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"Project Skill Issue" handling overhaul
An uncompromising handling pack, based on how cars feel through a wheel - how they should feel. Inspiration taken from hard driving in Assetto Corsa EVO and BeamNG, on and beyond the edge of traction. This pack provides handling and script configurations for a complete ground vehicle roster, suitable for driving with a wheel, with all vehicles getting a representative feel through both handling and drivetrain performance accuracy.
Hop into the Omnis and experience the panic of a Group B turbo kicking your teeth in. Fly through the LS canyons with the high revving RT3000. Lament traffic in your Asea. Leave traffic in the dust with your electric Coil Raiden.
Features:
This IS an uncompromising handling pack, primarily geared for steering wheels, but it should still feel good and playable on a gamepad. However: No more near-infinite grip - this means that you do need to slow down for turns!
Requirements
Optional:
Installation
Development info
This project finally came together as I wanted to apply what's in my handling guide and Manual Transmission force feedback notes, as I found existing handling packs lacking in the specific traction values I liked to see.
AI Transparency: This was developed using AI assistance for analysis and repetitive/boilerplate work. A lot of validation was done, but I couldn't have cooked up hundreds of entries from scratch.
The changes applied to the whole vehicle roster are based on several archetypes, based on vanilla handling values. Some cars have explicitly researched drivetrain values and handling tuning, but most cars follow an archetype based on what Rockstar gave them for vanilla handling.
As it happens with bulk stuff: Some vehicles may not be represented truthfully, if there are major disconnects with their real-life counterpart, please let me know. Specifically: Let me know which model/handling is affected, which real-life car it should be according to you, and what the problem is.
During development, vehicles had to be matched up against their (probably) real-life counterpart. For that, GTA Wiki was used for community consensus about which real-life counterpart each vanilla vehicle roughly matched up to.
Find the reference list here: Vehicle reference list.
An uncompromising handling pack, based on how cars feel through a wheel - how they should feel. Inspiration taken from hard driving in Assetto Corsa EVO and BeamNG, on and beyond the edge of traction. This pack provides handling and script configurations for a complete ground vehicle roster, suitable for driving with a wheel, with all vehicles getting a representative feel through both handling and drivetrain performance accuracy.
Hop into the Omnis and experience the panic of a Group B turbo kicking your teeth in. Fly through the LS canyons with the high revving RT3000. Lament traffic in your Asea. Leave traffic in the dust with your electric Coil Raiden.
Features:
- Handling adjusted for all road-going vehicles, including all DLC, including the latest The Kortz Center Heist vehicles
- Power unit overhaul: Uses handling drive force and drag, combined with CustomTorqueMap and TurboFix configurations for a representative way that various different engines build power, and works for NA, Turbo, Supercharged and EV vehicles.
- Transmission: Uses Custom Gear Ratios for representative final drive and gearing ratios, number of gears and even CVT simulation for select vehicles. Combines with power unit overhaul for a realistic way to reach top speeds.
- General tire physics: Realistic traction values while maintaining and even increasing responsivity, removal of unrealistic low-speed traction loss, allow tire deformation
- Chassis and weight transfer overhaul: Uses inertia, suspension and traction balance changes to allow weight transfer, keeps vehicle responsive despite realistically low grip values for the tires
- Braking bias correction to reduce unrealistic rear-wheel brake locking, disable ABS for appropriate vehicles
- Drive bias corrections to mirror real-life counterpart drivetrains
- Reduce excessive off-throttle slowing for more natural coasting.
- Disable turbulence on planes, helicopters and blimps
- Remove the artificial dirt-road speed cap and increase surface drag instead: powerful cars can push through, while weaker cars get bogged down.
- Remove off-road flags, which artificially boosted gravity (vegetation now does affects vehicles consistently, but this effect has been reduced via materials).
This IS an uncompromising handling pack, primarily geared for steering wheels, but it should still feel good and playable on a gamepad. However: No more near-infinite grip - this means that you do need to slow down for turns!
Requirements
- Grand Theft Auto V (Legacy/Enhanced)
- Custom Torque Map 1.3.0 or newer
- Custom Gear Ratios 2.2.0 or newer
- TurboFix 2.6.0 or newer
Optional:
- Manual Transmission 5.9.0 or newer - Custom automatic gearbox presets.
- InversePower
Installation
- Included handling.meta replaces {game folder}/mods/update/update.rpf/common/data/handling.meta
- Included materials.dat replaces {game folder}/mods/update/update.rpf/common/data/materials/materials.dat
- The four folders ManualTransmission, CustomGearRatios, CustomTorqueMap and TurboFix can all be dropped into the {game folder}.
Development info
This project finally came together as I wanted to apply what's in my handling guide and Manual Transmission force feedback notes, as I found existing handling packs lacking in the specific traction values I liked to see.
AI Transparency: This was developed using AI assistance for analysis and repetitive/boilerplate work. A lot of validation was done, but I couldn't have cooked up hundreds of entries from scratch.
The changes applied to the whole vehicle roster are based on several archetypes, based on vanilla handling values. Some cars have explicitly researched drivetrain values and handling tuning, but most cars follow an archetype based on what Rockstar gave them for vanilla handling.
As it happens with bulk stuff: Some vehicles may not be represented truthfully, if there are major disconnects with their real-life counterpart, please let me know. Specifically: Let me know which model/handling is affected, which real-life car it should be according to you, and what the problem is.
During development, vehicles had to be matched up against their (probably) real-life counterpart. For that, GTA Wiki was used for community consensus about which real-life counterpart each vanilla vehicle roughly matched up to.
Find the reference list here: Vehicle reference list.
Πρωτοανέβηκε: 3 Οκτώβριος 2026
Πιο πρόσφατη ενημέρωση: 3 Οκτώβριος 2026
Last Downloaded: 2 hours ago
21 σχόλια
More mods by ikt:
- Vehicles
- .Net
4.75
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37
1.0.0
By ikt
"Project Skill Issue" handling overhaul
An uncompromising handling pack, based on how cars feel through a wheel - how they should feel. Inspiration taken from hard driving in Assetto Corsa EVO and BeamNG, on and beyond the edge of traction. This pack provides handling and script configurations for a complete ground vehicle roster, suitable for driving with a wheel, with all vehicles getting a representative feel through both handling and drivetrain performance accuracy.
Hop into the Omnis and experience the panic of a Group B turbo kicking your teeth in. Fly through the LS canyons with the high revving RT3000. Lament traffic in your Asea. Leave traffic in the dust with your electric Coil Raiden.
Features:
This IS an uncompromising handling pack, primarily geared for steering wheels, but it should still feel good and playable on a gamepad. However: No more near-infinite grip - this means that you do need to slow down for turns!
Requirements
Optional:
Installation
Development info
This project finally came together as I wanted to apply what's in my handling guide and Manual Transmission force feedback notes, as I found existing handling packs lacking in the specific traction values I liked to see.
AI Transparency: This was developed using AI assistance for analysis and repetitive/boilerplate work. A lot of validation was done, but I couldn't have cooked up hundreds of entries from scratch.
The changes applied to the whole vehicle roster are based on several archetypes, based on vanilla handling values. Some cars have explicitly researched drivetrain values and handling tuning, but most cars follow an archetype based on what Rockstar gave them for vanilla handling.
As it happens with bulk stuff: Some vehicles may not be represented truthfully, if there are major disconnects with their real-life counterpart, please let me know. Specifically: Let me know which model/handling is affected, which real-life car it should be according to you, and what the problem is.
During development, vehicles had to be matched up against their (probably) real-life counterpart. For that, GTA Wiki was used for community consensus about which real-life counterpart each vanilla vehicle roughly matched up to.
Find the reference list here: Vehicle reference list.
An uncompromising handling pack, based on how cars feel through a wheel - how they should feel. Inspiration taken from hard driving in Assetto Corsa EVO and BeamNG, on and beyond the edge of traction. This pack provides handling and script configurations for a complete ground vehicle roster, suitable for driving with a wheel, with all vehicles getting a representative feel through both handling and drivetrain performance accuracy.
Hop into the Omnis and experience the panic of a Group B turbo kicking your teeth in. Fly through the LS canyons with the high revving RT3000. Lament traffic in your Asea. Leave traffic in the dust with your electric Coil Raiden.
Features:
- Handling adjusted for all road-going vehicles, including all DLC, including the latest The Kortz Center Heist vehicles
- Power unit overhaul: Uses handling drive force and drag, combined with CustomTorqueMap and TurboFix configurations for a representative way that various different engines build power, and works for NA, Turbo, Supercharged and EV vehicles.
- Transmission: Uses Custom Gear Ratios for representative final drive and gearing ratios, number of gears and even CVT simulation for select vehicles. Combines with power unit overhaul for a realistic way to reach top speeds.
- General tire physics: Realistic traction values while maintaining and even increasing responsivity, removal of unrealistic low-speed traction loss, allow tire deformation
- Chassis and weight transfer overhaul: Uses inertia, suspension and traction balance changes to allow weight transfer, keeps vehicle responsive despite realistically low grip values for the tires
- Braking bias correction to reduce unrealistic rear-wheel brake locking, disable ABS for appropriate vehicles
- Drive bias corrections to mirror real-life counterpart drivetrains
- Reduce excessive off-throttle slowing for more natural coasting.
- Disable turbulence on planes, helicopters and blimps
- Remove the artificial dirt-road speed cap and increase surface drag instead: powerful cars can push through, while weaker cars get bogged down.
- Remove off-road flags, which artificially boosted gravity (vegetation now does affects vehicles consistently, but this effect has been reduced via materials).
This IS an uncompromising handling pack, primarily geared for steering wheels, but it should still feel good and playable on a gamepad. However: No more near-infinite grip - this means that you do need to slow down for turns!
Requirements
- Grand Theft Auto V (Legacy/Enhanced)
- Custom Torque Map 1.3.0 or newer
- Custom Gear Ratios 2.2.0 or newer
- TurboFix 2.6.0 or newer
Optional:
- Manual Transmission 5.9.0 or newer - Custom automatic gearbox presets.
- InversePower
Installation
- Included handling.meta replaces {game folder}/mods/update/update.rpf/common/data/handling.meta
- Included materials.dat replaces {game folder}/mods/update/update.rpf/common/data/materials/materials.dat
- The four folders ManualTransmission, CustomGearRatios, CustomTorqueMap and TurboFix can all be dropped into the {game folder}.
Development info
This project finally came together as I wanted to apply what's in my handling guide and Manual Transmission force feedback notes, as I found existing handling packs lacking in the specific traction values I liked to see.
AI Transparency: This was developed using AI assistance for analysis and repetitive/boilerplate work. A lot of validation was done, but I couldn't have cooked up hundreds of entries from scratch.
The changes applied to the whole vehicle roster are based on several archetypes, based on vanilla handling values. Some cars have explicitly researched drivetrain values and handling tuning, but most cars follow an archetype based on what Rockstar gave them for vanilla handling.
As it happens with bulk stuff: Some vehicles may not be represented truthfully, if there are major disconnects with their real-life counterpart, please let me know. Specifically: Let me know which model/handling is affected, which real-life car it should be according to you, and what the problem is.
During development, vehicles had to be matched up against their (probably) real-life counterpart. For that, GTA Wiki was used for community consensus about which real-life counterpart each vanilla vehicle roughly matched up to.
Find the reference list here: Vehicle reference list.
Πρωτοανέβηκε: 3 Οκτώβριος 2026
Πιο πρόσφατη ενημέρωση: 3 Οκτώβριος 2026
Last Downloaded: 2 hours ago





Amazing
I was happily continueing, nearly finished updating/fixing and improving Killatomate's Realistic Driving V mod until I stumbled upon this today, realizing that you had me beat me in making a proper realistic driving mod ... great... But then, I started testing this and I began giggling like a little kid while doing so. This is simply OUTSTANDING. Better than anything that I had created. While my efforts make driving seem like an imitation of realistic driving, your mod makes GTA V an actual driving simulator. Just wow! 1337/10 stars! So here are some suggestions and reports from an early bird tester/enjoyer: 1) The Mclaren Senna clone - Emerus in real life has lower mechanical grip than, let's say, Koenigsegg 1:1, but compensates by having mid/hgigh-speed cornering ability due to it's F1 car like downforce, not getting this from this mod. Other supercars also feel a bit too sluggish going at high speeds, mainly the RWD ones. 2) While I understand that you had a helping hand from AI, there still are some inconsistencies in vehicle acceleration. For example the Maxwell Asbo (Vauxhall Corsa C) in real life accelerates 0-100kmh in 9s -> in your mod -> 10s. However, it is an unending debate which gta car resembles which car and which of it's variants in real life, so... Perhaps we can expect some finetuning in the future updates? 3) Suspension - many older boaty cars like the impaler LX, Emperor, voodoo should have a bit more suspension oscillations when going over bumps or when quickly coming to a stop, given their worn shocks and general suspension configuration. The Koenigsegg Jesko and One:1 clones (Entity MT and XXR) have a little too much suspension travel, bodyroll and soft suspension. Other than all of the aforementioned suggestions, this mod is the best handling mod to date, not just great ... but addictive!
This is excellent. Can you give some description on what you changed in the Material.Dat file? Off-Road traction, pavement?
@jupiterlovejam
Ah, just off-road traction. Specifically removing the fake speed limitation but increasing drag. You should notice powerful cars being able to reach high speeds while slower cars get bogged down realistically.
@DirtSpray
Thanks! This is very much open to changes/tweaks. I've only moderately worked on aero cars so these definitely still kinda generic. One problem is that new DLC vehicles are now forced to use the old-skool downforce and I kinda flattened this behavior, but I can definitely tweak per-vehicle now if anything really stands out.
As for suspension, will also take a look at loosening some older cars and tightening some supercars.
Surprised this isn't also $6.50 a month.
Best handling mod ever....combined with Liberty Suspension Mod and it is a dream to play with.
Thank you so much!
@ikt Perhaps I could be of assistence? While working on that little handling project I mentioned before, I also happened to continue documenting the cars like Killatomate did, nearly all road cars have been documented with some heavy trucks, last 2 DLC's vehicles missing. File contains gta car -> it's real life counterpart and the researched accelerations 0-100, 0-200, 0-300 and top speeds, as well as most of the cars have their most notable handling charecteristics specified. An another suggestion, perhaps it would be sensible to also fiddle with the <vecInertiaMultiplier> parameter, specifically, the Z-axis in order to further fine tune the feel of the car? Heavier and/or sluggish cars - z= 1.50-1.68; modern/classic sporty mid-weight cars - z= 1.40-1.50, light/twitchy or otherwise agile-feeling cars - z= 1.28-1.40. An example, the Granger SUV, while it has realistic grip levels, suspension rate and bodyroll, when making turns it feels darty and like it weighs no more than 1200kg, when it weighs double that.
driving is difficult. turbos are scary.
No way.. THE, and I mean THE ikt making a legendary handling mod that could POSSIBLY rival DriveV?????????
I already love your InversePower Mod, @ikt , super excited about this. How wold you say this differs from DriveV?
@DirtSpray
That'd be a great resource.
vecInertiaMultiplier: This *was* edited to be looser/lighter actually. The default values made cars very sluggish to turn when combined with lower/realistic grip levels. I may slightly bump them up again if you feel they're a bit too nimble, but SUVs generally are pretty competent if I have to believe these moose test videos. It's really the initial response that really gets dulled down by high z-inertia that I don't want.
@BallerBellic
DriveV maintains V's high slip angles and keeps high wheel traction, which makes cars handle vague on a wheel. It also doesn't integrate my other scripts for the engine response and gearbox changes. It however does come with many more features like carcols, AI changes and more.
Good job🔥👌
I'm a Manual Transmission Patreon member and thought I'd add mod this to the mix but I'm having trouble.
Using GTA V Enhanced with Rockstar launcher, not Steam.
My install folder doesn't have a Mods folder for handling.meta and materials.dat. There is an Update folder at root/game folder.
Any advice? Thx!
@Shucker using OpenIV or Codewalker, you would create your own mods folder (its generally assumed you already have one when modding the game.) You can copy the update.rpf file from your original update folder into the mods folder. If you use OpenIV with the relevant corrections to make it work with enhanced, navigating inside the update.rpf file will give you a red banner and a button to "Copy to mods folder", you can use this to ensure it is done correctly. It is far easier to mod Legacy. If you are struggling, I recommend you join the 5mods discord server where there is a dedicated modding support channel
@ikt I understand about the vecInertiaMultiplier. However, many SUVs should feel abit more sluggish than sedans of the same era, as almost half of the available SUVs in the game resemble real-life SUVs that are more geared towards comfort, not performance (Granger -> GMT931 Chevrolet Suburban). I found while editing handling myself that ever so slightly increasing traction values and increasing vecInertiaMultiplier Z value gives that modern as-nimble-but-heavier-than-sedans SUV feel.
On a sidenote, I noticed some inconsistencies in the read-only CustomGearRatios file, some cars, like the SM722 and Blade have their reverse gear ratio as a positive value, not a negative, rendering the cars unable to reverse.
How might I send you the vehicle documentation resource?
A superb handling mod, feels excellent with Manual Transmission. If I were to suggest further features, I'd like to see better integration with Manual Transmission. Maybe a list of which transmission type each vehicle has, between Automatic, Sequential and H Pattern. It would be even better if different Automatics had different values for the automatic finetuning entries, to keep their transmissions feeling fresh and different. Phenomenal work!
This is amazing. Makes cars feel way more unique, and gives a realistic challenge to driving cars fast compared to them being on rails before. I know it was mainly made to be driven with a wheel, but it's great on controller as well. V12 supercars are scary as hell, cars that don't have abs in real life don't have them in the game, older cars have more body roll, gear ratios are similar to real life counterparts, etc. Makes the driving experience much more immersive
lovely file. I however feel some parameters are a bit off. I had all these physics mods and editing in the meta files individually for all these cars including lspfr's and more. I wonder if there will be a file that leans towards a bit less twitchy like the vehicle turns like a toy car with no weight and acceleration is off. Would you tweak with those values or atleast have a template to those who may not understand?
otherwise, cool stuff.
So uh
Aside from the messed up reverse ratios for a handful of cars, I noticed I picked the wrong file to release 🙈
Specifically, the fTractionBiasFront is still uncorrected for many vehicles that have this >=0.5.
@likebubba
What specific vehicles handle like a toy car, and how weird specifically? I did decrease Z-inertia over the whole range but this may have been a bit too ham-fisted, judging by SUVs being a bit too nimble. For straight line acceleration - can you list which cars are too quick?