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GTA 5 vehicle data

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

The Gallivanter Baller spawns with baller. Below: its handling numbers explained and ranked against the SUVs 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.

baller

Name in game
Baller
Maker (in game)
Gallivanter
Class
SUVs (2)
Drive
AWD, 5 gears
Top-gear limit
156 km/h, 97 mph
Weight
2,400 kg
Seats
4
Added in
Base game (2013)

Generic suvs outline, not the real model

How the Baller drives, in numbers

  • All-wheel drive: fDriveBiasFront is 0.6, so 60% of the drive force goes to the front wheels and 40% to the rear. It has 5 forward gears.
  • Top-gear limit: about 156 km/h (97 mph), from fInitialDriveMaxFlatVel 130 x 1.2. 37 of the 51 SUVs vehicles in the game files have a higher limit; the class median is 162 km/h.
  • Drive force per tonne: 0.088 (fInitialDriveForce 0.21 on 2,400 kg). That is 4% less than the SUVs median of 0.091; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.6 with 65% of the braking on the front axle (class median 0.6).
  • Grip: peak traction 1.9 and sliding traction 1.55 (fTractionCurveMax / Min). The gap of 0.35 is how much grip it loses once the tyres slide; 50% of the grip sits on the front axle.
  • Weight: 2,400 kg, about the same as the SUVs median of 2,400 kg.

Against all 51 SUVs vehicles in the game files

Baller handling compared with the SUVs classEach bar runs from the lowest to the highest value in the SUVs class (51 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 156 km/h. SUVs median 162 km/h, range 143 to 193. Rank 38 of 51 (1 = highest).Top-gear limitrank 38 of 51156 km/hmedian 162Drive force per tonne: 0.088. SUVs median 0.091, range 0.033 to 0.204. Rank 29 of 51 (1 = highest).Drive force per tonnerank 29 of 510.088median 0.091Brake force: 0.6. SUVs median 0.6, range 0.25 to 0.92. Rank 23 of 51 (1 = highest).Brake forcerank 23 of 510.6median 0.6Peak grip: 1.9. SUVs median 2.1, range 1.6 to 2.37. Rank 44 of 51 (1 = highest).Peak griprank 44 of 511.9median 2.1Weight: 2,400 kg. SUVs median 2,400 kg, range 1,500 to 5,500. Rank 16 of 51 (1 = highest).Weightrank 16 of 512,400 kgmedian 2,400

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

handling.metaBallerSUVs medianDifference
fMass2,400 kg2,400 kgsame
fInitialDriveMaxFlatVel130135-4%
fInitialDriveForce0.210.217-3%
nInitialDriveGears55same
fDriveBiasFront0.60.5+20%
fDriveInertia11same
fInitialDragCoeff88same
fBrakeForce0.60.6same
fBrakeBiasFront0.650.6+8%
fHandBrakeForce0.320.5-36%
fSteeringLock35°37°-5%
fTractionCurveMax1.92.1-10%
fTractionCurveMin1.551.85-16%
fTractionCurveLateral19°19.5°-3%
fTractionBiasFront0.50.49+2%
fLowSpeedTractionLossMult1.51.15+30%
fSuspensionForce1.41.8-22%
fSuspensionRaise00same
fAntiRollBarForce0.90.6+50%
fDeformationDamageMult0.80.8same
AIHandlingAVERAGEhandlingName BALLER, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Baller in FiveM

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

local model = `baller` -- 0xCFCA3668
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('spawnballer', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`baller`, 'automobile', 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 baller.
  • txAdmin: in-game menu, Spawn Vehicle, type baller.
  • QBCore / ESX: /car baller for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Baller it is automobile. 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
Hex0xCFCA3668CodeWalker, meta files, ymap entities
Unsigned3486135912C#, JavaScript, databases that store unsigned
Signed (int32)-808831384Lua 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('baller') and the Lua backtick form `baller` return.

Use the Baller 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 Baller sound set:

<audioNameHash>baller</audioNameHash>
  • Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
  • 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 22: 5 visible parts.
  • 15 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 1: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: front and rear.
  • Stock wheel category at the mod shop: SUV.
  • Seat layout LAYOUT_STD_HIGHWINDOW, 4 seats.
Visible mod parts by slot
  • bumper_f 2
  • skirt 1
  • exhaust 1
  • bumper_r 1

vehicles.meta flags

In plain words: parking sensor beeps; appears as traffic in rich areas; treated as an off-road vehicle.

All 5 flags
  • FLAG_PARKING_SENSORS
  • FLAG_RICH_CAR
  • FLAG_IS_OFFROAD_VEHICLE
  • FLAG_IS_BULKY
  • FLAG_HAS_INTERIOR_EXTRAS

Make an add-on car feel like the Baller

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 Baller, they do not replace it.

Questions

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

The spawn code (model name) is baller. Its joaat hash is 0xCFCA3668 (3486135912 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 Baller in GTA 5?

Its handling gives a top-gear limit of about 156 km/h (97 mph): fInitialDriveMaxFlatVel 130 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is AWD with 5 gears and weighs 2,400 kg.

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

Yes. Put <audioNameHash>baller</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Baller 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 SUVs 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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