Ruiner in FiveM: spawn code, top speed and engine sound
The Imponte Ruiner spawns with ruiner. Below: its handling numbers explained and ranked against the Muscle 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.
ruiner
- Name in game
- Ruiner
- Maker (in game)
- Imponte
- Class
- Muscle (4)
- Drive
- RWD, 5 gears
- Top-gear limit
- 174 km/h, 108 mph
- Weight
- 1,300 kg
- Seats
- 2
- Added in
- Base game (2013)
Generic muscle outline, not the real model
How the Ruiner 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 174 km/h (108 mph), from fInitialDriveMaxFlatVel 145 x 1.2. 38 of the 97 Muscle vehicles in the game files have a higher limit; the class median is 174 km/h.
- Drive force per tonne: 0.215 (fInitialDriveForce 0.28 on 1,300 kg). That is 6% more than the Muscle median of 0.203; it is a handling index for how hard it pulls for its weight, not horsepower.
- Brakes: fBrakeForce 0.8 with 65% of the braking on the front axle (class median 0.7).
- Grip: peak traction 2.2 and sliding traction 1.8 (fTractionCurveMax / Min). The gap of 0.4 is how much grip it loses once the tyres slide; 50% of the grip sits on the front axle.
- Weight: 1,300 kg, 16% lighter than the Muscle median of 1,550 kg.
Against all 97 Muscle vehicles in the game files
| handling.meta | Ruiner | Muscle median | Difference |
|---|---|---|---|
| fMass | 1,300 kg | 1,550 kg | -16% |
| fInitialDriveMaxFlatVel | 145 | 145 | same |
| fInitialDriveForce | 0.28 | 0.3 | -7% |
| nInitialDriveGears | 5 | 5 | same |
| fDriveBiasFront | 0 | 0 | same |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 6 | 10 | -40% |
| fBrakeForce | 0.8 | 0.7 | +14% |
| fBrakeBiasFront | 0.65 | 0.62 | +5% |
| fHandBrakeForce | 0.8 | 0.63 | +28% |
| fSteeringLock | 40° | 40° | same |
| fTractionCurveMax | 2.2 | 2.25 | -2% |
| fTractionCurveMin | 1.8 | 1.817 | -1% |
| fTractionCurveLateral | 20.5° | 22.5° | -9% |
| fTractionBiasFront | 0.495 | 0.495 | same |
| fLowSpeedTractionLossMult | 1 | 1 | same |
| fSuspensionForce | 1.9 | 1.9 | same |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.3 | 0.46 | -35% |
| fDeformationDamageMult | 0.7 | 0.7 | same |
| AIHandling | AVERAGE | handlingName RUINER, sub handling CCarHandlingData | |
Spawn the Ruiner in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `ruiner` -- 0xF26CEFF9
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('spawnruiner', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`ruiner`, '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
ruiner. - txAdmin: in-game menu, Spawn Vehicle, type
ruiner. - QBCore / ESX:
/car ruinerfor admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Ruiner 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 | 0xF26CEFF9 | CodeWalker, meta files, ymap entities |
| Unsigned | 4067225593 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | -227741703 | 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('ruiner') and the Lua backtick form `ruiner` return.
Use the Ruiner 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 Ruiner sound set:
<audioNameHash>ruiner</audioNameHash>
- Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
- In our engine sound catalogue it is listed in the V8 muscle 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 44: 23 visible parts, 10 of them liveries.
- 17 factory colour combinations in carvariations.meta.
- carvariations
lightSettings42: the headlight and taillight preset it reads from carcols. sirenSettings0 (no siren lights).- Plates: front and rear.
- Stock wheel category at the mod shop: Muscle.
- Seat layout
LAYOUT_LOW_RESTRICTED, 2 seats.
Visible mod parts by slot
- livery_mod 10
- spoiler 4
- exhaust 4
- bonnet 3
- bumper_f 2
vehicles.meta flags
In plain words: neon kits can be fitted; appears as everyday traffic; appears as traffic in poor areas; no roof.
All 8 flags
- FLAG_CAN_HAVE_NEONS
- FLAG_EXTRAS_STRONG
- FLAG_AVERAGE_CAR
- FLAG_POOR_CAR
- FLAG_HAS_NO_ROOF
- FLAG_RECESSED_HEADLIGHT_CORONAS
- FLAG_RECESSED_TAILLIGHT_CORONAS
- FLAG_HAS_INTERIOR_EXTRAS
Make an add-on car feel like the Ruiner
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 Ruiner, they do not replace it.
Imponte Ruiner 450GT CTX Original price was: $10.00.$8.99Current price is: $8.99.
Lexus IS350 Hycade Demon Edition Original price was: $12.00.$9.99Current price is: $9.99.
Jeep DemonHawk 2018 BigBlock$10.00
Questions
What is the spawn code for the Ruiner in GTA 5 and FiveM?
The spawn code (model name) is ruiner. Its joaat hash is 0xF26CEFF9 (4067225593 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 Ruiner in GTA 5?
Its handling gives a top-gear limit of about 174 km/h (108 mph): fInitialDriveMaxFlatVel 145 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 1,300 kg.
Can I give an add-on car the Ruiner engine sound?
Yes. Put <audioNameHash>ruiner</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Ruiner audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.