FiveM handling.meta Editor
Free FiveM / GTA V handling.meta editor. Paste your existing handling.meta (or pick a preset: Adder, Buffalo, Phantom, Akuma, Voltic), edit every documented CHandlingData field with plain-English descriptions and realistic min/max ranges, toggle every HF_/MF_/DF_ flag with bitfield checkboxes, and copy or download a deploy-ready handling.meta XML.
Import existing handling.meta
We extract every documented field plus your SubHandlingData block (passed through unchanged on output).
Identifier referenced from vehicles.meta — uppercase, max 16 chars
Dry mass — 800-3500 cars, 4000-10000 trucks
Aero drag (value/10000 internally). 5-25 cars
Downforce at speed. 0-2 most, up to 100+ race cars
% submerged before vehicle floats. 70-95 typical
Negative Z lowers CoG (more stable). Don't go too extreme
Per-axis rotation resistance. ~1.0 each typical
Field reference adapted from the GTAMods Wiki (CC-BY-SA-3.0).
Edit handling.meta visually — every field, every flag, no guessing
GTA V's handling.meta is the file that controls how every vehicle physically behaves: mass, drag, drive force, brake bias, steering lock, traction curves, suspension stiffness, damage multipliers, and ~70 other parameters. The XML is straightforward but the field names are obscure (fClutchChangeRateScaleUpShift, vecInertiaMultiplier, fTractionSpringDeltaMax) and the realistic value ranges aren't in any in-game help text. Most existing tools are either paid Tebex / Cfx Marketplace scripts ($15-30 in-game UIs) or abandoned web pages with no field documentation. This editor exposes every documented CHandlingData field with a plain-English description, a sensible min/max range from real GTA V vehicles, and a slider you can drag to feel out the value.
Workflow: paste your existing handling.meta into the import box (or pick a preset — Adder for a balanced supercar baseline, Buffalo S for a sedan, Phantom for a heavy-truck cab, Akuma for a sport bike, Voltic for an electric/CVT setup). The parser pulls every documented field out, populates the form, and preserves any SubHandlingData block (CCarHandlingData, CFlyingHandlingData, CBoatHandlingData, CTrailerHandlingData, etc.) untouched on output. Edit anything in the form, watch the right-hand pane update live, copy or download when you're happy.
The editor groups fields into 7 tabs: Mass + Aero (mass, drag, downforce, submersion, center-of-mass offset, inertia multiplier), Drivetrain (drive bias, gears, drive force, drive inertia, clutch shift rates, max flat vel), Brakes + Steering (brake force, brake bias, handbrake, steering lock), Traction (curve max/min/lateral, spring delta, low-speed loss, camber stiffness, traction bias, loss multiplier), Suspension (force, comp/rebound damp, upper/lower limits, raise, bias, anti-roll bar, roll center heights), Damage (collision, weapon, deformation, engine multipliers; petrol + oil volume; consumption rate; seat offsets; monetary value; pop-up light rotation), and Flags (HF_*, MF_*, DF_* bitfields with one-line effect description per flag, plus AIHandling preset).
Every numeric field has live validation hints from real-world Bohemia / Rockstar configs: fInitialDragCoeff is divided by 10000 internally so 5-25 is normal; fInitialDriveMaxFlatVel × 1.32 ≈ real km/h top speed; fTractionBiasFront at exactly 0.0 or 1.0 disables an axle's tires entirely; fSuspensionForce × wheels × |fSuspensionLowerLimit| should exceed 1.0 or the suspension never settles. Where GTAMods Wiki and FiveM community references disagree, we cite the most-tested interpretation and flag it as disputed.
Bitfield flags are the editor's biggest time-saver. handling.meta flags are stored as a hex string ("440010") and even experienced modders have to sit down and OR-together the bits by hand. Here you just check the boxes — HF_NO_HANDBRAKE, HF_HAS_RALLY_TYRES, MF_DOUBLE_REAR_WHEELS, DF_BONNET — and the hex string updates live. Every flag has a one-sentence effect description from GTAMods. AIHandling is exposed as a 4-option select (AVERAGE / SPORTS_CAR / TRUCK / CRAP — those are the only valid values, despite community lists claiming more).
Pairs with the FiveM Vehicles Database on this site (look up real handling values from any of GTA V's 764 base vehicles), the JOAAT Hash generator (for adding your edited car's handlingName to job/whitelist scripts), and the fxmanifest.lua Builder (to ship your custom handling.meta as a streamed resource). Field reference adapted from the GTAMods Wiki under CC-BY-SA-3.0 — full attribution in the tool footer.
FiveM handling.meta Editor — FAQ
Where does handling.meta go in my FiveM resource?
Inside a stream/ folder of any resource: stream/your_addon/handling.meta. Add `data_file 'HANDLING_FILE' 'handling.meta'` to your fxmanifest.lua so the game registers it. The handlingName tag must match what your vehicles.meta references for that car.
What's fDriveBiasFront actually doing?
It's drive-distribution. 1.0 = pure FWD (front wheels drive), 0.0 = pure RWD (rear), 0.5 = AWD. Values like 0.3 split power 30/70 front/rear. Setting 0 or 1 doesn't disable wheels — only drive force routing.
Why does my fInitialDragCoeff seem 10000× too small?
It's stored as raw value but the engine divides by 10000 internally. So a value of 9.45 = drag coefficient 0.000945 in physics. That's why typical values are 5-25, not 0.0005-0.0025.
How do I calculate top speed from fInitialDriveMaxFlatVel?
Real km/h ≈ value × 1.32. Real mph ≈ value × 0.82. So an Adder at 200 max-flat-vel hits ~264 km/h / 164 mph in-game. Top gear and drive force also matter — undergeared cars miss this ceiling.
Why is fTractionBiasFront sensitive at 0.0 / 1.0?
Setting it to exactly 0.0 disables the front tires (rear gets all grip). Exactly 1.0 disables the rear. Both make the car undriveable. Stay between 0.4-0.6 for normal handling — 0.485 is a typical RWD bias.
What's fSuspensionRaise for?
Visual ride height — lifts the body relative to the wheels without changing physics. Useful for stance/lowriders. Negative values lower the body (slammed look), positive raise it. Effect is purely cosmetic.
What does HF_HAS_RALLY_TYRES do?
Inverts the surface-grip math — your car gets MORE grip on dirt/mud and LESS on asphalt. Used by Sandking, Rebel, etc. for offroad-capable handling. Combine with HF_OFFROAD_ABILITIES for full rally feel.
Can I edit weapons.meta with this tool?
No — handling.meta and weapons.meta are different schemas. We're shipping a separate weapons.meta editor as a follow-up. Use this tool for vehicle handling only.
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