FiveM Handling Editor

A free online editor for handling.meta. Paste your car's file, move the sliders for speed, grip, brakes and suspension, and copy it back. Only the values you touch change, in place: every other field, comment and space of your file stays exactly as it was.

1. Your handling.meta

Loaded: a complete template entry with all 51 elements of a real add-on SUV's handling (gears, steering lock, flags, SubHandlingData). Its values are a starting point, not a tune for your car. Replace it by pasting your own file, or a single <Item type="CHandlingData"> entry.

2. Tune the values

Has to be the same text as the handlingId in the car's vehicles.meta.

Mass, drag & balance

Weight in kilograms. The game only uses it when the vehicle hits another vehicle or a movable object; it does not change acceleration.

Aerodynamic drag. A higher value lowers the speed the car can actually reach.

Shifts the centre of gravity up or down in metres. Lower it in small steps if the car rolls over in corners.

Shifts the centre of gravity forward (positive) or backward in metres.

Engine & gearing

Drive force at the wheels: the main acceleration value. Most cars are between 0.10 and 0.40.

Speed at the redline in top gear; it sets the final drive of the gearbox. It is not a guaranteed top speed: drag and drive force decide what the car reaches.

How fast the engine revs. 1.0 is the default; higher revs faster.

Number of forward gears, 1 to 10 (1 to 8 on game builds before 1604).

0.0 is rear-wheel drive, 1.0 is front-wheel drive, anything in between is four-wheel drive with that front share.

Brakes & steering

Multiplies the game's deceleration. Bigger brakes harder; 1.0 leaves the calculation unmodified.

Split of brake force between the axles: 0.0 rear only, 1.0 front only.

Braking power of the handbrake. Bigger brakes harder.

Maximum angle the steered wheels turn. Most cars are around 40.

Traction

Cornering and acceleration grip before the tyres start to slide.

Grip once traction is lost: wheelspin, oversteer, understeer.

Distribution of traction front to rear, 0.01 to 0.99. Higher gives the front axle more of the grip.

How strongly grip changes with the surface, for example between asphalt and mud.

Suspension

How strong the suspension is.

Damping while the strut compresses. Bigger is stiffer.

Damping while the strut rebounds. Bigger is stiffer.

How far the suspension raises the body off the wheels. Adjust at the second decimal.

Larger numbers give less body roll.

Slider ranges are a working window, not game limits; type a number to go outside them. Field notes follow the gtamods.com handling.meta reference.

3. handling.meta
<?xml version="1.0" encoding="UTF-8"?>
<CHandlingDataMgr>
  <HandlingData>
    <Item type="CHandlingData">
      <handlingName>MYCAR</handlingName>
      <fMass value="2400.000000" />
      <fInitialDragCoeff value="6.000000" />
      <fPercentSubmerged value="85.000000" />
      <vecCentreOfMassOffset x="0.000000" y="0.100000" z="0.000000" />
      <vecInertiaMultiplier x="1.200000" y="1.200000" z="1.300000" />
      <fDriveBiasFront value="0.400000" />
      <nInitialDriveGears value="5" />
      <fInitialDriveForce value="0.290000" />
      <fDriveInertia value="1.000000" />
      <fClutchChangeRateScaleUpShift value="1.800000" />
      <fClutchChangeRateScaleDownShift value="1.800000" />
      <fInitialDriveMaxFlatVel value="189.000000" />
      <fBrakeForce value="0.650000" />
      <fBrakeBiasFront value="0.650000" />
      <fHandBrakeForce value="0.550000" />
      <fSteeringLock value="38.000000" />
      <fTractionCurveMax value="1.900000" />
      <fTractionCurveMin value="2.000000" />
      <fTractionCurveLateral value="21.000000" />
      <fTractionSpringDeltaMax value="0.030000" />
      <fLowSpeedTractionLossMult value="1.000000" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.490000" />
      <fTractionLossMult value="0.950000" />
      <fSuspensionForce value="1.800000" />
      <fSuspensionCompDamp value="1.200000" />
      <fSuspensionReboundDamp value="1.200000" />
      <fSuspensionUpperLimit value="0.100000" />
      <fSuspensionLowerLimit value="-0.180000" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.530000" />
      <fAntiRollBarForce value="1.000000" />
      <fAntiRollBarBiasFront value="0.530000" />
      <fRollCentreHeightFront value="0.550000" />
      <fRollCentreHeightRear value="0.550000" />
      <fCollisionDamageMult value="1.000000" />
      <fWeaponDamageMult value="1.000000" />
      <fDeformationDamageMult value="0.800000" />
      <fEngineDamageMult value="1.500000" />
      <fPetrolTankVolume value="65.000000" />
      <fOilVolume value="5.000000" />
      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
      <nMonetaryValue value="35000" />
      <strModelFlags>440010</strModelFlags>
      <strHandlingFlags>0</strHandlingFlags>
      <strDamageFlags>0</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="NULL" />
        <Item type="NULL" />
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
  </HandlingData>
</CHandlingDataMgr>
No changes yet: this is your input, byte for byte.

Want to Master Handling?

Learn exactly what every single line in handling.meta does in our masterclass guide.

Read Detailed Guide

What the handling editor does and when to use it

This is a free online handling editor for FiveM and GTA 5 vehicles: it loads the handling.meta you paste, gives you sliders for 22 of its values, and returns the same file with only the numbers you moved changed. There is no account, no upload and no limit.

handling.meta holds the physics values for a vehicle: how hard it accelerates, how much grip the tyres have, how the brakes and suspension react. Converted mods often arrive with values that suit single player, or with a handling entry copied from an unrelated car, so a hypercar drives like a van or tips over in the first corner.

The editor works on a real file. Paste your whole handling.meta, or a single CHandlingData entry, and the sliders jump to the values it contains. When you move one, the editor rewrites that one number inside your text and leaves everything else exactly as it was: the fields it has no slider for, comments, spacing and the SubHandlingData block. If the file holds several entries, you choose which one to edit. Nothing is uploaded; the work happens in your browser.

There are sliders for 22 values: mass, drag, centre of mass (height and front/back), drive force, top-gear redline speed, rev speed, number of gears, drive bias, brake force, brake bias, handbrake force, steering lock, peak and sliding grip, traction bias, surface grip loss, suspension force, compression and rebound damping, ride height and anti-roll bar force. The notes under each slider follow the community handling.meta reference, and each field is explained further in understanding handling.meta.

How to use it, step by step

  1. 1Paste the car's handling.meta into the first box. If you have none, keep the complete template entry that is loaded when the page opens.
  2. 2Check the handling name. It has to be the same text as the handlingId in the car's vehicles.meta.
  3. 3Set drive force and the top-gear redline speed, then grip and brake force. Change one value at a time so you can tell what each change did.
  4. 4If the car rolls in corners, lower the centre of mass height a little at a time.
  5. 5Press Copy XML, replace the contents of the car's handling.meta with the result, restart the resource and test drive.

Using the output

The output is your input with the edited values replaced in place. The line under it lists which values changed, and with no changes the output is identical to what you pasted, so it is always a complete file or entry and can go straight back where it came from.

If you start from the template instead, the output is a complete handling.meta with one entry of 51 elements, taken from a real add-on SUV: gears, steering lock, traction and suspension values, damage multipliers, flags and SubHandlingData are all present. Treat its numbers as a starting point for a road car, not as a tune for your model, and set the handling name before you use it.

The editor never adds a field. If the entry you pasted lacks one of the fields it has a slider for, the slider is disabled and the page tells you which fields are absent. Slider ranges are a working window, not game limits; you can type a number outside them.

Handling is loaded through a HANDLING_FILE line in the manifest, which the FXManifest Generator writes for vehicle resources. The link between the name here and the car is set in the Vehicles.meta Generator, and the Resource Inspector reports when the two do not match.

Common mistakes

  • A handling name that differs from the handlingId in vehicles.meta, so the car does not pick up the entry you tuned.
  • Raising fInitialDriveMaxFlatVel and expecting that top speed. It sets the speed at the redline in top gear; drag and drive force decide what the car reaches.
  • Raising mass to slow a car down. fMass is used for collisions with other vehicles and objects, not for acceleration.
  • Mixing up drive bias: 0.0 is rear-wheel drive and 1.0 is front-wheel drive.
  • Two cars in the same pack sharing one handling name, so both end up with the same entry.
  • Judging changes without restarting the resource and respawning the car.

Frequently asked questions

Can I load my existing handling.meta into the editor?

Yes. Paste the file, or one CHandlingData entry from it, into the first box. The sliders start from its values and the output is the same text with only the values you changed replaced.

Does the editor change anything I did not touch?

No. It edits the numbers in place and keeps every other character of the input, including fields it has no slider for, comments and SubHandlingData.

Is the top speed slider in km/h?

No unit is promised. It sets fInitialDriveMaxFlatVel, the speed at the redline in top gear, which fixes the final drive of the gearbox. The speed you see in game also depends on drag and drive force.

Why does my car flip in corners?

Usually the centre of mass is too high for the grip the car has. Lower the height offset in small steps, for example from -0.1 to -0.2, and reduce peak grip slightly if it still rolls.

Can I use the template as a complete handling.meta?

Yes, structurally: it is a full entry with every field, not a snippet. Its values come from one add-on SUV, so set the handling name and tune it for your car before relying on it.

Is the handling editor free?

Yes, with no account and no limits.

Does it work for GTA 5 single player as well as FiveM?

Yes. handling.meta is the same game file in both, and the editor only changes numbers in the text you paste. Where the file goes afterwards is up to you: the data folder of a FiveM resource, loaded with a HANDLING_FILE line, or the add-on's own archive in single player.

Which handling.meta values change top speed and acceleration?

fInitialDriveForce sets how hard the car accelerates, fInitialDriveMaxFlatVel sets the speed at the redline in top gear, and fInitialDragCoeff (drag) decides how much of that speed the car reaches. fMass does not change acceleration; it is used for collisions.

More answers about conversions, limits and plans are in the general FAQ.

Need another car converted?

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