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
massThe vehicle's mass in kilograms.
MTA takes above 0, up to 100000. Stock vehicles: 100 to 60000.
Turn mass
turnMassUsed to work out how the vehicle moves. The guide says it needs experiments.
MTA takes above 0, up to 10000000. Stock vehicles: 24.1 to 9000000.
Air drag
dragCoeffChanges the resistance to movement.
MTA takes from -200 to 200. Stock vehicles: 0.05 to 120.
Center of mass m
centerOfMassWhere the weight sits, in metres from the vehicle's center: x to the right, y forwards, z upwards.
MTA takes x, y and z each from -10 to 10. Stock vehicles: -1 to 0.5.
Floats at %
percentSubmergedHow much of the vehicle's height must be under water before it floats. Over 100 % it sinks.
MTA takes a whole number above 0, up to 200. Stock vehicles: 5 to 110.
Grip
Grip in corners
tractionMultiplierGrip when turning, as a multiplier of the tyre's grip on the road.
MTA takes from -100000 to 100000. Stock vehicles: -3.5 to 3.5.
Grip when speeding up and braking
tractionLossGrip when accelerating and braking, as a multiplier of the tyre's grip on the road.
MTA takes from 0 to 100. Stock vehicles: 0.65 to 45.
Grip front to back
tractionBiasHow the grip is shared between front and back. A higher value moves grip to the front.
MTA takes from 0 to 1. Stock vehicles: 0.35 to 1.
Engine
Gears
numberOfGearsThe number of gear-change animations and sounds.
MTA takes a whole number above 0, up to 5. Stock vehicles: 1 to 5.
Top speed km/h
maxVelocityLimits the top speed.
MTA takes from 0 to 200000. Stock vehicles: 60 to 240.
Acceleration
engineAccelerationThe basic rate of acceleration. MTA's number is 0.4 times the number in handling.cfg (checked on all 212 vehicles).
MTA takes from 0 to 100000. Stock vehicles: 0.2 to 24.
Engine inertia
engineInertiaSmooths or sharpens the acceleration curve.
MTA takes from -1000 to 1000, but not 0. Stock vehicles: 5 to 150.
Drive
driveTypeWhich wheels drive the vehicle.
MTA takes "fwd", "rwd" or "awd".
Engine
engineTypePetrol, diesel or electric engine.
MTA takes "petrol", "diesel" or "electric".
Brakes and steering
Brakes
brakeDecelerationThe overall braking force.
MTA takes from 0 to 100000. Stock vehicles: 0.01 to 19.
Brakes front to back
brakeBiasHow the braking is shared between front and back. A higher value moves it to the front.
MTA takes from 0 to 1. Stock vehicles: 0 to 0.8.
ABS
ABSAnti-lock brakes. MTA's source notes it has no effect, also in the original game.
MTA takes true or false.
Steering angle degrees
steeringLockThe biggest steering angle.
MTA takes from 0 to 360. Stock vehicles: 20 to 50.
Suspension
Suspension force
suspensionForceLevelThe suspension force level.
MTA takes above 0, up to 100. Stock vehicles: 0.4 to 4.
Suspension damping
suspensionDampingThe suspension damping level.
MTA takes above 0, up to 100. Stock vehicles: 0.02 to 5.
Damping at speed
suspensionHighSpeedDampingMakes the damping stiffer as the speed rises. The game file says it is often 0, and 200 or more for bouncy vehicles.
MTA takes from 0 to 600. Stock vehicles: 0 to 10.
Wheel travel up m
suspensionUpperLimitHow far up the wheels can move, in metres.
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
suspensionLowerLimitThe ride height, in metres.
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
suspensionFrontRearBiasHow much of the suspension force is at the front compared to the back.
MTA takes from 0 to 3. Stock vehicles: 0 to 2.5.
Anti-dive
suspensionAntiDiveMultiplierHow much the body tips forward and back when braking and accelerating.
MTA takes from 0 to 30. Stock vehicles: 0 to 0.6.
Damage and seat
Crash damage
collisionDamageMultiplierEngine damage from crashes. A higher value means more damage.
MTA takes from 0 to 100. Stock vehicles: 0.05 to 1.25.
Seat position
seatOffsetDistanceThe distance from the door to the seat.
MTA takes from -20 to 20. Stock vehicles: 0 to 1.2.
Flags
Model flags
modelFlagsSpecial animation features, one tick box for each bit. The names are the game's own.
A whole number; in Lua you can write it as hex, for example 0x40002004.
Handling flags
handlingFlagsSpecial 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.
A whole number; in Lua you can write it as hex, for example 0x40002004.
Other
Animation group
animGroupThe animation group number.
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 $
monetaryUsed by the single-player statistic for the value of property damaged. MTA does not let a script change it.
Front lights
headLightThe type of front lights: 0 long, 1 small, 2 big, 3 tall. MTA does not let a script change it.
Rear lights
tailLightThe type of rear lights: 0 long, 1 small, 2 big, 3 tall. MTA does not let a script change it.
Your code
Change a value to get the code.
One vehicle
-- no changes yetEvery vehicle of this model
-- no changes yetGood to know
- Server only
setVehicleHandlingchanges one vehicle,setModelHandlingevery 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.
setVehicleHandlingonly 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 written400220000in the game file; MTA uses0x220000.
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.cfgfrom 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).