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!

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.

groups:
  Vehicle.{name}
    type: gamedataVehicle_Record
    members:
      vehAirControl:
        type: gamedataVehicleAirControl_Record
        members:
          pitch:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          roll:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          yaw:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
      vehDriveModelData:
        type: gamedataVehicleDriveModelData_Record
        members:
          burnOut:
            type: gamedataVehicleBurnOut_Record
          driveHelpers:
            type: array:TweakDBID
            value: [ "gamedataDriveWheelsAccelerateNoise_Record", "gamedataDynamicDownforceHelper_Record", "gamedataHandbrakeFrictionModifier_Record", "gamedataInAirGravityModifier_Record", "gamedataRearWheelsFrictionModifier_Record", "gamedataRotationLimiter_Record", "gamedataUphillDriveHelper_Record" ]
          wheelSetup:
            type: TweakDBID
            value: gamedataVehicleWheelDrivingSetup_4_Record
            members:
              backPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              frontPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              LB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              LF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
          wheelsFrictionMap:
            type: type: TweakDBID
            value: gamedataVehicleWheelsFrictionMap_Record
      vehEngineData:
        type: TweakDBID
        value: gamedataVehicleEngineData_Record
     gearCurvesPath:
        type: TweakDBID
        value: TODO
     gears:
        type: array:TweakDBID
        value: ["gamedataVehicleGearRecord"]

gamedataVehicleAirControl_Record

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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:

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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.

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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).

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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

Property
Data Type
Value Range
Sample Value
Meaning

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.

Property
Data Type
Value Range
Sample Value
Meaning

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.

Last updated

Was this helpful?