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GTA 5 vehicle data

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

The Albany Buccaneer spawns with buccaneer. Below: its handling numbers explained and ranked against the Muscle 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.

buccaneer

Name in game
Buccaneer
Maker (in game)
Albany
Class
Muscle (4)
Drive
RWD, 5 gears
Top-gear limit
175 km/h, 109 mph
Weight
1,600 kg
Seats
2
Added in
Base game (2013)

Generic muscle outline, not the real model

How the Buccaneer 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 175 km/h (109 mph), from fInitialDriveMaxFlatVel 146 x 1.2. 33 of the 97 Muscle vehicles in the game files have a higher limit; the class median is 174 km/h.
  • Drive force per tonne: 0.175 (fInitialDriveForce 0.28 on 1,600 kg). That is 14% less than the Muscle median of 0.203; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.8 with 65% of the braking on the front axle (class median 0.7).
  • Grip: peak traction 2.15 and sliding traction 1.75 (fTractionCurveMax / Min). The gap of 0.4 is how much grip it loses once the tyres slide; 50% of the grip sits on the front axle.
  • Weight: 1,600 kg, 3% heavier than the Muscle median of 1,550 kg.

Against all 97 Muscle vehicles in the game files

Buccaneer handling compared with the Muscle classEach bar runs from the lowest to the highest value in the Muscle class (97 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 175 km/h. Muscle median 174 km/h, range 142 to 194. Rank 34 of 97 (1 = highest).Top-gear limitrank 34 of 97175 km/hmedian 174Drive force per tonne: 0.175. Muscle median 0.203, range 0.066 to 0.6. Rank 73 of 97 (1 = highest).Drive force per tonnerank 73 of 970.175median 0.203Brake force: 0.8. Muscle median 0.7, range 0.25 to 1. Rank 23 of 97 (1 = highest).Brake forcerank 23 of 970.8median 0.7Peak grip: 2.15. Muscle median 2.25, range 1.53 to 2.63. Rank 60 of 97 (1 = highest).Peak griprank 60 of 972.15median 2.25Weight: 1,600 kg. Muscle median 1,550 kg, range 700 to 5,000. Rank 38 of 97 (1 = highest).Weightrank 38 of 971,600 kgmedian 1,550

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

handling.metaBuccaneerMuscle medianDifference
fMass1,600 kg1,550 kg+3%
fInitialDriveMaxFlatVel146145+1%
fInitialDriveForce0.280.3-7%
nInitialDriveGears55same
fDriveBiasFront00same
fDriveInertia11same
fInitialDragCoeff8.510-15%
fBrakeForce0.80.7+14%
fBrakeBiasFront0.650.62+5%
fHandBrakeForce0.80.63+28%
fSteeringLock35°40°-13%
fTractionCurveMax2.152.25-4%
fTractionCurveMin1.751.817-4%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.50.495+1%
fLowSpeedTractionLossMult11same
fSuspensionForce21.9+5%
fSuspensionRaise00same
fAntiRollBarForce0.40.46-13%
fDeformationDamageMult0.70.7same
AIHandlingAVERAGEhandlingName BUCCANEE, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Buccaneer in FiveM

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

local model = `buccaneer` -- 0xD756460C
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('spawnbuccaneer', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`buccaneer`, '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 buccaneer.
  • txAdmin: in-game menu, Spawn Vehicle, type buccaneer.
  • QBCore / ESX: /car buccaneer for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Buccaneer 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
Hex0xD756460CCodeWalker, meta files, ymap entities
Unsigned3612755468C#, JavaScript, databases that store unsigned
Signed (int32)-682211828Lua 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('buccaneer') and the Lua backtick form `buccaneer` return.

Use the Buccaneer 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 Buccaneer sound set:

<audioNameHash>buccaneer</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 V8 muscle 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 25: 9 visible parts.
  • 11 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 25: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only.
  • Stock wheel category at the mod shop: Muscle.
  • Seat layout LAYOUT_LOW, 2 seats.
Visible mod parts by slot
  • bonnet 4
  • bumper_r 2
  • bumper_f 1
  • grill 1
  • roof 1

vehicles.meta flags

In plain words: appears as everyday traffic.

All 5 flags
  • FLAG_EXTRAS_ALL
  • FLAG_AVERAGE_CAR
  • FLAG_RECESSED_HEADLIGHT_CORONAS
  • FLAG_RECESSED_TAILLIGHT_CORONAS
  • FLAG_HAS_INTERIOR_EXTRAS

Make an add-on car feel like the Buccaneer

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 Buccaneer, they do not replace it.

Questions

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

The spawn code (model name) is buccaneer. Its joaat hash is 0xD756460C (3612755468 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 Buccaneer in GTA 5?

Its handling gives a top-gear limit of about 175 km/h (109 mph): fInitialDriveMaxFlatVel 146 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 1,600 kg.

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

Yes. Put <audioNameHash>buccaneer</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Buccaneer 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 Muscle 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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