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GTA 5 vehicle data

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

The Maibatsu Mule spawns with mule. Below: its handling numbers explained and ranked against the Commercial 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.

mule

Name in game
Mule
Maker (in game)
Maibatsu
Class
Commercial (20)
Drive
RWD, 5 gears
Top-gear limit
120 km/h, 75 mph
Weight
5,500 kg
Seats
6
Added in
Base game (2013)

Generic commercial outline, not the real model

How the Mule drives, in numbers

  • Rear-wheel drive: fDriveBiasFront is 0.0, so all of the drive force goes to the rear wheels. It has 5 forward gears.
  • Top-gear limit: about 120 km/h (75 mph), from fInitialDriveMaxFlatVel 100 x 1.2. 19 of the 24 Commercial vehicles in the game files have a higher limit; the class median is 144 km/h.
  • Drive force per tonne: 0.02 (fInitialDriveForce 0.11 on 5,500 kg). That is 4% more than the Commercial median of 0.019; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.25 with 60% of the braking on the front axle (class median 0.25).
  • Grip: peak traction 1.5 and sliding traction 1.3 (fTractionCurveMax / Min). The gap of 0.2 is how much grip it loses once the tyres slide; 46% of the grip sits on the front axle.
  • Weight: 5,500 kg, 21% lighter than the Commercial median of 7,000 kg.

Against all 24 Commercial vehicles in the game files

Mule handling compared with the Commercial classEach bar runs from the lowest to the highest value in the Commercial class (24 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 120 km/h. Commercial median 144 km/h, range 120 to 156. Rank 20 of 24 (1 = highest).Top-gear limitrank 20 of 24120 km/hmedian 144Drive force per tonne: 0.02. Commercial median 0.019, range 0.013 to 0.029. Rank 11 of 24 (1 = highest).Drive force per tonnerank 11 of 240.02median 0.019Brake force: 0.25. Commercial median 0.25, range 0.25 to 0.85. Rank 9 of 24 (1 = highest).Brake forcerank 9 of 240.25median 0.25Peak grip: 1.5. Commercial median 1.65, range 1.5 to 2.05. Rank 19 of 24 (1 = highest).Peak griprank 19 of 241.5median 1.65Weight: 5,500 kg. Commercial median 7,000 kg, range 5,500 to 14,000. Rank 21 of 24 (1 = highest).Weightrank 21 of 245,500 kgmedian 7,000

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

handling.metaMuleCommercial medianDifference
fMass5,500 kg7,000 kg-21%
fInitialDriveMaxFlatVel100120-17%
fInitialDriveForce0.110.16-31%
nInitialDriveGears55same
fDriveBiasFront00same
fDriveInertia10.9+11%
fInitialDragCoeff68-25%
fBrakeForce0.250.25same
fBrakeBiasFront0.60.6same
fHandBrakeForce0.20.2same
fSteeringLock37°40°-8%
fTractionCurveMax1.51.65-9%
fTractionCurveMin1.31.45-10%
fTractionCurveLateral16°17.8°-10%
fTractionBiasFront0.460.475-3%
fLowSpeedTractionLossMult00same
fSuspensionForce1.41.4same
fSuspensionRaise00same
fAntiRollBarForce0.30.3same
fDeformationDamageMult0.80.7+14%
AIHandlingAVERAGEhandlingName MULE

What each field does: handling.meta fields explained.

Spawn the Mule in FiveM

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

local model = `mule` -- 0x35ED670B
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('spawnmule', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`mule`, '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 mule.
  • txAdmin: in-game menu, Spawn Vehicle, type mule.
  • QBCore / ESX: /car mule for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Mule 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
Hex0x35ED670BCodeWalker, meta files, ymap entities
Unsigned904750859C#, JavaScript, databases that store unsigned
Signed (int32)904750859Lua 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('mule') and the Lua backtick form `mule` return.

Use the Mule 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 Mule sound set:

<audioNameHash>mule</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

  • 4 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 0: 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_VAN_MULE, 6 seats.

vehicles.meta flags

In plain words: no boot.

All 8 flags
  • FLAG_BIG
  • FLAG_NO_BOOT
  • FLAG_AVOID_TURNS
  • FLAG_DELIVERY
  • FLAG_EXTRAS_REQUIRE
  • FLAG_PEDS_CAN_STAND_ON_TOP
  • FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO
  • FLAG_INTERIOR_BLOCKED_BY_BOOT

Make an add-on car feel like the Mule

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 Mule, they do not replace it.

Questions

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

The spawn code (model name) is mule. Its joaat hash is 0x35ED670B (904750859 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 Mule in GTA 5?

Its handling gives a top-gear limit of about 120 km/h (75 mph): fInitialDriveMaxFlatVel 100 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is RWD with 5 gears and weighs 5,500 kg.

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

Yes. Put <audioNameHash>mule</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Mule 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 Commercial 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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