This tool aims to help beginners visualise and understand handling files, by establishing itself as an intuitive interface between the user and the file.
You can start from scratch, and move sliders around right away. Just press the Save button at the bottom to download the an edited file. Do remember to open it and edit the handling id.
Also, you can load a custom handling file below.
This set of values represent the vehicle body shape, and mostly affect top speed behavior.
fDownforceModifier
This car will generate dGs of additional grip at 60mph.
Downforce is a way to gain grip at speed, and can be increased by Spoilers.
In V, downforce is represented as two behaviors - an actual down force pressing
the car down, and a separate grip gain based on fDownforceModifier and a
ruleset.
The resulting value is added to the wheel grip, multiply by the
four wheels you'd usually have.
The value of fDownforceModifier can define one of three rulesets for the Downforce calculations:
Active Aero vehicles ignore this value, setting a 0.035 gain when the spoiler is raised, up to 0.07 when it pitches down to aid cornering or braking.
There is a fourth ruleset, used on the Open Wheel vehicles, which requires advanced flags and defines specific rates per Spoiler/Bumper. Investigation is still ongoing.
fInitialDragCoeff
The vehicle's body air resistance.
Higher resistance means an eariler perceived loss of power at higher speed, resulting in a lower top speed, as the engine cannot overpower this force. Lower air resistance allows the vehicle to travel faster on the same power.
Working as a multiplier, this value defines how much will air drag scale with speed. The higher the multiplier, the more powerful air resistance will be at high speeds.
This set of values represent the vehicle body itself, and will play a big role on how the vehicle behaves overall.
fMass
Measured in Kg, mass is only responsible for the interaction between entities. Let's say its the vehicle's pushing force.
Mass is not at all related to physical agility and does not affect the car's physics at all. Only affects how well the car fares when colliding with other entities. Vehicles, Lamp posts, rocks, etc.
vecCentreOfMassOffset
This editor is not able to edit the Center Of Mass offsets yet.
vecInertiaMultiplier
This editor is not able to edit the Rotational Inertia offsets yet.
The moving force of your vehicle, this set of values govern details
about how different bits of the engine will behave.
Works in close relationswhip with Transmission.
fInitialDriveForce
Also called engine power, it dictates the target acceleration the engine is aiming for, measured in G-Forces. Wheel grip may not be able to cope with it, however.
Gearing modulates this value in ratios to translate it into torque, which is the final acceleration the vehicle will experience.
Electric vehicles bypass this entirely, starting with x5 torque whith drains to x1 at the top speed.
fDriveInertia
The vehicle will go from idle to redline in s assuming full throttle.
How responsive the engine revs will be to throttle control. It is measured in Higher values will result in faster RPM acceleration and deceleration, while lower values will result in more sluggish RPMs.
Works similar to how a flywheel acts in real-life vehicles, storing drive momentum from the engine. A lighter flywheel can react faster to engine RPM changes with it's lack of weight, while heavier flywheels have higher momentum force which takes more engine power to influence.
fInitialDriveMaxFlatVel
The vehicle's last gear will top at 40 mph.
Maximum engine top speed. Over this speed, the engine power will degrade greatly.
Keep in mind that gearing will stretch over this 'length'.
Together with the Engine, the transmission settings define the power output of your vehicle.
nInitialDriveGears
Number of gears at stock.
As gears modulate the fInitialDriveForce up until fInitialDriveMaxFlatVel, keepin a reasonably number of gears for your top speed is reccomended.
Remember Transmission upgrades add one gear total.
fClutchChangeRateScaleUpShift
The vehicle will take s to shift from gear to gear.
fClutchChangeRateScaleDownShift
fDriveBiasFront
Defines how the power from fInitialDriveForce is distributed between the axles.
0.0 implies a fully RWD setup, with will only deliver power to the rear wheels.
Brakes are one of the main defining factors of the performance of your
vehicle.
This value should complement both the vehicle's power and traction, so as to keep a
coherent balance.
Unless you have reasons for it not to.
fBrakeForce
Target deceleration is 60-0 mph in ~s.
How many Gs of deceleration are applied to each wheel.
fTractionCurveMax and fBrakeForce are closely related. Assuming perfect balance, a fourth of brake is enough to make each wheel lockup.
fBrakeBiasFront
Distribution of the brake strength between the axles.
Usually, the best balance is between 0.55 and 0.7 for best braking capabilities, as
it accounts for the weight transfer that ensues when braking.
Vehicles with
more body lean typically need more balance to the front.
fHandBrakeForce
Similar to fBrakeForce, but is only applied to the rear axle(s).
Traction is the main limiter of power and braking ability, and has to be
able to handle both; otherwise your vehicle may suffer wheelspin/wheel lock.
However, these can also be treated as features and not defects, being part of the vehicle's
personality.
fTractionCurveMax
fTractionCurveMin
Maximum and minimum G's the vehicle's wheels are able to pull.
In V, grip is represented as how much the vehicle's tires are able to accelerate or decelerate the car's body, as a whole.
These values are constantly changed around by context, like suspension pressure, surface the tire is driving on, etcetera.
fTractionCurveLateral
Slide angle at which the car will enjoy the best grip available.
The vehicle will tend to stay below half of this value.
It is reccomended to keep it at default 22.5 on most vehicles, though Sports and Supercars can have it as low as 18º if you so desire, making them stay more straight. Over 24º is not reccomended save for the slidiest cars, like old muscles.
fTractionBiasFront
Grip balance:
This value perfectly describes situations where the front and rear axles have
different kinds of wheels, be it the compounds are different, or the tire width is
different.
Very useful for dragsters and high performance cars who come with
changes like these.
fTractionLossMult
How exaggerated the traction loss is for this vehicle.
A value of 1.0 makes the car lose grip on each surface as expected by the game.
Below 1.0 you lose less grip than normal, over 1.0 you lose more grip than normal.
High end cars can have up to 1.5 or so before the traction loss of certain
surfaces ends up making the car have negative grip.
fLowSpeedTractionLossMult
How exaggerated the fake burnout griploss is for this vehicle.
fSteeringLock
Maximum steering angle for the vehicle.
Stiffer, softer, loose, tight.
This section governs how your car
floats above its wheels.
fSuspensionForce
Spring strength.
fSuspensionCompDamp
fSuspensionReboundDamp
How strongly the spring strength is dampened when compressing or decompressing.
fSuspensionUpperLimit
fSuspensionLowerLimit
Compression upper and lower limits, in meters. Yeah, use centimeters.
fSuspensionRaise
In meters, this raises or lowers the natural stance of the vehicle.
fSuspensionBiasFront
Spring strength distribution between the axles of the vehicle.
The main goal of the Anti-roll Bars is to prevent the car from leaning
too much when taking a corner.
Do keep in mind that the wheels the cars leans into, receive more grip from the pressure, while
the wheels on the other side lose traction.
fAntiRollBarForce
How strongly the antiroll bars try to keep the vehicle from leaning.
fAntiRollBarBiasFront
Distribution of the antiroll bar strength between the car axles.
fRollCentreHeightFront
Relative to the model bottom, defines where the pivot point is. This is used for leaning.
fRollCentreHeightRear
Relative to the model bottom, defines where the pivot point is. This is used for leaning.
This editor makes an effort of translating some handling items to real world measurements, depicted in red on them. For transparency and ease of fact-checking, this section documents and details the math used to get the Ingame metrics.
I then just use standard conversions to get the mph equivalents for the editor section.
Speed is measured in m/s.Handling item | File metric | Ingame metric | Math |
---|---|---|---|
fInitialDriveForce | Acceleration (G-Forces) | Acceleration (G-Forces) | fInitialDriveForce * Ratio of Current Gear |
fDownforceModifier | Multiplier | Grip gain (G-Forces) | (0 - 0.035) > (0 - 90% of fInitialDriveMaxFlatVel) * fDownforceModifier * Nº of Wheels |
fInitialDragCoeff | Multiplier | Air Resistance (G-Forces) | (Speed * (fInitialDragCoeff * 0.0001))^2 |
fDriveInertia | Multiplier | Seconds | 1 / fDriveInertia |
fInitialDriveMaxFlatVel | Speed | Kilometers per hour | fInitialDriveMaxFlatVel / 0.75 |
fClutchChangeRateScaleUpShift | Multiplier | Seconds | 1 / fClutchChangeRateScaleUpShift |
fBrakeForce | Decceleration (G-Forces) per wheel | Decceleration (G-Forces) per wheel | Speed / (fBrakeForce * Number of wheels) |
This simple tool displays the main performance values of any given handlings you feed it, for ease of comparison. It is not related to the rest of the webpage and will not edit the original loaded file.
ID | Tyre Grip | Acceleration | Top Speed | Gears | Air Drag | Downforce | Brakes |
---|---|---|---|---|---|---|---|
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
EXAMPLE | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
You can add a comparison item for in the graphs by uploading another handling file here.
You can drop handling.meta files from OpenIV directly.
The main measures, translated to a 0 - 100 score.
Current vehicle: $ - Comparison vehicle: $