Explaining Some Handling Editor Values
The Handling Editor (The menu could be shown when [F7] is pressed and when inside a vehicle) can allow you a significant amount of control over your vehicle's performance, to an extent where it could make the slowest the fastest. Though slightly complicated, especially when you do not know much about vehicles, however, through trial and error, I believe anyone can master it. Granted, vMenu's torque and power multipliers could make your vehicle faster, but what you could do with the editor is much more than what could be done with multipliers. And in my opinion, multipliers can't give you as many bragging rights as your tune does.
The editor already has descriptions of values, but I think a few values could be explained/simplified more. It is not a complete guide, nor do I want it to be; I have created it only to clarify some of the more relevant values on the editor.
Please visit these two guides for a more detailed look at the Handling Editor: Understanding and editing GTAV's Handling by Eddlm and [Tutorial] | Handling.meta by V4D3R. They have helped me in understanding some of GTA 5's vehicle mechanics. I will not mention values that do not have a noticeable impact on performance or values that already have a clear description.
The below values are only for acceleration and top speed.
fDriveBiasFront: This should be left as stock, or at most raise or lower it only slightly. I usually leave it stock as changing it could lead to a loss in speed/grip.
fInitialDriveForce: This is EXTREMELY important. It is the foundation of the below values. If this is combined correctly, you can go from 0-540km/h in under 2 seconds.
fDriveInertia: Your engine will be able to rev faster the higher it is, so long as your fClutchChangeRateScale is high enough, at least.
fClutchChangeRateScaleUpShift: This one has a description as well. The higher, the better.
fTractionCurveMin: This impacts your acceleration. If your vehicle is a rear-wheel drive, then you need to be wary of wheelies.
fLowSpeedTractionLossMult: Fewer burnouts on low speeds depending on the above values. The lower, the better.
fTractionBiasFront: This value heavily impacts your acceleration, and you want it to be as low as possible depending on your fDriveBiasFront.
fTractionLossMult: Same as above, but not only at low speeds. The lower, the better.
fSuspensionBiasFront: If your vehicle is trying to two-wheel often, then you need to raise this value.
fRollCentreHeightFront: This prevents two-wheeling, at the cost of making the vehicle slide often. There is no general perfect value aside from decreasing and increasing it depending on how you want to turn.
fRollCentreHeightRear: Same as above. However, for acceleration or top speed, it is best to have it as low as possible.
fDownforceModifier: When nothing ever helps, increase the downforce. It is essentially a cheat that disregards suspension (grip, burnouts, wheelies, etc.).
The below values are only for turning.
fBrakeForce: When turning, you generally want to turn at a controllable yet high speed. It helps control your speed, and I mostly have it as low as I could.
fHandBrakeForce: When combined with a high fBrakeForce at a high value, you could stop your vehicle in seconds even if it was going 540 km/h. I usually max it when racing, as I use it when only a low fBrakeForce isn't decelerating me enough.
fSteeringLock: It is best to have the value be from 8-27 depending on your top speed.
fTractionCurveMax: Quite literally, how "grippy" your vehicle is when turning. You generally want it to be a high value.
fTractionCurveLateral: Also, quite literally, how fast you could turn. You want this to be as low as possible, depending on your top speed.
fSuspensionForce: Clear enough description, but it is best to have this as high as possible unless you are trying to drift.
fSuspensionCompDamp: This should be as low as possible unless you want to drift as well.
fSuspensionReboundDamp: This should be changed in conjunction with the above value.
fSuspensionRaise: This has the most noticeable change; however, it is not only a visual value! The impact this has on your vehicle's grip is enormous. You NEED this to be as low as possible.
fDownforceModifier: Once again, when nothing ever helps, increase the downforce. It is essentially a cheat that disregards suspension (grip, burnouts, wheelies, etc.).
I did not mention the values that assist in drifting because they could be done through understanding the two guides, Understanding and editing GTAV's Handling by Eddlm, and [Tutorial] | Handling.meta by V4D3R, a few values I've mentioned, and finally by taking a look at GameShock's drifting presets. Feel free to create a tutorial for drift tuning, of course.
Edited by xDis4ster
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