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GTA 5 vehicle data

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

The HVY Mixer spawns with mixer. Below: its handling numbers explained and ranked against the Industrial 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.

mixer

Name in game
Mixer
Maker (in game)
HVY
Class
Industrial (10)
Drive
RWD, 4 gears
Top-gear limit
132 km/h, 82 mph
Weight
6,000 kg
Seats
2
Added in
Base game (2013)

Generic industrial outline, not the real model

How the Mixer drives, in numbers

  • Rear-wheel drive: fDriveBiasFront is 0.0, so all of the drive force goes to the rear wheels. It has 4 forward gears.
  • Top-gear limit: about 132 km/h (82 mph), from fInitialDriveMaxFlatVel 110 x 1.2. 3 of the 12 Industrial vehicles in the game files have a higher limit; the class median is 120 km/h.
  • Drive force per tonne: 0.018 (fInitialDriveForce 0.11 on 6,000 kg). That is 9% less than the Industrial median of 0.02; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.3 with 60% of the braking on the front axle (class median 0.25).
  • Grip: peak traction 1.6 and sliding traction 1.4 (fTractionCurveMax / Min). The gap of 0.2 is how much grip it loses once the tyres slide; 48% of the grip sits on the front axle.
  • Weight: 6,000 kg, 4% lighter than the Industrial median of 6,250 kg.

Against all 12 Industrial vehicles in the game files

Mixer handling compared with the Industrial classEach bar runs from the lowest to the highest value in the Industrial class (12 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 132 km/h. Industrial median 120 km/h, range 18 to 156. Rank 4 of 12 (1 = highest).Top-gear limitrank 4 of 12132 km/hmedian 120Drive force per tonne: 0.018. Industrial median 0.02, range 0.005 to 0.055. Rank 8 of 12 (1 = highest).Drive force per tonnerank 8 of 120.018median 0.02Brake force: 0.3. Industrial median 0.25, range 0.1 to 0.6. Rank 2 of 12 (1 = highest).Brake forcerank 2 of 120.3median 0.25Peak grip: 1.6. Industrial median 1.6, range 1.1 to 2. Rank 6 of 12 (1 = highest).Peak griprank 6 of 121.6median 1.6Weight: 6,000 kg. Industrial median 6,250 kg, range 3,800 to 35,000. Rank 7 of 12 (1 = highest).Weightrank 7 of 126,000 kgmedian 6,250

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

handling.metaMixerIndustrial medianDifference
fMass6,000 kg6,250 kg-4%
fInitialDriveMaxFlatVel110100+10%
fInitialDriveForce0.110.14-21%
nInitialDriveGears44same
fDriveBiasFront00.18-100%
fDriveInertia0.50.9-44%
fInitialDragCoeff49-56%
fBrakeForce0.30.25+20%
fBrakeBiasFront0.60.6same
fHandBrakeForce0.120.2-40%
fSteeringLock33°36°-8%
fTractionCurveMax1.61.6same
fTractionCurveMin1.41.425-2%
fTractionCurveLateral16°16°same
fTractionBiasFront0.480.478+1%
fLowSpeedTractionLossMult00same
fSuspensionForce1.41.8-22%
fSuspensionRaise00same
fAntiRollBarForce00same
fDeformationDamageMult0.80.8same
AIHandlingTRUCKhandlingName MIXER

What each field does: handling.meta fields explained.

Spawn the Mixer in FiveM

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

local model = `mixer` -- 0xD138A6BB
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('spawnmixer', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`mixer`, '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 mixer.
  • txAdmin: in-game menu, Spawn Vehicle, type mixer.
  • QBCore / ESX: /car mixer for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Mixer 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
Hex0xD138A6BBCodeWalker, meta files, ymap entities
Unsigned3510150843C#, JavaScript, databases that store unsigned
Signed (int32)-784816453Lua 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('mixer') and the Lua backtick form `mixer` return.

Use the Mixer 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 Mixer sound set:

<audioNameHash>mixer</audioNameHash>
  • Engine audio type: classic. The older loop based engine audio, common on trucks and older vehicles.
  • In our engine sound catalogue it is listed in the Diesel / heavy truck 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

  • 7 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 14: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: front and rear.
  • Stock wheel category at the mod shop: Sport.
  • Seat layout LAYOUT_TRUCK_MIXER, 2 seats.

vehicles.meta flags

In plain words: no boot.

All 7 flags
  • FLAG_BIG
  • FLAG_NO_BOOT
  • FLAG_AVOID_TURNS
  • FLAG_EXTRAS_REQUIRE
  • FLAG_EXTRAS_STRONG
  • FLAG_IS_BULKY
  • FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO

Make an add-on car feel like the Mixer

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 Mixer, they do not replace it.

Questions

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

The spawn code (model name) is mixer. Its joaat hash is 0xD138A6BB (3510150843 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 Mixer in GTA 5?

Its handling gives a top-gear limit of about 132 km/h (82 mph): fInitialDriveMaxFlatVel 110 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is RWD with 4 gears and weighs 6,000 kg.

Can I give an add-on car the Mixer engine sound?

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