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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

vehicle identifier

Relates this data with vehicles.ide and other


files.

fMass

Mass of the vehicle in kilograms.

fTurnMass

Used to calculate motion effects. Needs


experiments.

fDragMult

Changes resistance to movement.


See acceleration tutorial.

CentreOfMass.x

Distance from the centre of the car in metres to


the right for the centre of mass.

CentreOfMass.y

Distance from the centre of the car in metres


forwards for the centre of mass.

CentreOfMass.z

Distance from the centre of the car in metres


upwards for the centre of mass.

nPercentSubmerged

Percentage of the vehicle height required to be


submerged for the car to float.

fTractionMultiplier

Cornering grip of the vehicle as a multiplier of


the tyre surface friction.

fTractionLoss

Accelerating/braking grip of the vehicle as a


multiplier of the tyre surface friction.

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.

TransmissionData.fMaxVelocity

Limits the top speed. See acceleration tutorial.

TransmissionData.fEngineAcceleration

Basic rate of acceleration. See acceleration

Official Name

Description
tutorial.

TransmissionData.fEngineInertia

Smooths or sharpens the acceleration curve.


See acceleration tutorial.

TransmissionData.nDriveType

Assigns Front, Rear or 4 wheel drive.

TransmissionData.nEngineType

Assigns Petrol, Diesel or Electric engine


characteristics.

fBrakeDeceleration

Overall decelerative force.

fBrakeBias

Ratio of braking force of front compared to rear;


higher values move bias forward.

bABS

Needs testing.

fSteeringLock

Maximum angle of steering in degrees.

fSuspensionForceLevel

Needs testing but might be the same as previous


editions.

fSuspensionDampingLevel

Needs testing but might be the same as previous


editions.

fSuspensionHighSpdComDamp

Stiffens the dampening strength as speed


increases.

suspension upper limit

Uppermost movement of wheels in metres.

suspension lower limit

Ride height of vehicle in metres.

suspension bias between front and rear compared to the rear.

suspension anti-dive multiplier

Changes the amount of body pitching under


braking and acceleration.

a
a

fSeatOffsetDistance

Distance from door position to seat postion.

a
b

fCollisionDamageMultiplier

Amount of engine damage vehicle gets from


collisions. Higher value means more damage.

Ratio of suspension force to apply at the front

ac nMonetaryValue

Used to calculate the Value of property


damaged statistic.

Official Name

Description

af modelFlags

Special animations features of the which can be


enabled or disabled. See modelFlags section.

a
g

handlingFlags

Special performance features.


See handlingFlags section.

a
h

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.

Byt Valu
e
e

Official Name

Description

IS_VAN

Allows double doors for the rear animation.

IS_BUS

Vehicle uses bus stops and will try to take on passengers.

IS_LOW

Drivers and passengers sit lower and lean back.

IS_BIG

Changes the way that the AI drives around corners.

REVERSE_BONNET

Bonnet and boot open in opposite direction from normal.

HANGING_BOOT

Boot opens from top edge.

TAILGATE_BOOT

Boot opens from bottom edge.

NOSWING_BOOT

Boot does not open.

NO_DOORS

Door open and close animations are skipped.

TANDEM_SEATS

Two people will use the front passenger seat.

SIT_IN_BOAT

Uses seated boat animation instead of standing.

CONVERTIBLE

Changes how hookers operate and other small effects.

NO_EXHAUST

Removes all exhaust particles.

Byt Valu
e
e

Official Name

Description

DBL_EXHAUST

Adds a second exhaust particle on opposite side to first.

NO1FPS_LOOK_BEHIND

Prevents player using rear view when in first-person


mode.

FORCE_DOOR_CHECK

Needs testing.

AXLE_F_NOTILT

Front wheels stay vertical to the car like GTA 3.

AXLE_F_SOLID

Front wheels stay parallel to each other.

AXLE_F_MCPHERSON

Front wheels tilt like GTA Vice City.

AXLE_F_REVERSE

Reverses the tilting of wheels when


using AXLE_F_MCPHERSON suspension.

AXLE_R_NOTILT

Rear wheels stay vertical to the car like GTA 3.

AXLE_R_SOLID

Rear wheels stay parallel to each other.

AXLE_R_MCPHERSON

Rear wheels tilt like GTA Vice City.

AXLE_R_REVERSE

Reverses the tilting of wheels when


using AXLE_R_MCPHERSON suspension.

IS_BIKE

Use extra handling settings in the bikes section.

IS_HELI

Use extra handling settings in the flying section.

IS_PLANE

Use extra handling settings in the flying section.

IS_BOAT

Use extra handling settings in the boats section.

BOUNCE_PANELS

Needs testing.

DOUBLE_RWHEELS

Places a second instance of each rear wheel next to the


normal one.

FORCE_GROUND_CLEAR Needs testing.


ANCE

Byt Valu
e
e
8

Official Name

IS_HATCHBACK

Description
Needs testing.

handlingFlags
The easiest way to alter flag data is to use an editor like CFG Studio 2.

Byt Valu
e
e

Official Name

Description

1G_BOOST

Gives more engine power for standing starts; better hill


climbing.

2G_BOOST

Gives more engine power at slightly higher speeds.

NPC_ANTI_ROLL

No body roll when driven by AI characters.

NPC_NEUTRAL_HAN
DL
Less likely to spin out when driven by AI characters.

NO_HANDBRAKE

Disables the handbrake effect.

STEER_REARWHEE
LS

Rear wheels steer instead of front, like a forklift truck.

HB_REARWHEEL_ST Handbrake makes the rear wheels steer as well as front, like
EER
the monster truck.

ALT_STEER_OPT

WHEEL_F_NARROW
2
Very narrow front wheels.

WHEEL_F_NARROW Narrow front wheels.

WHEEL_F_WIDE

Wide front wheels.

WHEEL_F_WIDE2

Very wide front wheels.

WHEEL_R_NARROW
2
Very narrow rear wheels.

WHEEL_R_NARROW Narrow rear wheels.

WHEEL_R_WIDE

Needs testing.

Wide rear wheels.

Byt Valu
e
e

Official Name

Description

WHEEL_R_WIDE2

Very wide rear wheels.

HYDRAULIC_GEOM

Needs testing.

HYDRAULIC_INST

Will spawn with hydraulics installed.

HYDRAULIC_NONE

Hydraulics cannot be installed.

NOS_INST

Vehicle automatically gets NOS installed when it spawns.

OFFROAD_ABILITY

Vehicle will perform better on loose surfaces like dirt.

OFFROAD_ABILITY2 Vehicle will perform better on soft surfaces like sand.

HALOGEN_LIGHTS

Makes headlights brighter and more blue.

PROC_REARWHEEL
_1ST

Needs testing.

USE_MAXSP_LIMIT

Prevents vehicle going faster than column N value for


maximum speed.

LOW_RIDER

Allows vehicle to be modified at Loco Low Co shops.

STREET_RACER

When set, vehicle can only be modified at Wheel Arch Angels.

UNDEFINED

No effect.

SWINGING_CHASSI
S

Lets the car body move from side to side on the suspension.

UNDEFINED

No effect.

UNDEFINED

No effect.

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
J

Description

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.

MoveResX

Resistance against boat moving sideways.

Official Name

Description

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.

Look_L_R_BehindCamHeig
O ht

Height above standard to position side and rear views.

Bike Data
Additional parameters are applied when using the IS_BIKE flag.

Official Name

Description

ID

Matches with Global vehicle indentifier to find this line.

LeanFwdCOM

Centre of mass when leaning forward.

LeanFwdForce

Pitching force when leaning forward.

LeanBakCOM

Centre of mass when leaning backward.

LeanBackForce

Pitching force when leaning backward.

MaxLean

Maximum lean angle from vertical for the bike.

FullAnimLean

Maximum lean angle from vertical for the player.

DesLean

Maximum lean angle when decelerating.

SpeedSteer

Steering angle when at speed.

NoPlayerCOMz

Centre of mass when no player is riding.

SlipSteer

Steering angle on slippery surfaces.

Official Name

Description

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.

WheelieStabMult

O WheelieSteer
P

StoppieStabMult

Stabilising force when doing wheelie.


Steering effect when doing wheelie.
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.

Pitch

Strength of moving the nose up/down.

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.

Official Name

Description

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.

M ]

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 havent 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 the2nd group setting. This is a weird relationship and I havn't tried to find out what effect it
has.
I havent 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.

Official Name

Description

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.

Jack

Player can remove driver?

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.

Official Name

Z FallTime

Description

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.

OpenInStop

Affects end of opening door when entering.

g CloseOutStart Affects start of closing door when exiting.


h CloseOutStop
i

SpecialFlag

Affects end of closing door when exiting.


Affects player animations. See SpecialFlags section.

SpecialFlags
Byt
e
Value

Official Name

Description

dont close door after getting out

Defines itself.

don't close door after getting in

Defines itself.

use kart drive anims

Go-kart animation sequence.

use truck drive anims

Defines itself.

use hover drive anims

Hovercraft animation sequence.

run special locked door

Needs testing.

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
ofGTAForums.
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.

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