Kuruma in FiveM: spawn code, top speed and engine sound
The Karin Kuruma spawns with kuruma. Below: its handling numbers explained and ranked against the Sports 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.
kuruma
- Name in game
- Kuruma
- Maker (in game)
- Karin
- Class
- Sports (6)
- Drive
- AWD, 6 gears
- Top-gear limit
- 172 km/h, 107 mph
- Weight
- 1,500 kg
- Seats
- 4
- Added in
- Heists (2015)
Generic sports outline, not the real model
How the Kuruma drives, in numbers
- All-wheel drive: fDriveBiasFront is 0.33, so 33% of the drive force goes to the front wheels and 67% to the rear. It has 6 forward gears.
- Top-gear limit: about 172 km/h (107 mph), from fInitialDriveMaxFlatVel 143 x 1.2. 97 of the 126 Sports vehicles in the game files have a higher limit; the class median is 182 km/h.
- Drive force per tonne: 0.207 (fInitialDriveForce 0.31 on 1,500 kg). That is 10% less than the Sports median of 0.23; it is a handling index for how hard it pulls for its weight, not horsepower.
- Brakes: fBrakeForce 0.5 with 60% of the braking on the front axle (class median 0.86).
- Grip: peak traction 2.45 and sliding traction 1.975 (fTractionCurveMax / Min). The gap of 0.475 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
- Weight: 1,500 kg, about the same as the Sports median of 1,500 kg.
Against all 126 Sports vehicles in the game files
| handling.meta | Kuruma | Sports median | Difference |
|---|---|---|---|
| fMass | 1,500 kg | 1,500 kg | same |
| fInitialDriveMaxFlatVel | 143 | 152 | -6% |
| fInitialDriveForce | 0.31 | 0.33 | -6% |
| nInitialDriveGears | 6 | 6 | same |
| fDriveBiasFront | 0.33 | 0 | +0.33 |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 9.5 | 9.98 | -5% |
| fBrakeForce | 0.5 | 0.86 | -42% |
| fBrakeBiasFront | 0.6 | 0.52 | +15% |
| fHandBrakeForce | 0.7 | 0.65 | +9% |
| fSteeringLock | 35° | 40° | -13% |
| fTractionCurveMax | 2.45 | 2.513 | -2% |
| fTractionCurveMin | 1.975 | 2.295 | -14% |
| fTractionCurveLateral | 22.5° | 22.5° | same |
| fTractionBiasFront | 0.485 | 0.49 | -1% |
| fLowSpeedTractionLossMult | 1.3 | 1 | +30% |
| fSuspensionForce | 2.9 | 2.29 | +27% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.35 | 0.77 | -55% |
| fDeformationDamageMult | 0.7 | 0.7 | same |
| AIHandling | AVERAGE | handlingName KURUMA, sub handling CCarHandlingData | |
Spawn the Kuruma in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `kuruma` -- 0xAE2BFE94
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('spawnkuruma', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`kuruma`, '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
kuruma. - txAdmin: in-game menu, Spawn Vehicle, type
kuruma. - QBCore / ESX:
/car kurumafor admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Kuruma 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 | 0xAE2BFE94 | CodeWalker, meta files, ymap entities |
| Unsigned | 2922118804 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | -1372848492 | 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('kuruma') and the Lua backtick form `kuruma` return.
Use the Kuruma 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 Kuruma sound set:
<audioNameHash>kuruma</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 Turbo tuner 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 110 (
110_kuruma_modkit): 18 visible parts. - 16 factory colour combinations in carvariations.meta.
- carvariations
lightSettings45: the headlight and taillight preset it reads from carcols. sirenSettings0 (no siren lights).- Plates: rear only (Standard White, White Plate 2).
- Stock wheel category at the mod shop: Sport.
- Seat layout
LAYOUT_STD_EXITFIXUP, 4 seats.
Visible mod parts by slot
- skirt 6
- spoiler 5
- exhaust 3
- bumper_f 3
- chassis 1
vehicles.meta flags
In plain words: appears as everyday traffic; appears as traffic in poor areas.
All 2 flags
- FLAG_AVERAGE_CAR
- FLAG_POOR_CAR
Make an add-on car feel like the Kuruma
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 Kuruma, they do not replace it.
Audi R8 Stitch 3D Original price was: $12.00.$8.99Current price is: $8.99.
Mitsubishi Evo Lution Sunrise Original price was: $12.00.$9.99Current price is: $9.99.
Toyota Supra MK5 ZW Sports Original price was: $12.00.$9.99Current price is: $9.99.
Questions
What is the spawn code for the Kuruma in GTA 5 and FiveM?
The spawn code (model name) is kuruma. Its joaat hash is 0xAE2BFE94 (2922118804 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 Kuruma in GTA 5?
Its handling gives a top-gear limit of about 172 km/h (107 mph): fInitialDriveMaxFlatVel 143 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 1,500 kg.
Can I give an add-on car the Kuruma engine sound?
Yes. Put <audioNameHash>kuruma</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Kuruma audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.