CITHandling EditorCIT Tools

GTA San Andreas and MTA:SA

Handling Editor

Pick a vehicle, change its values, then copy the code into a server script. It starts from MTA's own default values.

Infernus (ID 411): no changes.

Weight and body

Weight kg

mass

The vehicle's mass in kilograms.

1400

MTA takes above 0, up to 100000. Stock vehicles: 100 to 60000.

Turn mass

turnMass

Used to work out how the vehicle moves. The guide says it needs experiments.

2725.3

MTA takes above 0, up to 10000000. Stock vehicles: 24.1 to 9000000.

Air drag

dragCoeff

Changes the resistance to movement.

1.5

MTA takes from -200 to 200. Stock vehicles: 0.05 to 120.

Center of mass m

centerOfMass

Where the weight sits, in metres from the vehicle's center: x to the right, y forwards, z upwards.

0, 0, -0.25

MTA takes x, y and z each from -10 to 10. Stock vehicles: -1 to 0.5.

Floats at %

percentSubmerged

How much of the vehicle's height must be under water before it floats. Over 100 % it sinks.

70

MTA takes a whole number above 0, up to 200. Stock vehicles: 5 to 110.

Grip

Grip in corners

tractionMultiplier

Grip when turning, as a multiplier of the tyre's grip on the road.

0.7

MTA takes from -100000 to 100000. Stock vehicles: -3.5 to 3.5.

Grip when speeding up and braking

tractionLoss

Grip when accelerating and braking, as a multiplier of the tyre's grip on the road.

0.8

MTA takes from 0 to 100. Stock vehicles: 0.65 to 45.

Grip front to back

tractionBias

How the grip is shared between front and back. A higher value moves grip to the front.

0.5

MTA takes from 0 to 1. Stock vehicles: 0.35 to 1.

Engine

Gears

numberOfGears

The number of gear-change animations and sounds.

5

MTA takes a whole number above 0, up to 5. Stock vehicles: 1 to 5.

Top speed km/h

maxVelocity

Limits the top speed.

240

MTA takes from 0 to 200000. Stock vehicles: 60 to 240.

Acceleration

engineAcceleration

The basic rate of acceleration. MTA's number is 0.4 times the number in handling.cfg (checked on all 212 vehicles).

12

MTA takes from 0 to 100000. Stock vehicles: 0.2 to 24.

Engine inertia

engineInertia

Smooths or sharpens the acceleration curve.

10

MTA takes from -1000 to 1000, but not 0. Stock vehicles: 5 to 150.

Drive

driveType

Which wheels drive the vehicle.

awd

MTA takes "fwd", "rwd" or "awd".

Engine

engineType

Petrol, diesel or electric engine.

petrol

MTA takes "petrol", "diesel" or "electric".

Brakes and steering

Brakes

brakeDeceleration

The overall braking force.

11

MTA takes from 0 to 100000. Stock vehicles: 0.01 to 19.

Brakes front to back

brakeBias

How the braking is shared between front and back. A higher value moves it to the front.

0.51

MTA takes from 0 to 1. Stock vehicles: 0 to 0.8.

ABS

ABS

Anti-lock brakes. MTA's source notes it has no effect, also in the original game.

false

MTA takes true or false.

Steering angle degrees

steeringLock

The biggest steering angle.

30

MTA takes from 0 to 360. Stock vehicles: 20 to 50.

Suspension

Suspension force

suspensionForceLevel

The suspension force level.

1.2

MTA takes above 0, up to 100. Stock vehicles: 0.4 to 4.

Suspension damping

suspensionDamping

The suspension damping level.

0.19

MTA takes above 0, up to 100. Stock vehicles: 0.02 to 5.

Damping at speed

suspensionHighSpeedDamping

Makes the damping stiffer as the speed rises. The game file says it is often 0, and 200 or more for bouncy vehicles.

0

MTA takes from 0 to 600. Stock vehicles: 0 to 10.

Wheel travel up m

suspensionUpperLimit

How far up the wheels can move, in metres.

0.25

MTA takes from -50 to 50, more than the ride height + 0.01, and not 0. Stock vehicles: 0 to 3.5.

Ride height m

suspensionLowerLimit

The ride height, in metres.

-0.1

MTA takes from -50 to 50, less than the wheel travel up - 0.01, and not 0. Stock vehicles: -1 to 0.5.

Suspension front to back

suspensionFrontRearBias

How much of the suspension force is at the front compared to the back.

0.5

MTA takes from 0 to 3. Stock vehicles: 0 to 2.5.

Anti-dive

suspensionAntiDiveMultiplier

How much the body tips forward and back when braking and accelerating.

0.4

MTA takes from 0 to 30. Stock vehicles: 0 to 0.6.

Damage and seat

Crash damage

collisionDamageMultiplier

Engine damage from crashes. A higher value means more damage.

0.72

MTA takes from 0 to 100. Stock vehicles: 0.05 to 1.25.

Seat position

seatOffsetDistance

The distance from the door to the seat.

0.37

MTA takes from -20 to 20. Stock vehicles: 0 to 1.2.

Flags

Model flags

modelFlags

Special animation features, one tick box for each bit. The names are the game's own.

0x40002004

A whole number; in Lua you can write it as hex, for example 0x40002004.

Handling flags

handlingFlags

Special driving features, one tick box for each bit. The names are the game's own. MTA always removes NOS_INST and HYDRAULIC_INST from this number.

0xC04000

A whole number; in Lua you can write it as hex, for example 0x40002004.

Other

Animation group

animGroup

The animation group number.

1

MTA takes a whole number from 0 to 29. MTA only changes it for 3, 8, 17 and 23; other numbers give true but change nothing. Stock vehicles: 0 to 29.

Money value $

monetary

Used by the single-player statistic for the value of property damaged. MTA does not let a script change it.

95000

Front lights

headLight

The type of front lights: 0 long, 1 small, 2 big, 3 tall. MTA does not let a script change it.

1

Rear lights

tailLight

The type of rear lights: 0 long, 1 small, 2 big, 3 tall. MTA does not let a script change it.

1

Your code

Change a value to get the code.

One vehicle

-- no changes yet

Every vehicle of this model

-- no changes yet

Good to know

Server only
setVehicleHandling changes one vehicle, setModelHandling every vehicle of a model. Both are in MTA's server code.
Reset
setVehicleHandling(theVehicle, "mass", nil) gives the vehicle its model's value back; setVehicleHandling(theVehicle, "mass", nil, true) gives MTA's default. getOriginalHandling(411) gives all default values of a model.
Refused values
A value outside MTA's limits is not set: the function gives false. This page warns you before that.
Order
MTA checks the wheel travel and the ride height against each other, so the code sets them in an order that works. The code expects the vehicle to still have its default values.
Bikes, boats and aircraft
They have extra handling lines in the game. setVehicleHandling only knows the 33 properties on this page.
Game file
MTA's acceleration number is 0.4 times handling.cfg. The Tornado's model flags are written 400220000 in the game file; MTA uses 0x220000.

Where this comes from

  • Default values, property names and MTA's notes: MTA:SA's source code, CHandlingManager.cpp.
  • Limits: MTA:SA's source code, CStaticFunctionDefinitions.cpp (SetEntryHandling); value types: CLuaHandlingDefs.cpp.
  • What each value does: Project Cerbera's GTA SA handling guide (MTA's source points to it) and the notes at the top of the game's handling.cfg.
  • Flag names and units: the game's data/handling.cfg from an installed copy of GTA San Andreas.
  • Vehicle names: MTA:SA's source code (CVehicleNames.cpp).
  • Checked on 22 October 2026 (MTA:SA source of 21 October 2026).