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How to increase vehicle acceleration in handling.meta?

  • Hello,

    which line in handling.meta is for acceleration? Because I want my police2 to get 100km/h in 2 seconds. It's just a simple question, I saw a handling.meta tutorial but it doesn't affect my car in game so I've edited wrong line probably :/


  • @SavonPL
    There are a few more parameters that have a subtle effect on acceleration ('<fInitialDragCoeff' (drag) for one) but the main ones are:

          <fInitialDriveForce value="0.400000" />

    This^ increases your engine power so vehicle accelerates faster. Will cause wheelspin at some point when increased. Wheelspin will need to be compensated for by increasing grip with this:

          <fTractionCurveMin value="3.200000" />

    This^ increases grip so car accelerates faster & wheels spin less. Think of it like forwards & backwards grip & it is usually altered/edited in tandem with this:

    <fTractionCurveMax value="2.360000" />

    Think of this^ as sideways grip. ie lateral grip. So, more important in cornering than when the vehicle is driving in a straight line but one of the GTA secrets to a lovely handling vehicle is getting the right balance between 'CurveMax' & 'CurveMin'. If you change just one without balancing it off against the other, sooner or later, your vehicle will begin to act weird/slidey/tip over etc. Play with the settings, you'll see what I mean.

          <fLowSpeedTractionLossMult value="0.000150" />

    This^ can be used to reduce wheelspin below roughly 60mph (~96kph). It's really to stop your wheels spinning as you initially take off from stand still but it does still have a subtle effect on grip even up into ~60-70mph. Reduce the value for MORE grip. It can be negative ( - ) if required.

  • thanks so much at first i thought it was inertial drag coef

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