Handling Editor
๐ Config file: shared/handling/handling_cfg.lua
The handling editor is an in-game tool that allows admins/mechanics to modify a vehicle's handling data in real time. Changes can be saved per-vehicle and persist in the database. It has two modes: Detailed (individual handling values) and Simplified (one-click presets).
Enhanced UI
The editor features a horizontal scrolling category bar for easy navigation and a real-time dyno data overlay that shows HP, Torque, and RPM during live preview mode.
Command & Access
Config.HandlingEditor = {
Command = "hdl-editor",
AdminOnly = true,
JobRestrictions = {},
PersistenceTable = "handling_vehicle_data",
}| Setting | What it does |
|---|---|
Command | The chat command to open the handling editor. Default is /hdl-editor. |
AdminOnly | When true, only admins can use the command. Set to false to allow regular players/mechanics. |
JobRestrictions | A list of job names that can use the editor. Leave empty {} for no job restriction (uses AdminOnly instead). |
PersistenceTable | Database table name where handling modifications are saved per vehicle. |
Detailed Mode, Categories
The detailed editor groups handling properties into categories. Each property has a slider with min/max/step values.
Chassis
| Property | Label | Range | What it does |
|---|---|---|---|
fMass | Vehicle Weight (kg) | 1โ10,000 | The weight of the vehicle. Heavier = slower acceleration, harder to push. |
vecCentreOfMassOffset | Centre of Mass Offset | Vector | Where the center of gravity sits. Affects rollover tendency. |
vecInertiaMultiplier | Inertia Multiplier | Vector | How mass is distributed. Affects how "floaty" the car feels in turns. |
Aerodynamics
| Property | Label | Range | What it does |
|---|---|---|---|
fInitialDragCoeff | Air Resistance | 0โ20 | How much air slows the car at high speed. Higher = more drag. |
fDownforceModifier | Downforce | 0โ100 | Artificial grip added at high speeds. Higher = more grip in fast corners. |
Drive Train
| Property | Label | Range | What it does |
|---|---|---|---|
fInitialDriveForce | Acceleration | 0.01โ2.0 | Raw engine power. This is the most impactful performance value. |
fDriveBiasFront | Drive Bias | 0โ1 | Power split: 0.0 = RWD (rear-wheel drive), 0.5 = AWD, 1.0 = FWD (front-wheel drive). |
fDriveInertia | Drive Inertia | 0.01โ2.0 | How quickly the engine revs up. Recommended to keep near 1.0. |
nInitialDriveGears | Gears | 1โ10 | Number of forward gears in the transmission. |
fInitialDriveMaxFlatVel | Top Speed (MPH) | 1โ500 | The theoretical maximum speed on flat ground. |
Brakes
| Property | Label | Range | What it does |
|---|---|---|---|
fBrakeForce | Brake Strength | 0.01โ4.0 | Overall braking power. |
fBrakeBiasFront | Front Brake Bias | 0โ1 | How braking is distributed between front and rear. 0.65 is realistic for most cars. |
fHandBrakeForce | Handbrake Strength | 0โ2 | Power of the handbrake/emergency brake. |
Traction
| Property | Label | Range | What it does |
|---|---|---|---|
fTractionCurveMin | Traction Curve Min | 0.1โ10 | Minimum cornering grip. |
fTractionCurveMax | Traction Curve Max | 0.1โ10 | Maximum cornering grip. |
fTractionCurveLateral | Traction Curve Lateral | 0.1โ30 | Sideways grip (affects sliding behaviour). |
fTractionBiasFront | Traction Bias Front | 0.01โ0.99 | Grip distribution between front and rear wheels. |
fLowSpeedTractionLossMult | Low Speed Traction Loss | 0โ2 | How much grip is lost at low speeds (burnouts, donuts). |
Suspension
| Property | Label | Range | What it does |
|---|---|---|---|
fSuspensionForce | Suspension Force | 0.1โ10 | Stiffness of the springs. Higher = stiffer ride. |
fSuspensionCompDamp | Comp Damp | 0โ1 | How fast the suspension compresses. |
fSuspensionReboundDamp | Rebound Damp | 0โ1 | How fast the suspension bounces back after compression. |
fSuspensionUpperLimit | Upper Limit | -1 to 1 | Maximum upward travel. |
fSuspensionLowerLimit | Lower Limit | -1 to 1 | Maximum downward travel. |
fSuspensionRaise | Suspension Raise | -0.5 to 0.5 | General ride height. Positive = higher, negative = lower. |
fSuspensionBiasFront | Suspension Bias Front | 0.01โ0.99 | Distribution between front and rear. |
fAntiRollBarForce | Antiroll Strength | 0โ2 | How strongly the car resists body roll in corners. |
Damage
| Property | Label | Range | What it does |
|---|---|---|---|
fCollisionDamageMult | Collision Damage | 0โ10 | How much damage crashes cause. |
fWeaponDamageMult | Weapon Damage | 0โ10 | How much damage bullets/explosives cause. |
fDeformationDamageMult | Deformation Damage | 0โ10 | How easily the body panels deform on impact. |
fEngineDamageMult | Engine Damage | 0โ10 | How vulnerable the engine is to damage. |
Simplified Mode, Presets
The simplified mode offers one-click presets for common handling setups. Each preset applies multiple handling values at once.
Acceleration Presets
| Preset | Description |
|---|---|
| Stock | Resets to the vehicle's original drive force. |
| Sportscar | Moderate power (0.35 force, 160 MPH). |
| Supercar | High power (0.45 force, 180 MPH). |
| Truck | Low power, heavy vehicle (0.25 force, 110 MPH, 3000kg). |
| Hypercar | Maximum power (0.55 force, 220 MPH). |
Traction Presets
| Preset | Description |
|---|---|
| Normal Traction | Average grip for everyday vehicles. |
| Sport Traction | Higher grip for sportier cars. |
| Track Traction | Maximum grip for race track setups. |
| Offroad Traction | Tuned for off-road driving. |
| Drift Traction | Low grip with extended steering lock for drift builds. |
Brake Presets
| Preset | Description |
|---|---|
| Stock Brakes | Original braking force. |
| Street Brakes | Moderate braking (0.8 force). |
| Sport Brakes | Strong braking (1.2 force). |
| Racing Brakes | Maximum braking (2.0 force). |
Drivetrain Presets
| Preset | Description |
|---|---|
| Default | Vehicle's original drivetrain. |
| RWD Bias | Rear-wheel drive (0.0 bias). |
| FWD Bias | Front-wheel drive (1.0 bias). |
| AWD (50/50) | All-wheel drive, evenly split (0.5 bias). |
You can add more presets by extending the Simplified tables. Each preset is a label and a set of handling values to apply. Use "base" as a value to reset that property to the vehicle's stock handling.
Performance Upgrades
The editor has an Upgrades tab for the standard performance mods, Engine, Brakes, Transmission, Suspension, Armour, and Turbo. It's the quick way to test a build: dial in your handling values, then bolt on the upgrades a player would actually buy, without leaving the editor.
- Use
โ/+to step through the tiers, or Max to jump straight to the highest tier that vehicle supports. - Turbo is a simple Install / Remove toggle.
- Max All Performance maxes every upgrade and installs the turbo in one click.
- Upgrades a vehicle doesn't support are shown as unavailable.
Changes apply to the vehicle instantly and other players see them right away.
You must be sitting in a vehicle to use this tab. These upgrades are applied for testing, they are not saved to the vehicle like a shop purchase.
Exporting to handling.meta
The Export tab turns the vehicle's current handling values into a ready-to-use handling.meta block, with a Copy to Clipboard button so you can paste it straight into a vehicle resource.
The export is complete and valid for cars, bikes, boats, and planes alike, and carries over the vehicle's handling flags so nothing is lost when you paste it in.
Export reflects the vehicle as it is right now, including live preview changes you haven't saved. Save or reset first if you want a clean baseline.