 | SWINGING_CHASSIS
| Lets the car body move from side to side on the suspension. |
2 | UNDEFINED
| No effect. | |
4 | UNDEFINED
| No effect. | |
8 | UNDEFINED
| No effect. |
Wheels
To set the wheel scaling method, use the GTA San Andreas\data\vehicles.ide
file. The visual model for the wheel is included in the DFF for most GTA San Andreas vehicles.
Boat Data
The following Global parameters are different for boats.
Official Name | Description | |
---|---|---|
J | Bank Force Mult
| Amount of lean when turning. |
K | Rudder Turn Force
| Effect of the steering. |
L | Speed Steer Falloff
| Amount to reduce steering effect by as speed increases. |
S | Vertical Wave Hit Limit
| Limit to the rebound from hitting a wave? |
T | Forward Wave Hit Brake
| Limit to the speed reduction from hitting a wave? |
a | WaterResistance Volume Mult
| Drag between hull and water? |
b | Water Damping Mult
| How smoothly the boat reacts to waves? |
d | Handbrake Drag Mult
| Factor to increase drag by when handbrake is on? |
e | Sideslip Force
| Strength that the boat will be pushed sideways by waves. |
Additional parameters are applied when using the IS_BOAT
flag.
Official Name | Description | |
---|---|---|
A | ID
| Matches with Global vehicle indentifier to find this line.
|
B | ThrustY
| Forward thrust when accelerating? |
C | ThrustZ
| Upwards thrust when accelerating to make the boat rise out of the water a little? |
D | ThrustAppZ
| Needs testing. |
E | AqPlaneForce
| Increase in acceleration when riding over waves? |
F | AqPlaneLimit
| Limit of the above effect? |
G | AqPlaneOffset
| How high the nose raises when aquaplaning? |
H | WaveAudioMult
| Loudness of waves against boat. |
I | MoveResX
| Resistance against boat moving sideways. |
J | MoveResY
| Resistance against boat moving forwards and backwards. |
K | MoveResZ
| Resistance against boat moving vertically. |
L | TurnResX
| Resistance against pitching vertically. |
M | TurnResY
| Resistance against rolling clockwise/anticlockwise. |
N | TurnResZ
| Resistance against turning left/right. |
O | Look_L_R_BehindCamHeight
| Height above standard to position side and rear views. |
Bike Data
Additional parameters are applied when using the IS_BIKE
flag.
Official Name | Description | |
---|---|---|
A | ID
| Matches with Global vehicle indentifier to find this line.
|
B | LeanFwdCOM
| Centre of mass when leaning forward. |
C | LeanFwdForce
| Pitching force when leaning forward. |
D | LeanBakCOM
| Centre of mass when leaning backward. |
E | LeanBackForce
| Pitching force when leaning backward. |
F | MaxLean
| Maximum lean angle from vertical for the bike. |
G | FullAnimLean
| Maximum lean angle from vertical for the player. |
H | DesLean
| Maximum lean angle when decelerating. |
I | SpeedSteer
| Steering angle when at speed. |
J | NoPlayerCOMz
| Centre of mass when no player is riding. |
K | SlipSteer
| Steering angle on slippery surfaces. |
L | StoppieAng
| Angle which needs to be reached for stoppie physics to engage. |
M | WheelieAng
| Angle which needs to be reached for wheelie physics to engage. |
N | WheelieStabMult
| Stabilising force when doing wheelie. |
O | WheelieSteer
| Steering effect when doing wheelie. |
P | StoppieStabMult
| Stabilising force when doing stoppie. |
Flying Data (Planes, Helicopters, Hovercraft)
Additional parameters are applied when using the IS_HELI
or IS_PLANE
flags. These settings are applied differently to planes and helicopters.
Planes
Planes use the following additional parameters.
Official Name | Description | |
---|---|---|
A | id
| Matches with Global vehicle indentifier to find this line.
|
B | Thrust
| Acceleration of plane in flight when no keys are pressed. |
C | ThrustFallOff
| Increase in acceleration when accelerator key is pressed. |
D | Yaw
| Left/right turning force. |
E | YawStab
| Stabilising effect when turning left/right. |
F | SideSlip
| Altitude loss when rolled to one side. |
G | Roll
| Clockwise/anticlockwise rotation force. |
H | RollStab
| Stabilising effect when rotating clockwise/anticlockwise. |
I | Pitch
| Strength of moving the nose up/down. |
J | PitchStab
| Stabilising effect when moving nose up/down. |
K | FormLift
| Multiplies speed by this to produce the lift the plane has. |
L | AttackLift
| Lift multiplied by the angle the nose is raised at. |
M | GearUpR[esistance]
| Global drag is multiplied by this value when landing gear is retracted. When gear is down, the drag value is used by itself.
|
N | GearDownL[ift]
| Increase in lift when landing gear is down. |
O | WindMult
| Effect of wind on plane stability. |
P | MoveRes
| Resistance to the aircraft moving. |
Q | TurnRes.x
| Resistance against plane pitching up/down? |
R | TurnRes.y
| Resistance against plane rolling clockwise/anticlockwise? |
S | TurnRes.z
| Resistance against plane turning left/right? |
T | SpeedRes.x
| Increase in air resistance when moving sideways? |
U | SpeedRes.y
| Increase in air resistance when moving forward/backward? |
V | SpeedRes.z
| Increase in air resistance when moving up/down? |
Helicopters
I haven’t tested how the settings affect helicopters.
Animation Data
The additional parameters in the animations section set the timing of the animation data files when entering, exiting a car and stealing a vehicle. Each animation line is combined with a second line using the 2nd group
setting. This is a weird relationship and I havn't tried to find out what effect it has.
I haven’t done any testing with these but here are my best guesses about what they mean.
Official Name | Description | |
---|---|---|
A | ID
| Matches with the Global parameter aj to find this line.
|
B | 1st group
| Method to combine anim groups; normally identifies the current group. |
C | 2nd group
| Method to combine anim groups; normally identifies a group at the start of the table. |
D | Align
| Needs testing. |
E | OpenOutF
| Open front door when exiting? |
F | OpenOutR
| Open rear door when exiting? |
G | GetInF
| Can enter using the front doors. |
H | GetInR
| Can enter using the rear doors. |
I | Jack
| Player can remove driver? |
J | CloseInsF
| Close front door when inside? |
K | CloseInsR
| Close rear door when inside? |
L | Shuffle
| Needs testing. |
M | GetOutF
| Can exit using the front doors? |
N | GetOutR
| Can exit using the rear doors? |
O | BeJacked
| Player can be removed whilst driving? |
P | CloseOutF
| Close front door when outside? |
Q | CloseOutR
| Close rear door when outside? |
R | JumpOut
| Player can jump out of vehicle? |
S | CloseRoll
| Something to do with closing the door and the window being rolled down? |
T | FallDie
| Can be killed by falling out? |
U | OpenLocked
| Player can open doors even when they are locked? |
V | GetInTime
| Time taken to get into car. |
W | JumpOutTime
| Time taken to jump out of car. |
X | GetOutTime
| Time taken to exit car. |
Y | JkdOutTime
| Time taken to be car-jacked. |
Z | FallTime
| Time taken to fall out of car? |
a | OpenOutStart
| Affects start of opening door when exiting. |
b | OpenOutStop
| Affects end of opening door when exiting. |
c | CloseInStart
| Affects start of closing door when entering. |
d | CloseInStop
| Affects end of closing door when entering. |
e | OpenInStart
| Affects start of opening door when entering. |
f | OpenInStop
| Affects end of opening door when entering. |
g | CloseOutStart
| Affects start of closing door when exiting. |
h | CloseOutStop
| Affects end of closing door when exiting. |
i | SpecialFlag
| Affects player animations. See SpecialFlags section. |
SpecialFlags
Byte | Value | Official Name | Description |
---|---|---|---|
1 | 1 | dont close door after getting out
| Defines itself. |
2 | don't close door after getting in
| Defines itself. | |
4 | use kart drive anims
| Go-kart animation sequence. | |
8 | use truck drive anims
| Defines itself. | |
2 | 1 | use hover drive anims
| Hovercraft animation sequence. |
2 | run special locked door
| Needs testing. | |
4 | don't open door when getting in
| Player jumps straight in. |
Credits
Several people sent test results which helped:
- Fred Bohl
- Glen Winstein
- GTAgamer
- James “gta_king” Moorehead
- Ofer Porat
- Various people in the Editing Discussion > Vehicles and Mod Showroom > Vehicles areas of GTAForums.
These authors gave full permission for their discoveries to be used on this site. Many thanks to them! You can send your own tests to me.