Handling.meta

What do i need to change to make any vehicle not pop up in the back when hitting a High increase in the road. That does not require downforce?

That’s set in the advanced data flags based on the wiki here:
https://gtamods.com/wiki/Handling.meta#AdvancedData

I’ve never worked with these, so you may have to be more test-heavy than I can afford to be right now…

  • Roll Center Front (RCF) and Roll Center Rear (RCR): These values determine the vehicle’s susceptibility to body roll. If RCF and RCR are not identical, the vehicle may experience problems with bumps. Adjusting these values can help prevent rolling or flipping, especially on certain cars. In some cases, negative values may be necessary for realistic behavior.

  • Suspension Force: This value affects the vehicle’s stability and response to suspension movement. A good starting point is between 1.0 and 3.0.

  • Suspension Comp Damp: This value controls the compression of the suspension. Setting it to half of the Suspension Force value can help the vehicle stabilize quickly.

  • Suspension Rebound: Similar to Suspension Comp Damp, this value regulates the rebound of the suspension. Again, setting it to half of the Suspension Force value can promote stability.

  • Downforce: Increasing downforce can improve it when going over bumps fast but be careful here as the downforce will press on the car in relation to tractionBiasFront on high speeds if the traction Bias is not centered (0.5). The traction bias is a very sensitive Value. Shifting Traction to the front will reduce understeer (0.502) and shifting it to the back will reduce oversteer (0.498) try changing it at the 3rd decimal in order not to overdo it.

  • vecCentreOfMassOffset will also have some impact but this value is kinda wierd and i almost never touch it. on some handling metas its set up wierdly though in that case i just set it normally. The actual center of mass is defined in the 3d files of the vehicle.

Setting the advanced flags can also help on certain cars like the above post mentioned but this is not really necessary on 99% of the cars there is some cool features there but changing them will often affect the handling in a lot of scenarios. Its mostly stuff like setting up differentials, traction control and stuff like this. I would recommend to stay away from them until you really understand most handling values. Unless the car you are working on has some advanced flags that mess with the handling and need to be removed for a realistic handling.

1 Like

I will try This, This Will give me something to go off of. Ive done cars before But they all had downforce and people hate downforce…THANK YOU

On my server most cars have Downforce but you gotta choose realistic values if you overdo it it will feel like all cars are formula 1 cars. If you have a Bugatti that goes 400kmh you will need Downforce to keep it on the road at these speeds or every little hill will send it flying. But below 200kmh it will loose its effect. Id say some cars need it and some can go without it but that depends on what speeds your cars can be driven at.

1 Like

Oh sorry for double posting but i forgot something.

vecInertiaMultiplier could be the issue try changing the x value (first one) and see what happens

fCamberStiffness set between 0.0 and 1.0 this will also have some impact on how the vehicle rolls

this explanation of handling values if a good starting point
https://gtamods.com/wiki/Handling.meta

1 Like

Appreciate All the help Let me go test it and ill Post back here

Any vehicle that has this problem you will have to get its line and paste it in this website: GTA V Vehicle Flag Tool .Then you have to Uncheck DONT_FORCE_GRND_CLEARANCE, then copy the equivalent number and paste it on your handlings.meta.
If the DONT_FORCE_GRND_CLEARANCE was never checked then ignore this message.