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GTA 5 vehicle data

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

The Benefactor Dubsta spawns with dubsta. 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.

dubsta

Name in game
Dubsta
Maker (in game)
Benefactor
Class
SUVs (2)
Drive
AWD, 5 gears
Top-gear limit
168 km/h, 104 mph
Weight
2,400 kg
Seats
4
Added in
Base game (2013)

Generic suvs outline, not the real model

How the Dubsta 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 168 km/h (104 mph), from fInitialDriveMaxFlatVel 140 x 1.2. 15 of the 51 SUVs vehicles in the game files have a higher limit; the class median is 162 km/h.
  • Drive force per tonne: 0.083 (fInitialDriveForce 0.2 on 2,400 kg). That is 8% 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 0.8 with 60% of the braking on the front axle (class median 0.6).
  • Grip: peak traction 2.15 and sliding traction 1.85 (fTractionCurveMax / Min). The gap of 0.3 is how much grip it loses once the tyres slide; 49% 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

Dubsta 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: 168 km/h. SUVs median 162 km/h, range 143 to 193. Rank 16 of 51 (1 = highest).Top-gear limitrank 16 of 51168 km/hmedian 162Drive force per tonne: 0.083. SUVs median 0.091, range 0.033 to 0.204. Rank 31 of 51 (1 = highest).Drive force per tonnerank 31 of 510.083median 0.091Brake force: 0.8. SUVs median 0.6, range 0.25 to 0.92. Rank 5 of 51 (1 = highest).Brake forcerank 5 of 510.8median 0.6Peak grip: 2.15. SUVs median 2.1, range 1.6 to 2.37. Rank 18 of 51 (1 = highest).Peak griprank 18 of 512.15median 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 Dubsta, the light tick is the class median. Hover a row for the numbers. Stock values without upgrades.

handling.metaDubstaSUVs medianDifference
fMass2,400 kg2,400 kgsame
fInitialDriveMaxFlatVel140135+4%
fInitialDriveForce0.20.217-8%
nInitialDriveGears55same
fDriveBiasFront0.60.5+20%
fDriveInertia11same
fInitialDragCoeff8.58+6%
fBrakeForce0.80.6+33%
fBrakeBiasFront0.60.6same
fHandBrakeForce0.60.5+20%
fSteeringLock40°37°+8%
fTractionCurveMax2.152.1+2%
fTractionCurveMin1.851.85same
fTractionCurveLateral19.5°19.5°same
fTractionBiasFront0.490.49same
fLowSpeedTractionLossMult1.31.15+13%
fSuspensionForce1.61.8-11%
fSuspensionRaise00same
fAntiRollBarForce0.60.6same
fDeformationDamageMult0.80.8same
AIHandlingTRUCKhandlingName DUBSTA, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Dubsta in FiveM

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

local model = `dubsta` -- 0x462FE277
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('spawndubsta', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`dubsta`, '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 dubsta.
  • txAdmin: in-game menu, Spawn Vehicle, type dubsta.
  • QBCore / ESX: /car dubsta for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Dubsta 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
Hex0x462FE277CodeWalker, meta files, ymap entities
Unsigned1177543287C#, JavaScript, databases that store unsigned
Signed (int32)1177543287Lua 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('dubsta') and the Lua backtick form `dubsta` return.

Use the Dubsta 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 Dubsta sound set:

<audioNameHash>dubsta</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 8: 23 visible parts.
  • 14 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 1: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only.
  • Stock wheel category at the mod shop: SUV.
  • Seat layout LAYOUT_4X4, 4 seats.
Visible mod parts by slot
  • bumper_f 6
  • roof 4
  • grill 3
  • exhaust 2
  • skirt 2
  • bumper_r 2
  • bonnet 2
  • wing_l 1
  • spoiler 1

vehicles.meta flags

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

All 6 flags
  • FLAG_PARKING_SENSORS
  • FLAG_RICH_CAR
  • FLAG_IS_OFFROAD_VEHICLE
  • FLAG_IS_BULKY
  • FLAG_RECESSED_HEADLIGHT_CORONAS
  • FLAG_HAS_INTERIOR_EXTRAS

Make an add-on car feel like the Dubsta

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 Dubsta, they do not replace it.

Questions

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

The spawn code (model name) is dubsta. Its joaat hash is 0x462FE277 (1177543287 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 Dubsta in GTA 5?

Its handling gives a top-gear limit of about 168 km/h (104 mph): fInitialDriveMaxFlatVel 140 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 Dubsta engine sound?

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