Handling.cfg: Difference between revisions

No edit summary
No edit summary
Line 1: Line 1:
''Note: the actual name of this article should be '''handling.cfg''' but the first letter is capitalized to follow this wiki's format.''
{{lowercase}}
The '''<code>handling.cfg</code>''' file is a text data [[:Category:File Formats|file format]] which sets many performance and behaviour values for each vehicle in GTA III, GTA VC and GTA SA. The file can be opened and edited with any text editor.


'''handling.cfg''' is a file used by the [[GTA III Era|Grand Theft Auto III era]] game engines for vehicle data. Being relatively simple to edit, many gamers tweak vehicle settings in order to change a vehicle's handling properties, such as acceleration, mass, center of mass, ride height and braking force. In [[GTA IV]] the file is known as '''handling.dat''' and calculates more factors.
==GTA III==


==Criticisms==
===Standard Data===
It is a generally held opinion that vehicles tend to have an unrealistic amount of traction, and hence have an exaggerated capacity to take corners at speed. This also renders sustained drifting almost impossible. The game engine calculates a vehicle's maximum speed based on its 'acceleration' value and its 'mass' value. This led the heavy duty trucks and buses in GTA III era games to have higher top speeds than the sports cars. The default brake force values on almost all vehicles are so high that any use of the brakes causes all four wheels to lock up, making it difficult to slow for corners. Those who seek a more realistic driving experience may tweak these settings (see below.)
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The special behaviour of boats, bikes and flying vehicles are [[hardcoded]] in GTA III and are not included in the <code>handling.cfg</code> file.


Ironically, GTA IV's vehicle's handling has been argued by some to be too realistic due to heavily decreased traction and more subtle oversteer.
The below table provides the column letter, column name and a brief description for each setting available in this section.


==Further Reading==
{| {{Prettytable}}
*Ben 'Cerbera' Millard's in-depth studies of handling.cfg and modifications: http://projectcerbera.com/gta/3-vc/tutorials/faq
! Column Letter
! Column Name
! Description
|-
| a
| vehicle identifier
| Relates this data with <code>[[default.ide]]</code> and other files.
|-
| b
| fMass
| Mass of the vehicle in kilograms.
|-
| c
| Dimensions.x
| Width of the vehicle in metres, used for aerodynamic and motion effects.
|-
| d
| Dimensions.y
| Length of the vehicle in metres, used for aerodynamic and motion effects.
|-
| e
| Dimensions.z
| Height of the vehicle in metres, used for aerodynamic and motion effects.
|-
| 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 forward for the centre of mass.
|-
| h
| CentreOfMass.z
| Distance from the centre of the car in metres upward 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.
|-
| o
| TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
|-
| p
| TransmissionData.nDriveType
| Assigns Front, Rear or 4 wheel drive.
|-
| q
| TransmissionData.nEngineType
| Assigns Petrol, Diesel or Electric engine characteristics.
|-
| r
| fBrakeDeceleration
| Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
|-
| s
| fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward.
|-
| t
| bABS
|
|-
| u
| fSteeringLock
| Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
|-
| v
| fSuspensionForceLevel
| Explained in my suspension tutorial.
|-
| w
| fSuspensionDampingLevel
| Explained in my suspension tutorial.
|-
| x
| fSeatOffsetDistance
| Distance from door position to seat position.
|-
| y
| fCollisionDamageMultiplier
| How much damage vehicle engine gets from collisions. Higher value means more damage.
|-
| z
| nMonetaryValue
| Seems to have no effect.
|-
| aa
| suspension upper limit
| Uppermost movement of wheels in metres.
|-
| ab
| suspension lower limit
| Ride height of vehicle in metres.
|-
| ac
| suspension bias
| Ratio of suspension force to apply at the rear compared to the front.
|-
| ad
| Flags Name
| Special features which can be enabled or disabled.
|-
| ae
| front lights
| Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
|-
| af
| rear lights
| Same as above but for the tail lights.
|}


{{Modding}}
====Flag Data====
[[Category:Modding]]
Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
{| {{Prettytable}}
! Byte
! Value
! Column Name
! Description
|-
| 1
| 1
| 1G_BOOST
| Makes tyres spin more readily from standing starts.
|-
|
| 2
| 2G_BOOST
| Makes tyres spin more readily at low speeds.
|-
|
| 4
| REV_BONNET
| Reverses the direction boot and bonnet axis operate.
|-
|
| 8
| HANGING_BOOT
| Manipulates operation of boot object.
|-
| 2
| 1
| NO_DOORS
| Removes all testing for doors; used with BF Injection.
|-
|
| 2
| IS_VAN
| Allows double boot object.
|-
|
| 4
| IS_BUS
| Unsure of precise application.
|-
|
| 8
| IS_LOW
| Makes driver recline into seat.
|-
| 3
| 1
| DBL_EXHAUST
| Allows second exhaust particle animation.
|-
|
| 2
| TAILGATE_BOOT
| Manipulates operation of boot object.
|-
|
| 4
| NOSWING_BOOT
| Manipulates operation of boot object.
|-
|
| 8
| NONPLAYER_STABILISER
| Seems to have no effect.
|-
| 4
| 1
| NEUTRALHANDLING
| Seems to have no effect.
|-
|
| 2
| HAS_NO_ROOF
| Various slight effects.
|-
|
| 4
| IS_BIG
| Changes the way that the AI drives around corners.
|-
|
| 8
| HALOGEN_LIGHTS
| Slightly manipulates appearence of vehicle lights.
|}
 
==GTA Vice City==
 
===Standard Data===
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
{| {{Prettytable}}
! Column Letter
! Column Name
! Description
|-
| a
| vehicle identifier
| Relates this data with <code>[[default.ide]]</code> and other files.
|-
| b
| fMass
| Mass of the vehicle in kilograms.
|-
| c
| Dimensions.x
| Width of the vehicle in metres, used for aerodynamic and motion effects.
|-
| d
| Dimensions.y
| Length of the vehicle in metres, used for aerodynamic and motion effects.
|-
| e
| Dimensions.z
| Height of the vehicle in metres, used for aerodynamic and motion effects.
|-
| 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 forward for the centre of mass.
|-
| h
| CentreOfMass.z
| Distance from the centre of the car in metres upward 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.
|-
| o
| TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
|-
| p
| TransmissionData.nDriveType
| Assigns Front, Rear or 4 wheel drive.
|-
| q
| TransmissionData.nEngineType
| Assigns Petrol, Diesel or Electric engine characteristics.
|-
| r
| fBrakeDeceleration
| Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
|-
| s
| fBrakeBias
| Ratio of braking force of front compared to rear; higher values move bias forward.
|-
| t
| bABS
| Seems to have no effect.
|-
| u
| fSteeringLock
| Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
|-
| v
| fSuspensionForceLevel
| Explained in my suspension tutorial.
|-
| w
| fSuspensionDampingLevel
| Explained in my suspension tutorial.
|-
| x
| fSeatOffsetDistance
| Distance from door position to seat position.
|-
| y
| fCollisionDamageMultiplier
| How much damage vehicle engine gets from collisions. Higher value means more damage.
|-
| z
| nMonetaryValue
| Used to calculate the Property Destroyed statistic.
|-
| aa
| suspension upper limit
| Uppermost movement of wheels in metres.
|-
| ab
| suspension lower limit
| Ride height of vehicle in metres.
|-
| ac
| suspension bias
| Ratio of suspension force to apply at the rear compared to the front.
|-
| ad
| suspension anti-dive multiplier
| Changes the amount of body pitching under braking and acceleration.
|-
| ad
| Flags
| Special features which can be enabled or disabled.
|-
| ae
| front lights
| Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
|-
| af
| rear lights
| Same as above but for the tail lights.
|}
 
====Flag Data====
Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
{| {{Prettytable}}
! Byte
! Value
! Column Name
! Description
|-
| 1
| 1
| 1G_BOOST
| Makes tyres spin more readily from standing starts.
|-
|
| 2
| 2G_BOOST
| Makes tyres spin more readily at low speeds.
|-
|
| 4
| REV_BONNET
| Reverses the direction boot and bonnet axis operate.
|-
|
| 8
| HANGING_BOOT
| Manipulates operation of boot object.
|-
| 2
| 1
| NO_DOORS
| Removes all testing for doors; used with BF Injection.
|-
|
| 2
| IS_VAN
| Allows double boot object.
|-
|
| 4
| IS_BUS
| Unsure of precise application, possibly used in conjunction with special bus animation that instructs that no actor model is displayed for actor inside bus.
|-
|
| 8
| IS_LOW
| Makes driver recline into seat.
|-
| 3
| 1
| DBL_EXHAUST
| Allows second exhaust particle animation.
|-
|
| 2
| TAILGATE_BOOT
| Manipulates operation of boot object.
|-
|
| 4
| NOSWING_BOOT
| Manipulates operation of boot object.
|-
|
| 8
| NONPLAYER_STABILISER
| Seems to have no effect, could be related to how the AI operates the vehicle
|-
| 4
| 1
| NEUTRALHANDLING
| Seems to have no effect, could be related to how the AI operates the vehicle
|-
|
| 2
| HAS_NO_ROOF
| Various slight effects.
|-
|
| 4
| IS_BIG
| Changes the way that the AI drives around corners.
|-
|
| 8
| HALOGEN_LIGHTS
| Slightly manipulates appearence of vehicle lights.
|-
| 5
| 1
| IS_BIKE
| Makes the game engine treat this vehicle as a motorbike when used with <code>[[default.ide]]</code> attributes.
|-
|
| 2
| IS_HELI
| Makes the game engine treat this vehicle as a helicopter when used with <code>default.ide</code> attributes.
|-
|
| 4
| IS_PLANE
| Makes the game engine treat this vehicle as a plane when used with <code>default.ide</code> attributes.
|-
|
| 8
| IS_BOAT
| Makes the game engine treat this vehicle as a boat when used with <code>default.ide</code> attributes.
|-
| 6
| 1
| NO_EXHAUST
| Removes the exhaust animation particle for this vehicle.
|-
|
| 2
| REARWHEEL_1ST
| Seems to have no effect.
|-
|
| 4
| HANDBRAKE_TYRE
| Seems to have no effect.
|-
|
| 8
| SIT_IN_BOAT
| Makes the player sit in this boat.
|-
| 7
| 1
| FAT_REARW
| Doubles the width of the rear wheels.
|-
|
| 2
| NARROW_FRONTW
| Halves the width of the front wheels.
|-
|
| 4
| GOOD_INSAND
| Prevents vehicle from bogging down on sand surface.
|-
|
| 8
| SPECIAL_FLIGHT
| Is not mentioned in the <code>handling.cfg</code> comments. This is applied to some flying vehicles.
|}
 
===Boat Data===
This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
{| {{Prettytable}}
! Column Letter
! Column 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.
|-
| R
| Vertical Wave Hit Limit
|
|-
| S
| Forward Wave Hit Brake
|
|-
| V
| WaterResistance Volume Mult
|
|-
| W
| Water Damping Mult
|
|-
| ab
| Handbrake Drag Mult
|
|-
| ac
| Sideslip Force
| Strength that the boat will be pushed sideways by waves.
|}
 
====Repurposed Standard Data====
Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.
 
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
<tr>
  <th scope="col" abbr="Letter">Column Letter</th>
  <th scope="col" abbr="Name">Column Name</th>
  <th scope="col">Description</th>
</tr>
<tr>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
</table>
{{Incomplete}}
 
===Bike Data===
This section contains the performance settings from the section for motorbikes.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
<tr>
  <th scope="col" abbr="Letter">Column Letter</th>
  <th scope="col" abbr="Name">Column Name</th>
  <th scope="col">Description</th>
</tr>
<tr>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
</table>
{{Incomplete}}
 
===Flying Data===
This section contains the performance settings from the section for flying vehicles, such as planes and helicopters.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
<table border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;">
<tr>
  <th scope="col" abbr="Letter">Column Letter</th>
  <th scope="col" abbr="Name">Column Name</th>
  <th scope="col">Description</th>
</tr>
<tr>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
</table>
{{Incomplete}}
 
==GTA San Andreas==
 
===Standard Data===
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.
 
{| {{Prettytable}}
! Column Letter
! Column Name
! Description
|-
| A
| vehicle identifier
| Relates this data with <code>[[vehicle.ide]]</code> and other files.
|-
| B
| fMass
| Mass of the vehicle in kilograms.
|-
| C
| fTurnMass
| Used to calculate motion effects.
|-
| D
| fDragMult
| Changes resistance to movement.
|-
| 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.
|-
| O
| TransmissionData.fEngineAcceleration
| Basic rate of acceleration.
|-
| P
| TransmissionData.fEngineInertia
| Smooths or sharpens the acceleration curve.
|-
| 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
|
|-
| V
| fSteeringLock
| Maximum angle of steering in degrees.
|-
| a
| fSuspensionForceLevel
|
|-
| b
| fSuspensionDampingLevel
|
|-
| c
| fSuspensionHighSpdComDamp
| Stiffens the dampening strength as speed increases.
|-
| d
| suspension upper limit
| Explained in my suspension tutorial.
|-
| e
| suspension lower limit
| Explained in my suspension tutorial.
|-
| 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.
|-
| ag
| handlingFlags
| Special performance features.
|-
| 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.
|}
 
====Model Flag Data====
Column "af", called "modelFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
{| {{Prettytable}}
! Byte
! Value
! Column 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
|
|-
| 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
|
|-
|
| 2
| DOUBLE_RWHEELS
| Places a second instance of each rear wheel next to the normal one.
|-
|
| 4
| FORCE_GROUND_CLEARANCE
|
|-
|
| 8
| IS_HATCHBACK
|
|}
 
====Handling Flag Data====
Column "ag", called "handlingFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters).  The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.  The below table describes what each of the sixteen bits in this setting do:
 
{| {{Prettytable}}
! Byte
! Value
! Column 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
|
|-
| 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
| Lowrider hydraulics
|-
|
| 2
| HYDRAULIC_INST
| Will spawn with hydraulics installed.
|-
|
| 4
| NOS_INST
| Vehicle automatically gets NOS installed when it spawns.
|-
|
| 8
| HYDRAULIC_NONE
| Hydraulics cannot be installed.
|-
| 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
|
|-
| 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.
|}
 
===Boat Data===
This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water.  The below table provides the column letter, column name and a brief description for each setting available in this section.
 
{| {{Prettytable}}
! Column Letter
! Column 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
|
|-
| T
| Forward Wave Hit Brake
|
|-
| a
| WaterResistance Volume Mult
|
|-
| b
| Water Damping Mult
|
|-
| d
| Handbrake Drag Mult
|
|-
| e
| Sideslip Force
| Strength that the boat will be pushed sideways by waves.
|}
 
==See also==
*[[Handling.cfg Reloader]]
*[[handling.dat]]
 
==External links==
* [http://projectcerbera.com/apps/cfgstudio.html CFG Studio] - a comprehensive handling editor for GTA3, GTAVC and GTASA by [[User:Cerbera|Cerbera]].
* [http://projectcerbera.com/gta/3/tutorials/handling GTA3 Handling Definitions] - Project Cerbera
* [http://projectcerbera.com/gta/vc/tutorials/handling VC Handling Definitions] - Project Cerbera
* [http://projectcerbera.com/gta/sa/tutorials/handling SA Handling Definitions] - Project Cerbera
 
[[Category:Vehicle Formats]][[Category:GTA_3]][[Category:GTA_VC]][[Category:GTA_SA]]{{fdl}}

Revision as of 01:22, 15 November 2009

Template:Lowercase The handling.cfg file is a text data file format which sets many performance and behaviour values for each vehicle in GTA III, GTA VC and GTA SA. The file can be opened and edited with any text editor.

GTA III

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The special behaviour of boats, bikes and flying vehicles are hardcoded in GTA III and are not included in the handling.cfg file.

The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
a vehicle identifier Relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
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 forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward 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.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat position.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Seems to have no effect.
aa suspension upper limit Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad Flags Name Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

Flag Data

Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
4 REV_BONNET Reverses the direction boot and bonnet axis operate.
8 HANGING_BOOT Manipulates operation of boot object.
2 1 NO_DOORS Removes all testing for doors; used with BF Injection.
2 IS_VAN Allows double boot object.
4 IS_BUS Unsure of precise application.
8 IS_LOW Makes driver recline into seat.
3 1 DBL_EXHAUST Allows second exhaust particle animation.
2 TAILGATE_BOOT Manipulates operation of boot object.
4 NOSWING_BOOT Manipulates operation of boot object.
8 NONPLAYER_STABILISER Seems to have no effect.
4 1 NEUTRALHANDLING Seems to have no effect.
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.

GTA Vice City

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
a vehicle identifier Relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
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 forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward 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.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS Seems to have no effect.
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat position.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Used to calculate the Property Destroyed statistic.
aa suspension upper limit Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad suspension anti-dive multiplier Changes the amount of body pitching under braking and acceleration.
ad Flags Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

Flag Data

Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
4 REV_BONNET Reverses the direction boot and bonnet axis operate.
8 HANGING_BOOT Manipulates operation of boot object.
2 1 NO_DOORS Removes all testing for doors; used with BF Injection.
2 IS_VAN Allows double boot object.
4 IS_BUS Unsure of precise application, possibly used in conjunction with special bus animation that instructs that no actor model is displayed for actor inside bus.
8 IS_LOW Makes driver recline into seat.
3 1 DBL_EXHAUST Allows second exhaust particle animation.
2 TAILGATE_BOOT Manipulates operation of boot object.
4 NOSWING_BOOT Manipulates operation of boot object.
8 NONPLAYER_STABILISER Seems to have no effect, could be related to how the AI operates the vehicle
4 1 NEUTRALHANDLING Seems to have no effect, could be related to how the AI operates the vehicle
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.
5 1 IS_BIKE Makes the game engine treat this vehicle as a motorbike when used with default.ide attributes.
2 IS_HELI Makes the game engine treat this vehicle as a helicopter when used with default.ide attributes.
4 IS_PLANE Makes the game engine treat this vehicle as a plane when used with default.ide attributes.
8 IS_BOAT Makes the game engine treat this vehicle as a boat when used with default.ide attributes.
6 1 NO_EXHAUST Removes the exhaust animation particle for this vehicle.
2 REARWHEEL_1ST Seems to have no effect.
4 HANDBRAKE_TYRE Seems to have no effect.
8 SIT_IN_BOAT Makes the player sit in this boat.
7 1 FAT_REARW Doubles the width of the rear wheels.
2 NARROW_FRONTW Halves the width of the front wheels.
4 GOOD_INSAND Prevents vehicle from bogging down on sand surface.
8 SPECIAL_FLIGHT Is not mentioned in the handling.cfg comments. This is applied to some flying vehicles.

Boat Data

This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column 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.
R Vertical Wave Hit Limit
S Forward Wave Hit Brake
V WaterResistance Volume Mult
W Water Damping Mult
ab Handbrake Drag Mult
ac Sideslip Force Strength that the boat will be pushed sideways by waves.

Repurposed Standard Data

Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.

Column Letter Column Name Description
- - -


Bike Data

This section contains the performance settings from the section for motorbikes. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -


Flying Data

This section contains the performance settings from the section for flying vehicles, such as planes and helicopters. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -


GTA San Andreas

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
A vehicle identifier Relates this data with vehicle.ide and other files.
B fMass Mass of the vehicle in kilograms.
C fTurnMass Used to calculate motion effects.
D fDragMult Changes resistance to movement.
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.
O TransmissionData.fEngineAcceleration Basic rate of acceleration.
P TransmissionData.fEngineInertia Smooths or sharpens the acceleration curve.
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
V fSteeringLock Maximum angle of steering in degrees.
a fSuspensionForceLevel
b fSuspensionDampingLevel
c fSuspensionHighSpdComDamp Stiffens the dampening strength as speed increases.
d suspension upper limit Explained in my suspension tutorial.
e suspension lower limit Explained in my suspension tutorial.
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.
ag handlingFlags Special performance features.
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.

Model Flag Data

Column "af", called "modelFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column 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
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
2 DOUBLE_RWHEELS Places a second instance of each rear wheel next to the normal one.
4 FORCE_GROUND_CLEARANCE
8 IS_HATCHBACK

Handling Flag Data

Column "ag", called "handlingFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column 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
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 Lowrider hydraulics
2 HYDRAULIC_INST Will spawn with hydraulics installed.
4 NOS_INST Vehicle automatically gets NOS installed when it spawns.
8 HYDRAULIC_NONE Hydraulics cannot be installed.
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
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.

Boat Data

This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column 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
T Forward Wave Hit Brake
a WaterResistance Volume Mult
b Water Damping Mult
d Handbrake Drag Mult
e Sideslip Force Strength that the boat will be pushed sideways by waves.

See also

External links

Copyrighted

This page is licensed under the GNU Free Documentation Licence. This page has a separate license to the CC-BY-SA that applies to most of Grand Theft Wiki.

The full text of the GNU FDL v1.2 is here. Click the "History" button to see the full list of authors. See Grand Theft Wiki:Copyright for more detail on our copyright policy.

GNU Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
See Grand Theft Wiki:Copyright for more information.