Infernus in FiveM: spawn code, top speed and engine sound
The Pegassi Infernus spawns with infernus. 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.
infernus
- Name in game
- Infernus
- Maker (in game)
- Pegassi
- Class
- Super (7)
- Drive
- AWD, 6 gears
- Top-gear limit
- 180 km/h, 112 mph
- Weight
- 1,200 kg
- Seats
- 2
- Added in
- Base game (2013)
Generic super outline, not the real model
How the Infernus drives, in numbers
- All-wheel drive: fDriveBiasFront is 0.2, so 20% of the drive force goes to the front wheels and 80% to the rear. It has 6 forward gears.
- Top-gear limit: about 180 km/h (112 mph), from fInitialDriveMaxFlatVel 150 x 1.2. 61 of the 66 Super vehicles in the game files have a higher limit; the class median is 192 km/h.
- Drive force per tonne: 0.283 (fInitialDriveForce 0.34 on 1,200 kg). That is 12% 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 0.5 with 70% of the braking on the front axle (class median 1.02).
- Grip: peak traction 2.65 and sliding traction 2.45 (fTractionCurveMax / Min). The gap of 0.2 is how much grip it loses once the tyres slide; 50% of the grip sits on the front axle.
- Weight: 1,200 kg, 14% lighter than the Super median of 1,400 kg.
Against all 66 Super vehicles in the game files
| handling.meta | Infernus | Super median | Difference |
|---|---|---|---|
| fMass | 1,200 kg | 1,400 kg | -14% |
| fInitialDriveMaxFlatVel | 150 | 160.25 | -6% |
| fInitialDriveForce | 0.34 | 0.358 | -5% |
| nInitialDriveGears | 6 | 6 | same |
| fDriveBiasFront | 0.2 | 0 | +0.2 |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 9.7 | 9.48 | +2% |
| fBrakeForce | 0.5 | 1.02 | -51% |
| fBrakeBiasFront | 0.7 | 0.45 | +56% |
| fHandBrakeForce | 0.7 | 0.52 | +36% |
| fSteeringLock | 30° | 40° | -25% |
| fTractionCurveMax | 2.65 | 2.68 | -1% |
| fTractionCurveMin | 2.45 | 2.55 | -4% |
| fTractionCurveLateral | 22.5° | 22.5° | same |
| fTractionBiasFront | 0.5 | 0.485 | +3% |
| fLowSpeedTractionLossMult | 1 | 1.1 | -9% |
| fSuspensionForce | 2.2 | 2.65 | -17% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.8 | 0.9 | -11% |
| fDeformationDamageMult | 0.8 | 0.7 | +14% |
| AIHandling | SPORTS_CAR | handlingName INFERNUS, sub handling CCarHandlingData | |
Spawn the Infernus in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `infernus` -- 0x18F25AC7
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('spawninfernus', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`infernus`, '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
infernus. - txAdmin: in-game menu, Spawn Vehicle, type
infernus. - QBCore / ESX:
/car infernusfor admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Infernus it isautomobile. 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
| Form | Value | Where you meet it |
|---|---|---|
| Hex | 0x18F25AC7 | CodeWalker, meta files, ymap entities |
| Unsigned | 418536135 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | 418536135 | Lua 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('infernus') and the Lua backtick form `infernus` return.
Use the Infernus 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 Infernus sound set:
<audioNameHash>infernus</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 and exhaust 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 79: 3 visible parts.
- 10 factory colour combinations in carvariations.meta.
- carvariations
lightSettings20: the headlight and taillight preset it reads from carcols. sirenSettings0 (no siren lights).- Plates: rear only.
- Stock wheel category at the mod shop: High End.
- Seat layout
LAYOUT_LOW_INFERNUS, 2 seats.
Visible mod parts by slot
- spoiler 2
- exhaust 1
vehicles.meta flags
In plain words: appears as traffic in rich areas; neon kits can be fitted.
All 5 flags
- FLAG_SPORTS
- FLAG_SPAWN_ON_TRAILER
- FLAG_RICH_CAR
- FLAG_NO_BROKEN_DOWN_SCENARIO
- FLAG_CAN_HAVE_NEONS
Make an add-on car feel like the Infernus
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.
FiveMRides add-ons like this
Ready add-on cars from our shop for the same kind of vehicle. They install next to the vanilla Infernus, they do not replace it.
Pegassi Infernus CTX Original price was: $10.00.$8.99Current price is: $8.99.
Pegassi Infernus XS CTX Original price was: $10.00.$8.99Current price is: $8.99.
Bentley Bacalar Keyvany Original price was: $10.00.$8.99Current price is: $8.99.
Questions
What is the spawn code for the Infernus in GTA 5 and FiveM?
The spawn code (model name) is infernus. Its joaat hash is 0x18F25AC7 (418536135 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 Infernus in GTA 5?
Its handling gives a top-gear limit of about 180 km/h (112 mph): fInitialDriveMaxFlatVel 150 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is AWD with 6 gears and weighs 1,200 kg.
Can I give an add-on car the Infernus engine sound?
Yes. Put <audioNameHash>infernus</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Infernus audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.