Cheat Sheet: Vehicle Properties
All the properties that make your car go fast (or slow)
Summary
This page lists those properties that control how a vehicle behaves. By changing/tweaking them, you can modify a vehicle's behaviour.
Legend:
An explanation that begins with (?) needs verifying.
A value range that is filled with a dash '-' indicates either that: ** The value range is open for experimentation as there are no specific, known limitations, or ** That the value range is inferrable, e.g. a boolean or a TweakDBID. ** Unknown fields have a question mark, '?', as content.
N.B. Descriptions of the properties are conclusions of multiple contributors' trial and error process. While the best effort was done to identify and describe completely and accurately what those properties mean and how to work with them, there is no guarantee of it being so.
Vehicle speed units
N.B. Original research.
Vehicle speed units are a complex element of the game. Given that one unit of the in-game space (the coordinates, also seen in the camera mode) is one meter, the originally displayed mph value in Cyberpunk 2077 vehicles is about double the actual mph speed. For example, when the game shows '200' mph, that is about 100 mph (160.934 km/h).
The game engine uses different internal speed units when setting up the vehicle. Its speed unit is about 2.4017577 mph (3.86525568 km/h). For example, the maxSpeed of 100 in the dynamic downforce parameters is about 240 mph, or 386 km/h.
Speed breaker/limiter
N.B. Original research.
The game has a speed breaker, which resets the vehicle's speed to 0 if it hits a certain threshold. This threshold is around or somewhat lower than 100 of the game engine's internal speed units. It is possible to remove (or rescale?) this speed breaker threshold in version 1.63 of the game, e.g., with the LTBF mod.
Wait, this is not what I want!
For a guide on adding vehicles, see Boe6's Guide: basic car from A to Z
For a guide on how to visually change base game vehicles, see Altering Appearances within Wolvenkit - Full Workflow (the process is the same for cars)
If you want to know how to change an existing car, check Tweak modding: Guides, for example Adding stats, modifiers, and mod slots
Vehicle Records: Performance
The root of vehicle data and information is under the gamedataVehicle_Record, and those entries generally follow the name pattern Vehicle.{vehicle_name}
. Below is a high-level sketch of the tree of this structure, insofar relevant for the vehicle performance. Here is the full overview.
gamedataVehicleAirControl_Record
anglePID
Vector3
-
(1.0, 0.0, 0.0)
flippedOverRecoveryPID
Vector3
-
(-175.0, 0.0, 0.0)
massReference
float
-
1600.0
pitch
TweakDBID
-
ID
roll
TweakDBID
-
ID
velocityPID
Vector3
-
(1.0, 0.0, 0.0)
yaw
TweakDBID
-
ID
gamedataVehicleAirControlAxis_Record
angleCorrectionFactorMax
float
-
0.0
angleCorrectionFactorMin
float
-
0.0
angleCorrectionThresholdMax
float
-
60.0
angleCorrectionThresholdMin
float
-
10.0
angleDampFactor
float
-
0.5
brakeMultiplierWhenNoInput
float
-
3.0
controlAxis
?
-
LR
inputDampFactor
float
-
1.0
maxAngleCompensation
float
-
100.0
maxAngleToCompensateThreshold
float
-
100.0
maxVelocity
float
-
-30.0
maxVelocityCompensation
float
-
100.0
stabilizeAxis
boolean
-
false
velocityDampFactor
float
-
0.05
velocityDampingFactorMax
float
-
0.0
velocityDampingFactorMin
float
-
0.0
velocityDampingThresholdMax
float
-
6.0
velocityDampingThresholdMin
float
-
0.5
zeroAngleThreshold
float
-
15.0
gamedataVehicleDriveModelData_Record
airResistanceFactor
float
-
2.4
The coefficient of air resistance against the vehicle when in motion. A higher value means more air resistance. It affects how quickly the car slows down after throttle lift-off.
antiSwaybarDampingScalor
float
-
0.75
A higher value counteres left-right swaying of the vehicle, resulting in greater stability. A negative number will make the car wobble a lot for the slightest reason!
bankBodyFBTanMultiplier
float
-
0.12
bankBodyLRTanMultiplier
float
-
0.12
bodyFriction
float
-
0.6
The level of friction between the car and objects it touches, such as walls and roads. A higher value means losing more speed on hitting walls but also better grip and car stability on uneven roads. It is one factor of many that affects grip and how the car sticks to the ground.
brakingEstimationMagicFactor
float
-
0.5
brakingFrictionFactor
float
-
1.4
(?) How "hard" the vehicle brakes
burnOut
TweakDBID
-
ID
A compound object that describes specific behavior of tyre burnout, e.g. for a race launch.
center_of_mass_offset
Vector3
-
(0, -0.13, 0.08)
(?) Where the center of mass is (relative to the vehicle's spawn point)
chassis_mass
float
-
1750.0
Presumably, the mass of the chassis, in LBS. This value is related with total_mass
. It makes sense that this value is always ≤ total_maws
, but it is not clear exactly what role does the difference between the two play in the car movemnent. Nonetheless, experiments show a lower car stability at high speeds when these two values are not equal.
differentialOvershootFactor
float
-
0.0
driveHelpers
array of TweakDBIDs
-
An array of vehicle physics modifiers.
flatTireSim
TweakDBID
-
ID
forwardWeightTransferFactor
float
-
0.3
handbrakeBrakingTorque
float
-
1600.0
lowVelStoppingDeceleration
float
-
0.8
maxWheelTurnDeg
float
-
45.0
Determines the maximum steering angle.
momentOfInertia
Vector3
-
(3050.0, 900.0, 3530.0)
momentOfInertiaScale
Vector3
-
(1.0, 1.0, 1.0)
perfectSteeringFactor
float
-
1.0
sideWeightTransferFactor
float
-
0.23
slipAngleCurveScale
float
-
2.0
slipAngleMinSpeedThreshold
float
-
3.0
slipRatioCurveScale
float
-
2.0
slipRatioMinSpeedThreshold
float
-
5.0
slopeTractionReductionBegin
float
-
12.0
slopeTractionReductionFactor
float
-
1.5
slopeTractionReductionMax
float
-
30.0
smoothWheelContactDecreaseTime
float
≥ 0
0.0
smoothWheelContactIncreseTime
float
≥ 0
0.0
total_mass
float
-
1750.0
The total mass of the vehicle, in LBS. See chassis_mass
for a longer explanation and a warning.
turnUpdateBaseSpeedThreshold
float
-
5.0
turnUpdateInputDiffForFastChange
float
-
1.0
turnUpdateInputDiffForSlowChange
float
-
0.0
turnUpdateInputDiffProgressionPow
float
-
0.7
turnUpdateInputFastChangeSpeed
float
-
1.0
turnUpdateInputSlowChangeSpeed
float
-
0.15
turnUpdateMaxSpeedThreshold
float
-
45.0
turnUpdateMaxSpeedTurnChangeMul
float
-
2.15
turnUpdateMaxSpeedTurnMul
float
-
0.16
turnUpdateMidSpeedThreshold
float
-
25.0
turnUpdateMidSpeedTurnChangeMul
float
-
1.58
turnUpdateMidSpeedTurnMul
float
-
0.41
turningRollFactor
float
-
1.0
turningRollFactorWeakContactMul
float
-
1.0
turningRollFactorWeakContactThresholdMax
float
-
0.6
turningRollFactorWeakContactThresholdMin
float
-
0.9
useAlternativeTurnUpdate
boolean
-
true
waterParams
TweakDBID
-
ID
wheelSetup
TweakDBID
-
ID
A compound object that contains much of things related with the wheel behavior.
wheelTurnMaxAddPerSecond
float
-
100.0
The maximum speed of steering.
wheelTurnMaxSubPerSecond
float
-
130.0
The maximum speed of the steering wheel/handles returning to the neutral position.
wheelsFrictionMap
TweakDBID
-
ID
In addition to the above, motorcycles (gamedataBikeDriveModelData_Record) also have:
bikeCOMOffsetDampFactor
float
-
0.25
bikeCurvesPath
TweakDBID
-
ID
bikeMaxCOMLongOffset
float
-
0.77
bikeMaxTilt
float
-
38.0
(?) How far it will tilt in a curve
bikeMinCOMLongOffset
float
-
0.87
bikeTiltCustomSpeed
float
-
150.0
bikeTiltPID
array:Float
-
[2.5, 0.2, 0]
bikeTiltReturnSpeed
float
-
103.0
(?) How far it will un-tilt when you go straight again
bikeTiltSpeed
float
-
103.0
(?) How fast it will tilt in a curve
gamedataVehicleBurnOut_Record
burnOutGripBonus
float
-
6.8
gripBonusMaxLaunchSpeed
float
-
11.0
gripBonusMaxSpeedMultiplier
float
-
1.7
lateralAccelForwardSpeedMaxDecimation
float
-
0.65
lateralForceMaxAcceleration
float
-
0.4
lateralForceMaxSpeed
float
-
6.8
lateralSlipRatioInfluence
float
-
0.62
maxBrakeForceModifier
float
-
0.8
maxDriveWheelSlipRatio
float
-
25.0
maxLateralAccelSlipRatioMultipler
float
-
0.64
maxLongFrictionSlipRatioMultipler
float
-
0.7
maxSpeedToInitiateBurnOut
float
-
27.0
minBrakeForceModifier
float
-
0.01
minLongFrictionCoeff
float
-
0.66
minLongFrictionSlipRatioScaled
float
-
0.1
gamedataDriveWheelsAccelerateNoise_Record
accelerationBoost
float
-
0.3
accelerationBoostMaxSpeed
float
-
10.0
accelerationBoostReverse
float
-
2.0
accelerationNoiseMaxSpeed
float
-
12.0
maxApplyTime
float
-
1.6
maxForcesDifference
float
-
1.0
minApplyTime
float
≥ 0
0.8
minForcesDifference
float
-
1.0
type
TweakDBID
-
ID
gamedataDynamicDownforceHelper_Record
maxSpeed
float
-
40.0
(?) The speed up to which the dynamic downforce graph stretches. Unit: engine's internal.
maxSpeedFactorAir
float
-
0.0
(?) Scales the effect that helps vehicle come back to the ground once it separates from it, like an aerodynamic downforce.
maxSpeedFactorGround
float
-
0.4
Scales the effect that enables the vehicle to corner better at high speed while on the ground, an effect similar to an aerodynamic downforce. It could have other effects.
minSpeed
float
-
10.0
(?) The speed from which the dynamic downforce graph stretches. Unit: engine's internal.
type
TweakDBID
-
ID
(?) Is the link to the dynamic force curve data.
gamedataHandbrakeFrictionModifier_Record
additionalBrakeForLongUse
float
-
0.7
blendOutTime
float
≥ 0
0.6
postHandbrakeTractionBoost
float
-
2.0
rearWheelsLatFrictionCoef
float
-
0.9
rearWheelsLongFrictionCoef
float
-
0.6
type
TweakDBID
-
ID
gamedataInAirGravityModifier_Record
baseAddedGravity
float
-
0.4
driveSpeedAddedGravity
float
-
0.2
maxDriveSpeed
float
-
20.0
minDriveSpeed
float
-
3.0
smoothingFactor
float
-
0.2
type
TweakDBID
-
ID
zVelReductionEnd
float
-
-10.0
zVelReductionStart
float
-
-4.0
gamedataRearWheelsFrictionModifier_Record
maxHelperAcceleration
float
-
10.0
maxLatSlipRatio
float
-
5.0
maxLongSlipRatio
float
-
1.5
maxSpeed
float
-
18.0
minLatFrictionCoef
float
-
0.62
minLatSlipRatio
float
-
0.25
minLongFrictionCoef
float
-
0.8
minLongSlipRatio
float
-
0.3
type
TweakDBID
-
ID
gamedataRotationLimiter_Record
This structure seems aimed at drifting characteristics of the vehicle.
driftExceededAngle
float
-
60.0
driftFullAngleBegin
float
-
20.0
driftFullAngleEnd
float
-
40.0
driftLimit
float
-
2.3
driftLimitMaxVel
float
-
18.0
driftLimitStartVel
float
-
8.0
handbrakeLimit
float
-
2.49
maxAngularSpeedRad
float
-
2.6
smoothingTime
float
-
0.2
type
TweakDBID
-
ID
gamedataUphillDriveHelper_Record
slopeCompensationFactor
float
-
0.5
slopeCompensationMaxAngle
float
-
20.0
type
TweakDBID
-
ID
The .wheelSetup property
This property maps the behavior of the wheels. It has four variables LF, RF, LB, RB that determine the roles of the four wheels, and it also had detailed setups for the wheels under its .frontPreset
and .backPreset
.
gamedataVehicleWheelDrivingPreset_Record
N.B. Vehicles generally have two instances of this entry, one for the front wheel(s) and one for the back wheel(s).
extremeCompressionEventScalor
float
-
0.46
frictionMulLateral
float
-
0.94
The lateral (along the left-right axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.
frictionMulLongitudinal
float
-
0.94
The longitudinal (along the front-back axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.
logicalSuspensionCompressionLength
float
-
0.56
mass
float
-
23.0
maxBrakingTorque
float
-
720.0
Contributes to stronger braking. A higher value here means quicker braking. You will notice it on the braking distance growing shorter as this values gets higher.
springBoundDampingLowRate
float
-
2200.0
springDamping
float
-
4100.0
springDampingHighRateCompression
float
-
0.3
springDampingLowRateCompression
float
-
0.2
springReboundDamping
float
-
3900.0
springReboundDampingLowRate
float
-
2300.0
springStiffness
float
-
21.0
swaybarDisplacementLimit
float
-
0.14
swaybarLengthScalar
float
-
2.3
swaybarStiffness
float
-
29.0
tenderSpringLength
float
-
0.0
tireFrictionCoef
float
-
1.0
tireLateralSlipEffectsMul
float
-
1.46
tireLongitudinalSlipEffectsMul
float
-
1.3
tireRollingResistanceCoef
float
-
0.002
visualSuspensionCompressionLength
float
-
0.04
visualSuspensionDroop
float
-
0.14
wheelsVerticalOffset
float
-
0.02
Repositions the vehicles's wheels vertically. A lesser number (including negative) means the vehicle's body is lower, and vice versa for a higher number. Too low a vehicle means collisions with bumps on the road that can disturb driving. A too-high vehicle may impact its ability to corner. You can try combining this with the downforce parameters for a higher vehicle that is more maneuverable than otherwise.
gamedataVehicleWheelRole_Record
isDrive
boolean
-
true
(?) Does the wheel contribute to the car movemnent.
isHandBrake
boolean
-
false
(?) Will handbrake have an affect on this weel.
isMainBrake
boolean
-
true
(?) Will the main brake have an effect on this wheel.
gamedataVehicleEngineData_Record
engineMaxTorque
float
-
700.0
Maximum engine torque. A lower value will lead to an engine that has to work harder to move the vehicle, and might be the limiting factor for the vehicle's top speed. A higher value means more engine power, but might cause instability when on throttle.
fastR1GearChange
boolean
-
true
finalGearTorqueDecimationScalor
float
-
1.0
flyWheelMomentOfInertia
float
-
0.3
The coefficient of the flywheel interia. A lower value means more ease in gaining or losing speed. Vice versa vor a higher value and a slower gain or decrease of speed.
forceReverseRPMToMin
boolean
-
false
gearChangeCooldown
float
≥ 0
0.3
The time (in seconds) before another gear change can take place after a gear change.
gearChangeTime
float
≥ 0
0.22
The time (in seconds) that it takes to change a gear.
gearCurvesPath
TweakDBID
-
ID
gears
array
-
The array with information on each of the vehicle's gears.
maxRPM
float
-
7100.0
Maximum engine RPM.
minRPM
float
≥ 0
800.0
Minimum engine RPM. Beware of this setting in relation with the gears information. If the gear information suggests that a lower RPM is needed to stop the car than minRPM, stopping the car might become a non-straightforward thing.
resistanceTorque
float
-
100.0
The decrease in torque with during throttle lift-off. A negative number will result in likely unwanted acceleration. Zero will render this effect neutral.
reverseDirDelay
float
≥ 0
0.3
The time (in seconds) it takes to switch from braking to car moving in reverse direction. A lesser value will allow the to start going in reverse sooner, a greater value will make it less likely to inadvertently start moving in reverse.
wheelsResistanceRatio
float
-
15.0
gamedataVehicleGearRecord
Each of items of this type represent one gear of a vehicle. A vehicle will typically have multiple hears. They are stored in its engine data as an array.
maxEngineRPM
float
> 0
5200.0
maxSpeed
float
-
10.0
minEngineRPM
float
≥ 0
800.0
minSpeed
float
≥ 0
0.0
torqueMultiplier
float
-
1.0
Page History
Created: Jul 9, 2022 by jato Intermediate edits: March 29 2025 by manavortex Rework: in April 2025 by martine-dee. While this encompasses so much more than the Drive Model, it gives a comprehensive overview in line with the original intent to show 'All the properties that make your car go fast (or slow)'. My strong suggestion is to DO keep this information in one page as a single-stop with all information.
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