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GTA 5 vehicle data

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

The Dinka Thrust spawns with thrust. Below: its handling numbers explained and ranked against the Motorcycles 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.

thrust

Name in game
Thrust
Maker (in game)
Dinka
Class
Motorcycles (8)
Drive
RWD, 6 gears
Top-gear limit
182 km/h, 113 mph
Weight
270 kg
Seats
2
Added in
High Life (2014)

Generic motorcycles outline, not the real model

How the Thrust drives, in numbers

  • Rear-wheel drive: fDriveBiasFront is 0.0, so all of the drive force goes to the rear wheels. It has 6 forward gears.
  • Top-gear limit: about 182 km/h (113 mph), from fInitialDriveMaxFlatVel 152 x 1.2. 3 of the 59 Motorcycles vehicles in the game files have a higher limit; the class median is 168 km/h.
  • Drive force per tonne: 0.982 (fInitialDriveForce 0.265 on 270 kg). That is 28% less than the Motorcycles median of 1.364; it is a handling index for how hard it pulls for its weight, not horsepower.
  • Brakes: fBrakeForce 1.5 with 60% of the braking on the front axle (class median 1.2).
  • Grip: peak traction 1.98 and sliding traction 1.94 (fTractionCurveMax / Min). The gap of 0.04 is how much grip it loses once the tyres slide; 45% of the grip sits on the front axle.
  • Weight: 270 kg, 23% heavier than the Motorcycles median of 220 kg.

Against all 59 Motorcycles vehicles in the game files

Thrust handling compared with the Motorcycles classEach bar runs from the lowest to the highest value in the Motorcycles class (59 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 182 km/h. Motorcycles median 168 km/h, range 108 to 191. Rank 4 of 59 (1 = highest).Top-gear limitrank 4 of 59182 km/hmedian 168Drive force per tonne: 0.982. Motorcycles median 1.364, range 0.335 to 3.216. Rank 54 of 59 (1 = highest).Drive force per tonnerank 54 of 590.982median 1.364Brake force: 1.5. Motorcycles median 1.2, range 0.33 to 1.52. Rank 2 of 59 (1 = highest).Brake forcerank 2 of 591.5median 1.2Peak grip: 1.98. Motorcycles median 2.1, range 1.6 to 2.9. Rank 36 of 59 (1 = highest).Peak griprank 36 of 591.98median 2.1Weight: 270 kg. Motorcycles median 220 kg, range 100 to 1,140. Rank 5 of 59 (1 = highest).Weightrank 5 of 59270 kgmedian 220

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

handling.metaThrustMotorcycles medianDifference
fMass270 kg220 kg+23%
fInitialDriveMaxFlatVel152140.2+8%
fInitialDriveForce0.2650.3-12%
nInitialDriveGears65+20%
fDriveBiasFront00same
fDriveInertia11same
fInitialDragCoeff6.5810-34%
fBrakeForce1.51.2+25%
fBrakeBiasFront0.60.6same
fHandBrakeForce1.21.2same
fSteeringLock35°37.5°-7%
fTractionCurveMax1.982.1-6%
fTractionCurveMin1.941.94same
fTractionCurveLateral20°22.5°-11%
fTractionBiasFront0.450.465-3%
fLowSpeedTractionLossMult0.80.8same
fSuspensionForce77same
fSuspensionRaise00same
fAntiRollBarForce00same
fDeformationDamageMult0.80.8same
AIHandlingAVERAGEhandlingName THRUST, sub handling CBikeHandlingData

What each field does: handling.meta fields explained.

Spawn the Thrust in FiveM

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

local model = `thrust` -- 0x6D6F8F43
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('spawnthrust', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`thrust`, 'bike', 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 thrust.
  • txAdmin: in-game menu, Spawn Vehicle, type thrust.
  • QBCore / ESX: /car thrust for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Thrust it is bike. 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
Hex0x6D6F8F43CodeWalker, meta files, ymap entities
Unsigned1836027715C#, JavaScript, databases that store unsigned
Signed (int32)1836027715Lua 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('thrust') and the Lua backtick form `thrust` return.

Use the Thrust 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 Thrust sound set:

<audioNameHash>thrust</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 Motorbike 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 96 (96_thrust_modkit): 3 visible parts.
  • 9 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 12: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only (Standard White, White Plate 2).
  • Stock wheel category at the mod shop: Bike.
  • Seat layout LAYOUT_BIKE_FREEWAY, 2 seats.
Visible mod parts by slot
  • exhaust 1
  • roof 1
  • chassis 1

vehicles.meta flags

In plain words: no boot; appears as everyday traffic.

All 4 flags
  • FLAG_NO_BOOT
  • FLAG_IGNORE_ON_SIDE_CHECK
  • FLAG_AVERAGE_CAR
  • FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS

Make an add-on car feel like the Thrust

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 Thrust, they do not replace it.

Questions

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

The spawn code (model name) is thrust. Its joaat hash is 0x6D6F8F43 (1836027715 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 Thrust in GTA 5?

Its handling gives a top-gear limit of about 182 km/h (113 mph): fInitialDriveMaxFlatVel 152 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is RWD with 6 gears and weighs 270 kg.

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

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