Changing Handling & Speed For Modded Vehicles
This guide is mainly intended for mod users who would like to learn how to change driving behaviour, but also adds info to the Basic Car Modding Guide.
Driving behaviour of each modded vehicle is defined in the .yaml
file included with each car mod.
This .yaml
file will be somewhere in r6\tweaks\
. Some modders put their .yaml
files in subfolders with their name or the name of the car whithin the tweaks
folder. The .yaml
file must be somewhere inside r6\tweaks
though.
Some modders also use .tweak
files to define the driving behaviour of their cars. This tutorial won't cover these, but the settings within those files use the same names and values as .yaml
files. The files are formatted differently and the information presented here must be adapted to the specific format of .tweak
files.
Changing Speed
Manually
The engine setup is made up of different sets of values for each gear of the car. These sets of values are usually taken from one of the vanilla cars and then modified. The sets of values are added to the car within the vehEngineData
section of the .yaml
, which we'll now look at:
Open the
.yaml
file of a modded car using a text editor like NotepadSearch for
vehEngineData
This section might look like this:
vehEngineData:
$base: Vehicle.VehicleEngineData_4_SuperSport
gears:
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline0
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline1
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline2
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline3
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline4
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline5
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline6
- !remove Vehicle.VehicleEngineData_4_SuperSport_inline7
- !append yv_r8_gear_reverse
- !append yv_r8_gear_1
- !append yv_r8_gear_2
- !append yv_r8_gear_3
- !append yv_r8_gear_4
- !append yv_r8_gear_5
- !append yv_r8_gear_6
- !append yv_r8_gear_7
This car uses
Vehicle.VehicleEngineData_4_SuperSport
as the$base
for its engine setup. This is the Rayfield CaliburnVehicle.VehicleEngineData_4_SuperSport
contains eight gears,inline0
throughinline7
inline0
is the reverse gear,inline7
the seventh gearThe vanilla gears are removed from the modded car in the lines start with
- !remove
Custom gears are added to the modded car in the lines that start with
- !append
The custom gears are defined further up in the
.yaml
Use the search function of your text editor to search for the name of each gear, for example
yv_r8_gear_7
It might look like this:
yv_r8_gear_7:
$base: Vehicle.VehicleEngineData_4_SuperSport_inline7
maxEngineRPM: 9000
maxSpeed: 45.75
minEngineRPM: 4100
minSpeed: 40.2000008
torqueMultiplier: 0.205
yv_r8_gear_7:
is the "title" of the TweakDB entry for this gearIt uses
Vehicle.VehicleEngineData_4_SuperSport_inline7
as its base, this is the seventh gear of the Rayfield CaliburnThe most important values are
minSpeed
,maxSpeed
, andtorqueMultiplier
minSpeed
defines the minimum speed of each gearmaxSpeed
defines the maximum speed of each geartorqueMultiplier
defines how quickly the car goes fromminSpeed
tomaxSpeed
Raising all three values across all gears makes the car go faster
You can also change these values live in game using Whip Wizard.
Vanilla Gear Setups
If you don't want to make an entire gear setup from scratch, you can also use an unmodified gear setup from one of the vanilla vehicles. Since we now know how the gear setup works, we can remove the custom setup of the modded car:
Within the
vehEngineData
section of the.yaml
, remove everything but the line that starts with$base:
Feel free to stop here if you like the engine setup of the vanilla car that the modded one is based on
If not, find the name of the TweakDB entry for a vanilla car
After starting the program, click on "Continue to editor" in the bottom left corner
Open its Tweak Browser from the right sidebar and wait for it to load
In the search field at the top, enter a keyword of the name of the car
The names of the car within the TweakDB might not line up entirely with what's displayed in-game
If all else fails, search for the car brand such as "Quadra"
In the list on the left, scroll down until you see entries that start with
Vehicle.v_
In this example, we'll use the Porsche 911 Turbo
In the list on the right, scroll down until you see
vehEngineData
Right click the
vehEngineData
entry and navigate to "TweakXL > Copy to Clipboard"Hold down Shift on your keyboard and "Copy to Clipboard" changes to "Copy Name to Clipboard"
Click on "Copy Name to Clipboard"
Now, back in the text editor, replace the name of the gear setup of the original car with the one you've copied.
For example:
vehEngineData:
$base: Vehicle.VehicleEngineData_4_SuperSport
Would be changed to:
vehEngineData:
$base: Vehicle.v_sport2_porsche_911turbo_inline0

Here are some of the names for the gear setups of vanilla cars:
Archer Quartz "Bandit"
Vehicle.v_standard2_archer_quartz_nomad_inline11
Archer Quartz EC-T2 R660
Vehicle.v_standard2_archer_quartz_gt_inline12
Hozuki MH2
Vehicle.v_standard2_mizutani_hozuki_sport_inline1
Mahir Supron FS3-T
Vehicle.v_standard25_mahir_supron_sport_inline9
Mizutani Hozuki "Hoseki"
Vehicle.v_standard2_mizutani_hozuki_sti_inline9
Mizutani Shion "Samum"
Vehicle.Shion_MZ1_Nomad_Engine
Mizutani Shion MZ1
Vehicle.v_sport2_mizutani_shion_inline0
Quadra Turbo-R V-Tech
Vehicle.v_sport1_quadra_turbo_r_inline9
Quadra Type-66 640 TS
Vehicle.v_sport2_quadra_type66_inline5
Shion Bonewrecker
Vehicle.Shion_MZ1_Nomad_Engine
Thorton Colby "Little Mule"
Vehicle.v_standard25_thorton_colby_nomad_inline5
Thorton Colby "Vulture"
Vehicle.v_standard25_thorton_colby_nomad_inline5
Thorton Colby CST40
Vehicle.v_standard2_thorton_colby_gt_inline4
Thorton Galena "Locust"
Vehicle.v_standard2_thorton_galena_nomad_inline5
Thorton Galena "Rattler"
Vehicle.VehicleEngineDataBobas
Thorton Galena Gecko
Vehicle.v_standard2_thorton_galena_nomad_inline5
Villefort Deleon "Vindicator"
Vehicle.v_sport2_villefort_deleon_vindicator_inline10
While the engine setups above are car specific, the game also features some generic engine setups:
Vehicle.VehicleEngineData_2_Default
Vehicle.VehicleEngineData_4_Base_Transaxle
Vehicle.VehicleEngineData_4_Default
Vehicle.VehicleEngineData_4_Muscle
Vehicle.VehicleEngineData_4_Regular_Base
Vehicle.VehicleEngineData_4_Regular_Large
Vehicle.VehicleEngineData_4_Regular_Large_SC
Vehicle.VehicleEngineData_4_Regular_Medium
Vehicle.VehicleEngineData_4_Regular_Small
Vehicle.VehicleEngineData_4_Regular_Small_Peaky
Vehicle.VehicleEngineData_4_Regular_Van
Vehicle.VehicleEngineData_4_Sport
Vehicle.VehicleEngineData_4_SportPlus
Vehicle.VehicleEngineData_4_Sport_SC
Vehicle.VehicleEngineData_4_Sport_Transaxle
Vehicle.VehicleEngineData_4_Sport_Transaxle_Turbo
Vehicle.VehicleEngineData_4_SuperSport
Vehicle.VehicleEngineData_4_Truck
Vehicle.VehicleEngineData_4_Truck_Nomad
Vehicle.VehicleEngineData_4_Utility
Vehicle.VehicleEngineData_4_Utility_Big
Changing handling
Similarly to the engine setup, handling also works by adding handling data from vanilla cars onto modded ones and then overriding that data. Handling is defined in the vehDriveModelData
section of each .yaml
file. Such a section might look like this:
vehDriveModelData:
$base: Vehicle.VehicleDriveModelData_TurboR_VTech
maxWheelTurnDeg: 55
wheelTurnMaxAddPerSecond: 100
wheelTurnMaxSubPerSecond: 140
chassis_mass: 1200
total_mass: 1200
center_of_mass_offset: { x: 0.0, y: 0.0, z: -0.135 }
wheelSetup:
$base: Vehicle.v_sport1_rayfield_caliburn_inline1
backPreset:
$base: Vehicle.v_sport1_rayfield_caliburn_inline3
frictionMulLateral: 1.28
frictionMulLongitudinal: 1.28
wheelsVerticalOffset: 0
frontPreset:
$base: Vehicle.v_sport1_rayfield_caliburn_inline2
frictionMulLateral: 1.28
frictionMulLongitudinal: 1.28
wheelsVerticalOffset: 0
Here, the handling is copied from the Quadra Tubo-R VTech onto the modded car and then modified with custom values.
The three lines that start with
$base:
work the same way as the engine setup. You can replace the vanilla cars used there with other vanilla cars by following the method outlined above.maxWheelTurnDeg
is the highest angle that the front wheels can turn while steeringwheelTurnMaxAddPerSecond
is the speed at which the front wheels turn while steeringwheelTurnMaxSubPerSecondd
is the speed at which the front wheels return to their default rotation after steeringAll three settings:
Affect steering sensitivity
Decrease for lower sensitivity
Increase for higher sensitivity
frictionMulLateral
andfrictionMulLongitudinal
affect wheel gripDecrease for more drift-y handling
Increase for more grip

Same as with the engine setup, you can also change these values live in game using Whip Wizard.
Last updated