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GTA 5 vehicle data

Akuma in FiveM: spawn code, top speed and engine sound

The Dinka Akuma spawns with akuma. Below: its handling numbers explained and ranked against the Motorcycles class, ready Lua spawn code, the three forms of its hash, how to use its sound on an add-on car, and its mod kit, colour and light ids.

Read from the game files of GTA V Legacy build 1.0.3889.0 on . It already exists in game build 3258, the build many FiveM servers enforce. By the FiveMRides team.

akuma

Name in game
Akuma
Maker (in game)
Dinka
Class
Motorcycles (8)
Drive
RWD, 5 gears
Top-gear limit
174 km/h, 108 mph
Weight
250 kg
Seats
2
Added in
Base game (2013)

Generic motorcycles outline, not the real model

How the Akuma drives, in numbers

  • Rear-wheel drive: fDriveBiasFront is 0.0, so all of the drive force goes to the rear wheels. It has 5 forward gears.
  • Top-gear limit: about 174 km/h (108 mph), from fInitialDriveMaxFlatVel 145 x 1.2. 19 of the 59 Motorcycles vehicles in the game files have a higher limit; the class median is 168 km/h.
  • Drive force per tonne: 1.6 (fInitialDriveForce 0.4 on 250 kg). That is 17% more than the Motorcycles median of 1.364; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 1.2 with 60% of the braking on the front axle (class median 1.2).
  • Grip: peak traction 2.15 and sliding traction 2.13 (fTractionCurveMax / Min). The gap of 0.02 is how much grip it loses once the tyres slide; 47% of the grip sits on the front axle.
  • Weight: 250 kg, 14% heavier than the Motorcycles median of 220 kg.

Against all 59 Motorcycles vehicles in the game files

Akuma handling compared with the Motorcycles classEach bar runs from the lowest to the highest value in the Motorcycles class (59 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 174 km/h. Motorcycles median 168 km/h, range 108 to 191. Rank 20 of 59 (1 = highest).Top-gear limitrank 20 of 59174 km/hmedian 168Drive force per tonne: 1.6. Motorcycles median 1.364, range 0.335 to 3.216. Rank 19 of 59 (1 = highest).Drive force per tonnerank 19 of 591.6median 1.364Brake force: 1.2. Motorcycles median 1.2, range 0.33 to 1.52. Rank 16 of 59 (1 = highest).Brake forcerank 16 of 591.2median 1.2Peak grip: 2.15. Motorcycles median 2.1, range 1.6 to 2.9. Rank 14 of 59 (1 = highest).Peak griprank 14 of 592.15median 2.1Weight: 250 kg. Motorcycles median 220 kg, range 100 to 1,140. Rank 8 of 59 (1 = highest).Weightrank 8 of 59250 kgmedian 220

The bar runs from the lowest to the highest value in the class, the filled part ends at the Akuma, the light tick is the class median. Hover a row for the numbers. Stock values without upgrades.

handling.metaAkumaMotorcycles medianDifference
fMass250 kg220 kg+14%
fInitialDriveMaxFlatVel145140.2+3%
fInitialDriveForce0.40.3+33%
nInitialDriveGears55same
fDriveBiasFront00same
fDriveInertia11same
fInitialDragCoeff1010same
fBrakeForce1.21.2same
fBrakeBiasFront0.60.6same
fHandBrakeForce1.31.2+8%
fSteeringLock42°37.5°+12%
fTractionCurveMax2.152.1+2%
fTractionCurveMin2.131.94+10%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.4650.465same
fLowSpeedTractionLossMult0.80.8same
fSuspensionForce77same
fSuspensionRaise00same
fAntiRollBarForce00same
fDeformationDamageMult0.80.8same
AIHandlingAVERAGEhandlingName AKUMA, sub handling CBikeHandlingData

What each field does: handling.meta fields explained.

Spawn the Akuma in FiveM

Client script (spawns it where the player stands and seats them in it):

local model = `akuma` -- 0x63ABADE7
RequestModel(model)
while not HasModelLoaded(model) do Wait(0) end
local ped = PlayerPedId()
local pos = GetEntityCoords(ped)
local veh = CreateVehicle(model, pos.x, pos.y, pos.z, GetEntityHeading(ped), true, false)
SetPedIntoVehicle(ped, veh, -1)
SetModelAsNoLongerNeeded(model)

Server script (OneSync, the server owns the entity; admin only through the ACE restriction):

RegisterCommand('spawnakuma', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`akuma`, 'bike', pos.x, pos.y, pos.z, GetEntityHeading(ped))
    while not DoesEntityExist(veh) do Wait(0) end
    SetPedIntoVehicle(ped, veh, -1)
end, true)
  • vMenu: Vehicle Spawner, then Spawn Vehicle By Model Name, type akuma.
  • txAdmin: in-game menu, Spawn Vehicle, type akuma.
  • QBCore / ESX: /car akuma for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Akuma it is bike. A wrong type makes the server entity fail.

An add-on car that does not appear is a different problem (stream folder, data_file lines, model name): see FiveM car not spawning. All vanilla codes in one table: FiveM spawn codes list.

Hashes

FormValueWhere you meet it
Hex0x63ABADE7CodeWalker, meta files, ymap entities
Unsigned1672195559C#, JavaScript, databases that store unsigned
Signed (int32)1672195559Lua GetEntityModel results, garage scripts that save the model as an int

All three are the same number: the joaat (Jenkins one-at-a-time) hash of the lower case name, which is what GetHashKey('akuma') and the Lua backtick form `akuma` return.

Use the Akuma engine sound on your car

The game has a car audio object named after this model, so one line in the vehicles.meta of an add-on car makes it use the Akuma sound set:

<audioNameHash>akuma</audioNameHash>
  • Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
  • In our engine sound catalogue it is listed in the Motorbike family.
  • The audio object is the whole vehicle sound: engine, horn, doors and radio genre change together. How it sounds on your car also depends on that car's gears and top speed.

Want a recorded engine instead of a GTA one? FiveM engine sounds lists 102 packs and the Soundpack Maker builds the resource.

Mod kit, colours and lights

  • Mod kit id 11: 2 visible parts.
  • 10 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 11: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only.
  • Stock wheel category at the mod shop: Bike.
  • Seat layout LAYOUT_BIKE_SPORT, 2 seats.
Visible mod parts by slot
  • exhaust 2

vehicles.meta flags

In plain words: no boot; appears as everyday traffic.

All 4 flags
  • FLAG_NO_BOOT
  • FLAG_IGNORE_ON_SIDE_CHECK
  • FLAG_AVERAGE_CAR
  • FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS

Make an add-on car feel like the Akuma

FiveMRides Vehicle Studio edits add-on car files in your browser (debadge, lights, seats, rims, tint, stance, exhaust, wraps and more) and gives you back a FiveM resource. Pair it with the sound line above to make your own car feel like this one. Your files, our tools; we never ship Rockstar models.

Open Vehicle StudioSee the add-ons

FiveMRides add-ons like this

Ready add-on cars from our shop for the same kind of vehicle. They install next to the vanilla Akuma, they do not replace it.

Questions

What is the spawn code for the Akuma in GTA 5 and FiveM?

The spawn code (model name) is akuma. Its joaat hash is 0x63ABADE7 (1672195559 as an unsigned number). Admin menus such as vMenu, txAdmin and the /car command of QBCore or ESX take the model name as it is.

How fast is the Akuma in GTA 5?

Its handling gives a top-gear limit of about 174 km/h (108 mph): fInitialDriveMaxFlatVel 145 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is RWD with 5 gears and weighs 250 kg.

Can I give an add-on car the Akuma engine sound?

Yes. Put <audioNameHash>akuma</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Akuma audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.

Numbers read from the game files, nothing measured on a track yet: how this data is read.

More Motorcycles vehicles

FiveMRides is an independent store. We are not affiliated with, endorsed by or sponsored by Take-Two Interactive, Rockstar Games or Cfx.re. Grand Theft Auto, GTA and FiveM are trademarks of their respective owners, and vehicle brand names are used only to describe the models.

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