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GTA 5 vehicle data

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

The Vapid Bullet spawns with bullet. Below: its handling numbers explained and ranked against the Super 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.

bullet

Name in game
Bullet
Maker (in game)
Vapid
Class
Super (7)
Drive
RWD, 5 gears
Top-gear limit
182 km/h, 113 mph
Weight
1,100 kg
Seats
2
Added in
Base game (2013)

Generic super outline, not the real model

How the Bullet 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 182 km/h (113 mph), from fInitialDriveMaxFlatVel 152 x 1.2. 59 of the 66 Super vehicles in the game files have a higher limit; the class median is 192 km/h.
  • Drive force per tonne: 0.3 (fInitialDriveForce 0.33 on 1,100 kg). That is 19% more than the Super median of 0.252; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.8 with 55% of the braking on the front axle (class median 1.02).
  • Grip: peak traction 2.55 and sliding traction 2.3 (fTractionCurveMax / Min). The gap of 0.25 is how much grip it loses once the tyres slide; 48% of the grip sits on the front axle.
  • Weight: 1,100 kg, 21% lighter than the Super median of 1,400 kg.

Against all 66 Super vehicles in the game files

Bullet handling compared with the Super classEach bar runs from the lowest to the highest value in the Super class (66 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 182 km/h. Super median 192 km/h, range 174 to 221. Rank 60 of 66 (1 = highest).Top-gear limitrank 60 of 66182 km/hmedian 192Drive force per tonne: 0.3. Super median 0.252, range 0.05 to 0.422. Rank 16 of 66 (1 = highest).Drive force per tonnerank 16 of 660.3median 0.252Brake force: 0.8. Super median 1.02, range 0.5 to 1.35. Rank 61 of 66 (1 = highest).Brake forcerank 61 of 660.8median 1.02Peak grip: 2.55. Super median 2.68, range 2.25 to 2.78. Rank 56 of 66 (1 = highest).Peak griprank 56 of 662.55median 2.68Weight: 1,100 kg. Super median 1,400 kg, range 880 to 7,500. Rank 58 of 66 (1 = highest).Weightrank 58 of 661,100 kgmedian 1,400

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

handling.metaBulletSuper medianDifference
fMass1,100 kg1,400 kg-21%
fInitialDriveMaxFlatVel152160.25-5%
fInitialDriveForce0.330.358-8%
nInitialDriveGears56-17%
fDriveBiasFront00same
fDriveInertia11same
fInitialDragCoeff99.48-5%
fBrakeForce0.81.02-22%
fBrakeBiasFront0.550.45+22%
fHandBrakeForce0.550.52+7%
fSteeringLock40°40°same
fTractionCurveMax2.552.68-5%
fTractionCurveMin2.32.55-10%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.4840.485about the same
fLowSpeedTractionLossMult11.1-9%
fSuspensionForce2.52.65-6%
fSuspensionRaise00same
fAntiRollBarForce0.90.9same
fDeformationDamageMult0.50.7-29%
AIHandlingAVERAGEhandlingName BULLET, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Bullet in FiveM

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

local model = `bullet` -- 0x9AE6DDA1
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('spawnbullet', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`bullet`, '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 bullet.
  • txAdmin: in-game menu, Spawn Vehicle, type bullet.
  • QBCore / ESX: /car bullet for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Bullet 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
Hex0x9AE6DDA1CodeWalker, meta files, ymap entities
Unsigned2598821281C#, JavaScript, databases that store unsigned
Signed (int32)-1696146015Lua 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('bullet') and the Lua backtick form `bullet` return.

Use the Bullet 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 Bullet sound set:

<audioNameHash>bullet</audioNameHash>
  • Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
  • The audio object sets rev limiter pops.
  • In our engine sound catalogue it is listed in the Supercar 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 2: no visible body parts, performance upgrades only.
  • 12 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 62: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only.
  • Stock wheel category at the mod shop: High End.
  • Seat layout LAYOUT_LOW_RESTRICTED, 2 seats.

vehicles.meta flags

In plain words: appears as traffic in rich areas.

All 6 flags
  • FLAG_SPORTS
  • FLAG_SPAWN_ON_TRAILER
  • FLAG_EXTRAS_REQUIRE
  • FLAG_RICH_CAR
  • FLAG_NO_BROKEN_DOWN_SCENARIO
  • FLAG_RECESSED_TAILLIGHT_CORONAS

Make an add-on car feel like the Bullet

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 Bullet, they do not replace it.

Questions

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

The spawn code (model name) is bullet. Its joaat hash is 0x9AE6DDA1 (2598821281 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 Bullet in GTA 5?

Its handling gives a top-gear limit of about 182 km/h (113 mph): fInitialDriveMaxFlatVel 152 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 1,100 kg.

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

Yes. Put <audioNameHash>bullet</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Bullet 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 Super 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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