Kartik Scripts

Handling Editor

๐Ÿ“„ 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",
}
SettingWhat it does
CommandThe chat command to open the handling editor. Default is /hdl-editor.
AdminOnlyWhen true, only admins can use the command. Set to false to allow regular players/mechanics.
JobRestrictionsA list of job names that can use the editor. Leave empty {} for no job restriction (uses AdminOnly instead).
PersistenceTableDatabase 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

PropertyLabelRangeWhat it does
fMassVehicle Weight (kg)1โ€“10,000The weight of the vehicle. Heavier = slower acceleration, harder to push.
vecCentreOfMassOffsetCentre of Mass OffsetVectorWhere the center of gravity sits. Affects rollover tendency.
vecInertiaMultiplierInertia MultiplierVectorHow mass is distributed. Affects how "floaty" the car feels in turns.

Aerodynamics

PropertyLabelRangeWhat it does
fInitialDragCoeffAir Resistance0โ€“20How much air slows the car at high speed. Higher = more drag.
fDownforceModifierDownforce0โ€“100Artificial grip added at high speeds. Higher = more grip in fast corners.

Drive Train

PropertyLabelRangeWhat it does
fInitialDriveForceAcceleration0.01โ€“2.0Raw engine power. This is the most impactful performance value.
fDriveBiasFrontDrive Bias0โ€“1Power split: 0.0 = RWD (rear-wheel drive), 0.5 = AWD, 1.0 = FWD (front-wheel drive).
fDriveInertiaDrive Inertia0.01โ€“2.0How quickly the engine revs up. Recommended to keep near 1.0.
nInitialDriveGearsGears1โ€“10Number of forward gears in the transmission.
fInitialDriveMaxFlatVelTop Speed (MPH)1โ€“500The theoretical maximum speed on flat ground.

Brakes

PropertyLabelRangeWhat it does
fBrakeForceBrake Strength0.01โ€“4.0Overall braking power.
fBrakeBiasFrontFront Brake Bias0โ€“1How braking is distributed between front and rear. 0.65 is realistic for most cars.
fHandBrakeForceHandbrake Strength0โ€“2Power of the handbrake/emergency brake.

Traction

PropertyLabelRangeWhat it does
fTractionCurveMinTraction Curve Min0.1โ€“10Minimum cornering grip.
fTractionCurveMaxTraction Curve Max0.1โ€“10Maximum cornering grip.
fTractionCurveLateralTraction Curve Lateral0.1โ€“30Sideways grip (affects sliding behaviour).
fTractionBiasFrontTraction Bias Front0.01โ€“0.99Grip distribution between front and rear wheels.
fLowSpeedTractionLossMultLow Speed Traction Loss0โ€“2How much grip is lost at low speeds (burnouts, donuts).

Suspension

PropertyLabelRangeWhat it does
fSuspensionForceSuspension Force0.1โ€“10Stiffness of the springs. Higher = stiffer ride.
fSuspensionCompDampComp Damp0โ€“1How fast the suspension compresses.
fSuspensionReboundDampRebound Damp0โ€“1How fast the suspension bounces back after compression.
fSuspensionUpperLimitUpper Limit-1 to 1Maximum upward travel.
fSuspensionLowerLimitLower Limit-1 to 1Maximum downward travel.
fSuspensionRaiseSuspension Raise-0.5 to 0.5General ride height. Positive = higher, negative = lower.
fSuspensionBiasFrontSuspension Bias Front0.01โ€“0.99Distribution between front and rear.
fAntiRollBarForceAntiroll Strength0โ€“2How strongly the car resists body roll in corners.

Damage

PropertyLabelRangeWhat it does
fCollisionDamageMultCollision Damage0โ€“10How much damage crashes cause.
fWeaponDamageMultWeapon Damage0โ€“10How much damage bullets/explosives cause.
fDeformationDamageMultDeformation Damage0โ€“10How easily the body panels deform on impact.
fEngineDamageMultEngine Damage0โ€“10How 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

PresetDescription
StockResets to the vehicle's original drive force.
SportscarModerate power (0.35 force, 160 MPH).
SupercarHigh power (0.45 force, 180 MPH).
TruckLow power, heavy vehicle (0.25 force, 110 MPH, 3000kg).
HypercarMaximum power (0.55 force, 220 MPH).

Traction Presets

PresetDescription
Normal TractionAverage grip for everyday vehicles.
Sport TractionHigher grip for sportier cars.
Track TractionMaximum grip for race track setups.
Offroad TractionTuned for off-road driving.
Drift TractionLow grip with extended steering lock for drift builds.

Brake Presets

PresetDescription
Stock BrakesOriginal braking force.
Street BrakesModerate braking (0.8 force).
Sport BrakesStrong braking (1.2 force).
Racing BrakesMaximum braking (2.0 force).

Drivetrain Presets

PresetDescription
DefaultVehicle's original drivetrain.
RWD BiasRear-wheel drive (0.0 bias).
FWD BiasFront-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 โˆ’ / + 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.

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