Handling.cfg: Difference between revisions

21,020 bytes added ,  30 July 2018
contributions from myself, Cerbera, JernejL, Seemann, steve-m, and Suction Testicle Man
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(contributions from myself, Cerbera, JernejL, Seemann, steve-m, and Suction Testicle Man)
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'''handling.cfg''' (or '''handling.dat''' or '''handling.meta''') is a file used by the [[GTA III Era|Grand Theft Auto III era]] game engines for vehicle data. In [[Grand Theft Auto IV]], the file is known as '''handling.dat''' and calculates more factors. In [[Grand Theft Auto V]], the file is known as '''handling.meta'''.
{{lowercase title}}
The '''<code>handling.cfg</code>''' file stores handling [[CFG|configuration]] data and settings for vehicles in [[Grand Theft Auto III]], [[Grand Theft Auto: Vice City]], and [[Grand Theft Auto: San Andreas]].


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. The file is often edited when installing [[Modifications|vehicle mods]].
==GTA III and GTA Vice City==


== Criticisms ==
===Format and syntax description===
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.
The file is in plain text format so it can be opened with any text editor (like [[wikipedia:Microsoft Notepad|Notepad]]). Line comments are indicated by the character <code>;</code> (semicolon) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by <code> </code>&nbsp;(space) and <code> </code>&nbsp;(horizontal tab). The file must contain the line <code>;the end\n</code> (<code>;the end</code> with at least an empty line after it) in order for the game to stop reading the file. The length of each line is limited to 200 characters and the size of the file is limited to 55000 bytes but the games do not perform any checks on the limits so going past them can cause instabilities or crashes.


Ironically, GTA IV's vehicle's handling system has been argued by some to be too realistic due to heavily decreased traction and  more subtle oversteer.
===Standard Data===
This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. In GTA III the special behaviour of boats, bikes and flying vehicles are hardcoded and are not included in the <code>handling.cfg</code> file. GTA Vice City included many of those handling data into the file.


== Original Files ==
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
These subpages contain the original handling.cfg files from their respective GTA games:
!style="width: 2em;" |{{Icon|3}}
* [[/GTAIII|GTA III]]
!style="width: 2em;" |{{Icon|VC}}
* [[/GTAVC|GTA Vice City]]
!style="width: 12em;" |Identifier
* [[/GTASA|GTA San Andreas]]
!style="width: 6em;" |Type
* [[/GTALCS|GTA Liberty City Stories]]
!Description
* [[/GTAVCS|GTA Vice City Stories]]
|-
* [[/GTAIV|GTA IV]]
|colspan="2" |A
* [[/GTAV|GTA V]]
|vehicle identifier
|string
|The identifier must be from the list of hardcoded names ([[#List of vehicle identifiers|see below]]).
|-
|colspan="2" |B
|fMass
|float
|Mass of the vehicle in kilograms.
|-
|colspan="2" |C
|Dimensions.x
|float
|Width of the vehicle in metres, used for aerodynamic and motion effects.
|-
|colspan="2" |D
|Dimensions.y
|float
|Length of the vehicle in metres, used for aerodynamic and motion effects.
|-
|colspan="2" |E
|Dimensions.z
|float
|Height of the vehicle in metres, used for aerodynamic and motion effects.
|-
|colspan="2" |F
|CentreOfMass.x
|float
|Distance from the centre of the car in metres to the right for the centre of mass.
|-
|colspan="2" |G
|CentreOfMass.y
|float
|Distance from the centre of the car in metres forward for the centre of mass.
|-
|colspan="2" |H
|CentreOfMass.z
|float
|Distance from the centre of the car in metres upward for the centre of mass.
|-
|colspan="2" |I
|nPercentSubmerged
|integer
|Percentage of the vehicle height required to be submerged for the car to float.
|-
|colspan="2" |J
|fTractionMultiplier
|float
|Cornering grip of the vehicle as a multiplier of the tyre surface friction.
|-
|colspan="2" |K
|fTractionLoss
|float
|Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
|-
|colspan="2" |L
|fTractionBias
|float
|Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
|-
|colspan="2" |M
|TransmissionData.nNumberOfGears
|integer
|Number of gearchange animations and sound effects to use.
|-
|colspan="2" |N
|TransmissionData.fMaxVelocity
|float
|Limits the top speed.
|-
|colspan="2" |O
|TransmissionData.fEngineAcceleration
|float
|Basic rate of acceleration.
|-
|colspan="2" |P
|TransmissionData.nDriveType
|character
|Assigns Front, Rear or 4 wheel drive.
|-
|colspan="2" |Q
|TransmissionData.nEngineType
|character
|Assigns Petrol, Diesel or Electric engine characteristics.
|-
|colspan="2" |R
|fBrakeDeceleration
|float
|Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
|-
|colspan="2" |S
|fBrakeBias
|float
|Ratio of braking force of front compared to rear; higher values move bias forward.
|-
|colspan="2" |T
|bABS
|integer
|Seems to have no effect.
|-
|colspan="2" |U
|fSteeringLock
|float
|Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
|-
|colspan="2" |V
|fSuspensionForceLevel
|float
|Explained in my suspension tutorial.
|-
|colspan="2" |W
|fSuspensionDampingLevel
|float
|Explained in my suspension tutorial.
|-
|colspan="2" |X
|fSeatOffsetDistance
|float
|Distance from door position to seat position.
|-
|colspan="2" |Y
|fCollisionDamageMultiplier
|float
|How much damage vehicle engine gets from collisions. Higher value means more damage.
|-
|colspan="2" |Z
|nMonetaryValue
|integer
|Used to determine monetary award for crusher, collisions, and explosions in GTA III and the Property Destroyed statistic in GTA Vice City.
|-
|colspan="2" |AA
|suspension upper limit
|float
|Uppermost movement of wheels in metres.
|-
|colspan="2" |AB
|suspension lower limit
|float
|Ride height of vehicle in metres.
|-
|colspan="2" |AC
|style="text-align: center;" |suspension bias
|float
|Ratio of suspension force to apply at the rear compared to the front.
|-
| - ||AD
|style="text-align: center;" |suspension anti-dive multiplier
|float
|Changes the amount of body pitching under braking and acceleration.
|-
|AD ||AE
|style="text-align: center;" |Flags
|hex
|Special features which can be enabled or disabled ([[#Flags|see below]]).
|-
|AE ||AF
|style="text-align: center;" |front lights
|integer
|Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
|-
|AF ||AG
|style="text-align: center;" |rear lights
|integer
|Same as above but for the tail lights.
|}


{{modding}}{{lowercase title}}
====List of vehicle identifiers====
The games contain a hardcoded list of vehicle identifiers. This is used to assign a vehicle's handling name to a handling index (LANDSTAL is at index 0, IDAHO is at index 1, etc.).
{|
!{{Icon|3}} ||{{Icon|VC}}
|-
|style="vertical-align: top;" |
*LANDSTAL
*IDAHO
*STINGER
*LINERUN
*PEREN
*SENTINEL
*PATRIOT
*FIRETRUK
*TRASH
*STRETCH
*MANANA
*INFERNUS
*BLISTA
*PONY
*MULE
*CHEETAH
*AMBULAN
*FBICAR
*MOONBEAM
*ESPERANT
*TAXI
*KURUMA
*BOBCAT
*MRWHOOP
*BFINJECT
*POLICE
*ENFORCER
*SECURICA
*BANSHEE
*PREDATOR
*BUS
*RHINO
*BARRACKS
*TRAIN
*HELI
*DODO
*COACH
*CABBIE
*STALLION
*RUMPO
*RCBANDIT
*BELLYUP
*MRWONGS
*MAFIA
*YARDIE
*YAKUZA
*DIABLOS
*COLUMB
*HOODS
*AIRTRAIN
*DEADDODO
*SPEEDER
*REEFER
*PANLANT
*FLATBED
*YANKEE
*BORGNINE
||
*LANDSTAL
*IDAHO
*STINGER
*LINERUN
*PEREN
*SENTINEL
*PATRIOT
*FIRETRUK
*TRASH
*STRETCH
*MANANA
*INFERNUS
*PONY
*MULE
*CHEETAH
*AMBULAN
*FBICAR
*MOONBEAM
*ESPERANT
*TAXI
*KURUMA
*BOBCAT
*MRWHOOP
*BFINJECT
*POLICE
*ENFORCER
*SECURICA
*BANSHEE
*BUS
*RHINO
*BARRACKS
*TRAIN
*HELI
*DODO
*COACH
*CABBIE
*STALLION
*RUMPO
*RCBANDIT
*MAFIA
*AIRTRAIN
*DEADDODO
*FLATBED
*YANKEE
*GOLFCART
*VOODOO
*WASHING
*CUBAN
*ROMERO
*PACKER
*ADMIRAL
*GANGBUR
*ZEBRA
*TOPFUN
*GLENDALE
*OCEANIC
*HERMES
*SABRE1
*SABRETUR
*PHEONIX
*WALTON
*REGINA
*COMET
*DELUXO
*BURRITO
*SPAND
*BAGGAGE
*KAUFMAN
*RANCHER
*FBIRANCH
*VIRGO
*GREENWOO
*HOTRING
*SANDKING
*BLISTAC
*BOXVILLE
*BENSON
*DESPERAD
*LOVEFIST
*BLOODRA
*BLOODRB
*BIKE
*MOPED
*DIRTBIKE
*ANGEL
*FREEWAY
*PREDATOR
*SPEEDER
*REEFER
*RIO
*SQUALO
*TROPIC
*COASTGRD
*DINGHY
*MARQUIS
*CUPBOAT
*SEAPLANE
*SPARROW
*SEASPAR
*MAVERICK
*COASTMAV
*POLMAV
*HUNTER
*RCBARON
*RCGOBLIN
*RCCOPTER
|}


[[Category:Modding]]
====Flags====
The flag 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:
{|class="wikitable"
!Game
!Byte
!Value
!Column Name
!Description
|-
|rowspan="16" |{{Icon|3}} {{Icon|VC}}
|rowspan="4" |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
|Affects physics of boot hinged from the top.
|-
|rowspan="4" |2
|1
|NO_DOORS
|Removes all testing for doors.
|-
|2
|IS_VAN
|Allows double boot object.
|-
|4
|IS_BUS
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
|-
|8
|IS_LOW
|Uses low version of animations over standard one.
|-
|rowspan="4" |3
|1
|DBL_EXHAUST
|Creates a second exhaust by mirroring the model's exhaust over the y-axis.
|-
|2
|TAILGATE_BOOT
|Affects physics of boot hinged from the bottom.
|-
|4
|NOSWING_BOOT
|When damaged, boot does not swing if it normally does and falls off instead.
|-
|8
|NONPLAYER_STABILISER
|Seems to have no effect, could be related to how the AI operates the vehicle
|-
|rowspan="4" |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
|Bluish headlights.
|-
|rowspan="12" |{{Icon|VC}}
|rowspan="4" |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.
|-
|rowspan="4" |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.
|-
|rowspan="4" |7
|1
|FAT_REARW
|Wider rear wheels.
|-
|2
|NARROW_FRONTW
|Narrower front wheels.
|-
|4
|GOOD_INSAND
|Prevents vehicle from bogging down on sand surface.
|-
|8
|
|Is not mentioned in the <code>handling.cfg</code> comments. Causes the vehicle to not render while looking behind in first person view.
|}
 
===GTA Vice City-specific===
The following sections contain information specific to GTA Vice City.
====Boat Data====
Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.
 
{|class="wikitable"
!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.
|}
 
Data specific to boats have lines that begin with <code>%</code> (percentage sign) character.
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |%
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||ID ||string ||The identifier must be from the list of hardcoded names ([[#List of vehicle identifiers|see above]]).
|-
|B ||ThrustY ||float ||
|-
|C ||ThrustZ ||float ||
|-
|D ||ThrustAppZ ||float ||
|-
|E ||AqPlaneForce ||float ||
|-
|F ||AqPlaneLimit ||float ||
|-
|G ||AqPlaneOffset ||float ||
|-
|H ||WaveAudioMult ||float ||
|-
|I ||MoveResX ||float ||
|-
|J ||MoveResY ||float ||
|-
|K ||MoveResZ ||float ||
|-
|L ||TurnResX ||float ||
|-
|M ||TurnResY ||float ||
|-
|N ||TurnResZ ||float ||
|-
|O ||Look_L_R_BehindCamHeight ||float ||
|}
 
====Bike Data====
Data specific to bikes have lines that begin with <code>!</code> (exclamation mark) character.
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |!
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||ID ||string ||The identifier must be from the list of hardcoded names ([[#List of vehicle identifiers|see above]]).
|-
|B ||LeanFwdCOM ||float ||
|-
|C ||LeanFwdForce ||float ||
|-
|D ||LeanBakCOM ||float ||
|-
|E ||LeanBackForce ||float ||
|-
|F ||MaxLean ||float ||
|-
|G ||FullAnimLean ||float ||
|-
|H ||DesLean ||float ||
|-
|I ||SpeedSteer ||float ||
|-
|J ||SlipSteer ||float ||
|-
|K ||NoPlayerCOMz ||float ||
|-
|L ||WheelieAng ||float ||
|-
|M ||StoppieAng ||float ||
|-
|N ||WheelieSteer ||float ||
|-
|O ||WheelieStabMult ||float ||
|-
|P ||StoppieStabMult ||float ||
|}
 
====Flying Data====
Data specific to flying vehicles have lines that begin with <code>$</code> (dollar sign) character.
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |$
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||ID ||string ||The identifier must be from the list of hardcoded names ([[#List of vehicle identifiers|see above]]).
|-
|B ||Thrust ||float ||
|-
|C ||ThrustFallOff ||float ||
|-
|D ||Yaw ||float ||
|-
|E ||YawStab ||float ||
|-
|F ||SideSlip ||float ||
|-
|G ||Roll ||float ||
|-
|H ||RollStab ||float ||
|-
|I ||Pitch ||float ||
|-
|J ||PitchStab ||float ||
|-
|K ||FormLift ||float ||
|-
|L ||AttackLift ||float ||
|-
|M ||MoveRes ||float ||
|-
|N ||TurnRes.x ||float ||
|-
|O ||TurnRes.y ||float ||
|-
|P ||TurnRes.z ||float ||
|-
|Q ||SpeedRes.x ||float ||
|-
|R ||SpeedRes.y ||float ||
|-
|S ||SpeedRes.z ||float ||
|}
 
==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.
 
{|class="wikitable"
!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
|ABS Brakes "0" = no and "1" = yes
|-
|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:
 
{|class="wikitable"
!Byte
!Value
!Column Name
!Description
|-
|1
|1
|IS_VAN
|Allows double doors for the rear animation.
|-
|
|2
|IS_BUS
|Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).
|-
|
|4
|IS_LOW
|Uses low version of animations over standard one.
|-
|
|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
|Affects physics of boot hinged from the top.
|-
|
|4
|TAILGATE_BOOT
|Affects physics of boot hinged from the bottom.
|-
|
|8
|NOSWING_BOOT
|When damaged, boot does not swing if it normally does and falls off instead.
|-
|3
|1
|NO_DOORS
|Removes all testing for doors.
|-
|
|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
|Creates a second exhaust by mirroring the model's exhaust over the y-axis.
|-
|
|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 III.
|-
|
|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 III.
|-
|
|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:
 
{|class="wikitable"
!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
|Bluish headlights.
|-
|
|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.
 
{|class="wikitable"
!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.
|}
 
==Tools==
* {{Icon|t}} [http://projectcerbera.com/apps/cfgstudio.html CFG Studio], a comprehensive handling editor by Cerbera.
 
==See also==
* {{Icon|4}} [[handling.dat]]
 
==External links==
* [http://projectcerbera.com/gta/3/tutorials/handling GTA III Handling Definitions] - Project Cerbera
* [http://projectcerbera.com/gta/vc/tutorials/handling GTA VC Handling Definitions] - Project Cerbera
* [http://projectcerbera.com/gta/sa/tutorials/handling GTA SA Handling Definitions] - Project Cerbera
 
{{3-navi}}
{{VC-navi}}
[[Category:Vehicle Formats]]
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