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GTA 5 vehicle data

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

The Pfister 811 spawns with pfister811. Below: its handling numbers explained and ranked against the Super 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.

pfister811

Name in game
811
Maker (in game)
Pfister
Class
Super (7)
Drive
AWD, 6 gears
Top-gear limit
191 km/h, 119 mph
Weight
1,600 kg
Seats
2
Added in
Further Adventures in Finance and Felony (2016)

Generic super outline, not the real model

How the 811 drives, in numbers

  • All-wheel drive: fDriveBiasFront is 0.2, so 20% of the drive force goes to the front wheels and 80% to the rear. It has 6 forward gears.
  • Top-gear limit: about 191 km/h (119 mph), from fInitialDriveMaxFlatVel 159.3 x 1.2. 41 of the 66 Super vehicles in the game files have a higher limit; the class median is 192 km/h.
  • Drive force per tonne: 0.223 (fInitialDriveForce 0.356 on 1,600 kg). That is 12% less than the Super median of 0.252; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 1.12 with 65% of the braking on the front axle (class median 1.02).
  • Grip: peak traction 2.688 and sliding traction 2.57 (fTractionCurveMax / Min). The gap of 0.118 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
  • Weight: 1,600 kg, 14% heavier than the Super median of 1,400 kg.

Against all 66 Super vehicles in the game files

811 handling compared with the Super classEach bar runs from the lowest to the highest value in the Super class (66 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 191 km/h. Super median 192 km/h, range 174 to 221. Rank 42 of 66 (1 = highest).Top-gear limitrank 42 of 66191 km/hmedian 192Drive force per tonne: 0.223. Super median 0.252, range 0.05 to 0.422. Rank 45 of 66 (1 = highest).Drive force per tonnerank 45 of 660.223median 0.252Brake force: 1.12. Super median 1.02, range 0.5 to 1.35. Rank 19 of 66 (1 = highest).Brake forcerank 19 of 661.12median 1.02Peak grip: 2.69. Super median 2.68, range 2.25 to 2.78. Rank 31 of 66 (1 = highest).Peak griprank 31 of 662.69median 2.68Weight: 1,600 kg. Super median 1,400 kg, range 880 to 7,500. Rank 15 of 66 (1 = highest).Weightrank 15 of 661,600 kgmedian 1,400

The bar runs from the lowest to the highest value in the class, the filled part ends at the 811, the light tick is the class median. Hover a row for the numbers. Stock values without upgrades.

handling.meta811Super medianDifference
fMass1,600 kg1,400 kg+14%
fInitialDriveMaxFlatVel159.3160.25-1%
fInitialDriveForce0.3560.358-1%
nInitialDriveGears66same
fDriveBiasFront0.20+0.2
fDriveInertia11same
fInitialDragCoeff8.59.48-10%
fBrakeForce1.121.02+10%
fBrakeBiasFront0.650.45+44%
fHandBrakeForce0.530.52+3%
fSteeringLock40°40°same
fTractionCurveMax2.6882.68about the same
fTractionCurveMin2.572.55+1%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.4850.485same
fLowSpeedTractionLossMult11.1-9%
fSuspensionForce2.72.65+2%
fSuspensionRaise00same
fAntiRollBarForce0.90.9same
fDeformationDamageMult0.70.7same
AIHandlingAVERAGEhandlingName PFISTER811, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the 811 in FiveM

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

local model = `pfister811` -- 0x92EF6E04
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('spawnpfister811', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`pfister811`, '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 pfister811.
  • txAdmin: in-game menu, Spawn Vehicle, type pfister811.
  • QBCore / ESX: /car pfister811 for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the 811 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
Hex0x92EF6E04CodeWalker, meta files, ymap entities
Unsigned2465164804C#, JavaScript, databases that store unsigned
Signed (int32)-1829802492Lua 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('pfister811') and the Lua backtick form `pfister811` return.

Use the 811 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 811 sound set:

<audioNameHash>pfister811</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 Supercar 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 134 (134_811_modkit): 13 visible parts.
  • 7 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 96: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only (Standard White).
  • Stock wheel category at the mod shop: High End.
  • Seat layout LAYOUT_LOW_RESTRICTED, 2 seats.
Visible mod parts by slot
  • bumper_f 5
  • exhaust 3
  • skirt 2
  • bumper_r 1
  • spoiler 1
  • roof 1

vehicles.meta flags

In plain words: appears as traffic in rich areas; neon kits can be fitted.

All 9 flags
  • FLAG_SPORTS
  • FLAG_SPAWN_ON_TRAILER
  • FLAG_RICH_CAR
  • FLAG_NO_BROKEN_DOWN_SCENARIO
  • FLAG_RECESSED_HEADLIGHT_CORONAS
  • FLAG_RECESSED_TAILLIGHT_CORONAS
  • FLAG_HAS_INTERIOR_EXTRAS
  • FLAG_CAN_HAVE_NEONS
  • FLAG_EXTRAS_STRONG

Make an add-on car feel like the 811

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 811, they do not replace it.

Questions

What is the spawn code for the 811 in GTA 5 and FiveM?

The spawn code (model name) is pfister811. Its joaat hash is 0x92EF6E04 (2465164804 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 811 in GTA 5?

Its handling gives a top-gear limit of about 191 km/h (119 mph): fInitialDriveMaxFlatVel 159.3 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 1,600 kg.

Can I give an add-on car the 811 engine sound?

Yes. Put <audioNameHash>pfister811</audioNameHash> in the add-on car's vehicles.meta. The game then uses the 811 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 Super 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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