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GTA 5 vehicle data

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

The Taxi spawns with taxi. Below: its handling numbers explained and ranked against the Service 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.

taxi

Name in game
Taxi
Class
Service (17)
Drive
RWD, 5 gears
Top-gear limit
172 km/h, 107 mph
Weight
1,400 kg
Seats
4
Added in
Base game (2013)

Generic service outline, not the real model

How the Taxi 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 172 km/h (107 mph), from fInitialDriveMaxFlatVel 143 x 1.2. 1 of the 14 Service vehicles in the game files have a higher limit; the class median is 132 km/h.
  • Drive force per tonne: 0.143 (fInitialDriveForce 0.2 on 1,400 kg). That is 834% more than the Service median of 0.015; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 0.9 with 53% of the braking on the front axle (class median 0.325).
  • Grip: peak traction 2.55 and sliding traction 2.45 (fTractionCurveMax / Min). The gap of 0.1 is how much grip it loses once the tyres slide; 48% of the grip sits on the front axle.
  • Weight: 1,400 kg, 83% lighter than the Service median of 8,250 kg.

Against all 14 Service vehicles in the game files

Taxi handling compared with the Service classEach bar runs from the lowest to the highest value in the Service class (14 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 172 km/h. Service median 132 km/h, range 108 to 187. Rank 2 of 14 (1 = highest).Top-gear limitrank 2 of 14172 km/hmedian 132Drive force per tonne: 0.143. Service median 0.015, range 0.013 to 0.143. Rank 1 of 14 (1 = highest).Drive force per tonnerank 1 of 140.143median 0.015Brake force: 0.9. Service median 0.33, range 0.25 to 0.9. Rank 1 of 14 (1 = highest).Brake forcerank 1 of 140.9median 0.33Peak grip: 2.55. Service median 1.55, range 1.15 to 2.55. Rank 1 of 14 (1 = highest).Peak griprank 1 of 142.55median 1.55Weight: 1,400 kg. Service median 8,250 kg, range 1,400 to 14,000. Rank 14 of 14 (1 = highest).Weightrank 14 of 141,400 kgmedian 8,250

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

handling.metaTaxiService medianDifference
fMass1,400 kg8,250 kg-83%
fInitialDriveMaxFlatVel143110+30%
fInitialDriveForce0.20.13+54%
nInitialDriveGears55+11%
fDriveBiasFront00.23-100%
fDriveInertia10.5+100%
fInitialDragCoeff610-40%
fBrakeForce0.90.325+177%
fBrakeBiasFront0.530.6-13%
fHandBrakeForce0.60.3+100%
fSteeringLock40°37°+8%
fTractionCurveMax2.551.55+65%
fTractionCurveMin2.451.45+69%
fTractionCurveLateral22.5°18.5°+22%
fTractionBiasFront0.480.475+1%
fLowSpeedTractionLossMult10+1
fSuspensionForce1.81.9-5%
fSuspensionRaise00same
fAntiRollBarForce0.80.22+272%
fDeformationDamageMult0.80.8same
AIHandlingSPORTS_CARhandlingName TAXI2, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Taxi in FiveM

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

local model = `taxi` -- 0xC703DB5F
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('spawntaxi', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`taxi`, '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 taxi.
  • txAdmin: in-game menu, Spawn Vehicle, type taxi.
  • QBCore / ESX: /car taxi for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Taxi 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
Hex0xC703DB5FCodeWalker, meta files, ymap entities
Unsigned3338918751C#, JavaScript, databases that store unsigned
Signed (int32)-956048545Lua 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('taxi') and the Lua backtick form `taxi` return.

Use the Taxi 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 Taxi sound set:

<audioNameHash>taxi</audioNameHash>
  • Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
  • 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 0: no visible body parts, performance upgrades only.
  • 1 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_STANDARD, 4 seats.

vehicles.meta flags

In plain words: cannot be resprayed; never placed as a parked car by the game.

All 6 flags
  • FLAG_EXTRAS_TAXI
  • FLAG_EXTRAS_REQUIRE
  • FLAG_NO_RESPRAY
  • FLAG_DONT_SPAWN_IN_CARGEN
  • FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO
  • FLAG_HAS_INTERIOR_EXTRAS

Make an add-on car feel like the Taxi

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 Taxi, they do not replace it.

Questions

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

The spawn code (model name) is taxi. Its joaat hash is 0xC703DB5F (3338918751 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 Taxi in GTA 5?

Its handling gives a top-gear limit of about 172 km/h (107 mph): fInitialDriveMaxFlatVel 143 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 1,400 kg.

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

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

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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