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GTA 5 vehicle data

Kuruma (Armored) in FiveM: spawn code, top speed and engine sound

The Karin Kuruma (Armored) spawns with kuruma2. 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.

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.

kuruma2

Name in game
Kuruma (Armored)
Maker (in game)
Karin
Class
Sports (6)
Drive
AWD, 6 gears
Top-gear limit
168 km/h, 104 mph
Weight
3,200 kg
Seats
4
Added in
Heists (2015)

Generic sports outline, not the real model

How the Kuruma (Armored) 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 168 km/h (104 mph), from fInitialDriveMaxFlatVel 140 x 1.2. 100 of the 126 Sports vehicles in the game files have a higher limit; the class median is 182 km/h.
  • Drive force per tonne: 0.097 (fInitialDriveForce 0.31 on 3,200 kg). That is 58% 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 2.25 and sliding traction 1.875 (fTractionCurveMax / Min). The gap of 0.375 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
  • Weight: 3,200 kg, 113% heavier than the Sports median of 1,500 kg.

Against all 126 Sports vehicles in the game files

Kuruma (Armored) handling compared with the Sports classEach bar runs from the lowest to the highest value in the Sports class (126 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. Sports median 182 km/h, range 90 to 219. Rank 101 of 126 (1 = highest).Top-gear limitrank 101 of 126168 km/hmedian 182Drive force per tonne: 0.097. Sports median 0.23, range 0.073 to 1. Rank 124 of 126 (1 = highest).Drive force per tonnerank 124 of 1260.097median 0.23Brake force: 0.5. Sports median 0.86, range 0.35 to 1.35. Rank 117 of 126 (1 = highest).Brake forcerank 117 of 1260.5median 0.86Peak grip: 2.25. Sports median 2.51, range 1.53 to 2.93. Rank 101 of 126 (1 = highest).Peak griprank 101 of 1262.25median 2.51Weight: 3,200 kg. Sports median 1,500 kg, range 450 to 3,200. Rank 1 of 126 (1 = highest).Weightrank 1 of 1263,200 kgmedian 1,500

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

handling.metaKuruma (Armored)Sports medianDifference
fMass3,200 kg1,500 kg+113%
fInitialDriveMaxFlatVel140152-8%
fInitialDriveForce0.310.33-6%
nInitialDriveGears66same
fDriveBiasFront0.330+0.33
fDriveInertia11same
fInitialDragCoeff109.98about the same
fBrakeForce0.50.86-42%
fBrakeBiasFront0.60.52+15%
fHandBrakeForce0.70.65+9%
fSteeringLock35°40°-13%
fTractionCurveMax2.252.513-10%
fTractionCurveMin1.8752.295-18%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.4850.49-1%
fLowSpeedTractionLossMult0.71-30%
fSuspensionForce2.92.29+27%
fSuspensionRaise00same
fAntiRollBarForce0.250.77-68%
fDeformationDamageMult0.30.7-57%
AIHandlingAVERAGEhandlingName KURUMA2, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Kuruma (Armored) in FiveM

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

local model = `kuruma2` -- 0x187D938D
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('spawnkuruma2', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`kuruma2`, '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 kuruma2.
  • txAdmin: in-game menu, Spawn Vehicle, type kuruma2.
  • QBCore / ESX: /car kuruma2 for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Kuruma (Armored) 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
Hex0x187D938DCodeWalker, meta files, ymap entities
Unsigned410882957C#, JavaScript, databases that store unsigned
Signed (int32)410882957Lua 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('kuruma2') and the Lua backtick form `kuruma2` return.

Use the Kuruma (Armored) 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 (Armored) sound set:

<audioNameHash>kuruma2</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.
  • 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.
  • 1 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 45: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only (Yellow Plate).
  • Stock wheel category at the mod shop: Sport.
  • Seat layout LAYOUT_STD_KURUMA2, 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 3 flags
  • FLAG_DISABLE_THROUGH_WINDSCREEN
  • FLAG_AVERAGE_CAR
  • FLAG_POOR_CAR

Make an add-on car feel like the Kuruma (Armored)

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 Kuruma (Armored), they do not replace it.

Questions

What is the spawn code for the Kuruma (Armored) in GTA 5 and FiveM?

The spawn code (model name) is kuruma2. Its joaat hash is 0x187D938D (410882957 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 (Armored) 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 6 gears and weighs 3,200 kg.

Can I give an add-on car the Kuruma (Armored) engine sound?

Yes. Put <audioNameHash>kuruma2</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Kuruma (Armored) 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 Sports 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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