0.3.5 - Added mass comparer
Handling Editor
Edit handling files easily, and quickly.

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.



0 5

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:

  • Dynamic: Between 1.0 and 100. The vehicle gains grip at a variable rate from 0 when static to 0.035 * fDownforceModifier at 90% of its top speed.
  • Static (high): 1.0 or less. The vehicle gains a flat grip increase of 0.035, 0.07 if using a tuning Spoiler.
  • Static (low): 100 or more. The vehicle gains a flat grip increase of 0.0105, 0.01313 if using a spoiler.
  • 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.

    Air Resistance


    0 20

    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.

  • The tug of war between Torque and Drag is not very strong. Your vehicle can easily go over this speed on downhill or under performance upgrades, though not very far.
  • Drag works against Torque. Both are measured in G-Forces, the speed at which they even out is the vehicle's top speed.
  • Unlike Downforce, drag is omnidirectional.
  • Chassis

    This set of values represent the vehicle body itself, and will play a big role on how the vehicle behaves overall.



    0 15000
    Your car will weight 1000kg.

    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.

    Center of Mass


    -2 2

    This editor is not able to edit the Center Of Mass offsets yet.

    Rotational Inertia


    -2 2

    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.

    Power / Acceleration


    0 0.5

    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.

    Drive inertia


    0 3

    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.

    Top Speed


    0 200

    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.

    Nº of Gears


    0 6

    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.

    Shift times


    0 10

    The vehicle will take s to shift from gear to gear.


    0 3

    Power Bias


    0 1

    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.

    Brake Strength


    0 1

    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.

    Brake Bias


    0 1

    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.

    Handbrake Strength


    0 1

    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.

    Tire Grip


    0 3


    0 3

    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.

    Traction Curve


    10 30

    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.

    Tire Grip Bias


    0 1

    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.

    Offroad Traction Loss


    0 1.5

    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.

    Low Speed Burnout Mult


    0 2

    How exaggerated the fake burnout griploss is for this vehicle.

    Max Steer Angle


    0 50

    Maximum steering angle for the vehicle.


    Stiffer, softer, loose, tight.
    This section governs how your car floats above its wheels.

    Spring Strength


    0 5

    Spring strength.

    Spring Dampen Strength


    0 3


    0 3

    How strongly the spring strength is dampened when compressing or decompressing.

    Compression/Decompression Limits


    0 1


    -1 0

    Compression upper and lower limits, in meters. Yeah, use centimeters.

    Suspension Raise


    0 1

    In meters, this raises or lowers the natural stance of the vehicle.

    Strength Bias


    0 1

    Spring strength distribution between the axles of the vehicle.

    Anti-roll Bars

    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.

    Antiroll Strength


    0 2

    How strongly the antiroll bars try to keep the vehicle from leaning.

    Strength Bias


    0 1

    Distribution of the antiroll bar strength between the car axles.

    Rollcentre - Front


    0 1

    Relative to the model bottom, defines where the pivot point is. This is used for leaning.

    Rollcentre - Back


    0 1

    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)

    Mass comparer

    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.

    You can also drop multiple files from OpenIV.
    Example: coquette,comet,blista
    Click on the table headers to sort by that row.
    ID fInitialDriveForce nInitialDriveGears fInitialDriveMaxFlatVel fInitialDragCoeff fBrakeForce fTractionCurveMax fDownforceModifier
    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.

    Simplified Stats

    The main measures, translated to a 0 - 100 score.

    Performance Index

    Current vehicle: $ - Comparison vehicle: $


    Stitched up together using from Bootstrap, Charts.js and Notify.js.