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.
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
| handling.meta | Kuruma (Armored) | Sports median | Difference |
|---|---|---|---|
| fMass | 3,200 kg | 1,500 kg | +113% |
| fInitialDriveMaxFlatVel | 140 | 152 | -8% |
| fInitialDriveForce | 0.31 | 0.33 | -6% |
| nInitialDriveGears | 6 | 6 | same |
| fDriveBiasFront | 0.33 | 0 | +0.33 |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 10 | 9.98 | about the same |
| fBrakeForce | 0.5 | 0.86 | -42% |
| fBrakeBiasFront | 0.6 | 0.52 | +15% |
| fHandBrakeForce | 0.7 | 0.65 | +9% |
| fSteeringLock | 35° | 40° | -13% |
| fTractionCurveMax | 2.25 | 2.513 | -10% |
| fTractionCurveMin | 1.875 | 2.295 | -18% |
| fTractionCurveLateral | 22.5° | 22.5° | same |
| fTractionBiasFront | 0.485 | 0.49 | -1% |
| fLowSpeedTractionLossMult | 0.7 | 1 | -30% |
| fSuspensionForce | 2.9 | 2.29 | +27% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.25 | 0.77 | -68% |
| fDeformationDamageMult | 0.3 | 0.7 | -57% |
| AIHandling | AVERAGE | handlingName KURUMA2, sub handling CCarHandlingData | |
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 kuruma2for admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Kuruma (Armored) 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 | 0x187D938D | CodeWalker, meta files, ymap entities |
| Unsigned | 410882957 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | 410882957 | 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('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
lightSettings45: the headlight and taillight preset it reads from carcols. sirenSettings0 (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.
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.
Lexus IS350 Hycade Demon Edition Original price was: $12.00.$9.99Current price is: $9.99.
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.
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.