> For the complete documentation index, see [llms.txt](https://legacydmc.gitbook.io/dynamic/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://legacydmc.gitbook.io/dynamic/fine-tuning-your-vehicle/customizing-your-experience.md).

# Customizing Your Experience

The dynamic engine takes pride on it's modularity, allowing the user to edit never seen parts of the game, that usually where hard coded.\
\
In order to edit such information, on your Config folder, open the "physicsData.lua" file, and you'll have access to the following fields:

## steeringData

#### <kbd>steeringRateGamepad</kbd>

Controls how fast or slow you steer in a gamepad

#### <kbd>steeringReturnRateGamepad</kbd>

Controls how fast or slow you return to center when not steering in a gamepad

#### <kbd>steeringGammaGamepad</kbd>

Controls how sensitive the steering is around the center lower values give smoother, finer control, while higher values make steering more aggressive.

#### <kbd>steeringRateKeyboard,steeringReturnRateKeyboard,steeringGammaKeyboard</kbd>

Same as mentioned above, but for keyboard.

#### <kbd>counterSteerRate</kbd>

The counter steering rate of the wheel. The less, the more interferance there will be from the system.\
You should always have this at least at a low, as keyboard and controller inputs require this for a stable driving experience.

#### <kbd>counterSteerMaxAngle</kbd>

The maximum counter steer angle that the system is allowed to execute.

#### <kbd>steeringReductionMult</kbd>

Controls how much steering responsiveness decreases as vehicle speed increases blending between full control and speed-sensitive damping.

#### <kbd>allowMouseSteering</kbd>

Allows or denys mouse steering.

#### <kbd>mouseSteeringSensitivity</kbd>

Defaults mouse steering sensitivity.

#### <kbd>allowSteeringAssistOnMouseSteer</kbd>

Enables full steering logic like auto-correction and speed-based reduction for mouse input, instead of raw steering.

#### <kbd>useAckermannSteeringCorrection</kbd>

Enables the calculation of ackermann geometry for the steering, reducing/eliminating excessive understeer caused by the quick steering natural to the game,  highly recommended to leave it enabled.

## assistsData

#### <kbd>enableAssistsByDefault</kbd>

When enabled, automatically starts any car with TCS & ESC by default.

#### <kbd>tcsIntensity</kbd>

Default TCS Intensity, controls how much traction there needs to be lost before the TCS acts, treat as a multiplier.

#### <kbd>escThresholdMultiplier</kbd>&#x20;

Similar to the abovementioned, but for the ESC, controls the error margin for the ESC system to activate.&#x20;

## tunableData

#### <kbd>downforceGripGainCoeff</kbd>

Static Grip Gain coefficient per wheel. Similar to the game default 0.035 per wheel. The more this is increased the more grip vehicles will gain at high speed, useful for arcade experiences.

#### <kbd>linearDampeningCoeficient</kbd>&#x20;

The coeficient for resistance of change for linear motion. (fowards/backward)\
It is a very sensitive value, so tune carefully.\
\
When increased, the vehicle will resist more the change of velocity in linear movement,\
When decreased, it will resist less.\
\
Vanilla value: <kbd>**0.01**</kbd>

#### <kbd>angularDampeningCoeficient</kbd>&#x20;

The coeficient for resistance of change for angular motion. (turning/rotational)\
It is a very sensitive value, so tune carefully.\
\
When increased, the vehicle will resist more the change of velocity in rotational movement,\
When decreased, it will resist less.\
\
Vanilla value: <kbd>**0.02**</kbd>

## transmissionData

#### <kbd>simulateTransmissionLugging</kbd>

Punishes vehicles trying to launch from 2nd or more gear when standing still, by simulating required force for launch. Recommended for realistic experiences and drag races. May be disabled for arcade experiences.

#### <kbd>enableWheelies</kbd>

Controls if there will be a power boost while doing a wheelie, specifically on cars. If enabled, wheelies will provide a massive power boost. If disabled cars will still be able to do wheelies, but will not have a massive power boost, or be able to do a wheelie outside 1st gear, or longer than 3 seconds.

## netSyncData

#### <kbd>enableDriftSync</kbd>

Enables syncronization of RPM during drifting, may be disabled on large servers to save bandwith.

#### <kbd>enableBrakeSync</kbd>

Syncs the brake lights and brake disc fade, disable it to save on performance if you do not care about this extra detail.

#### <kbd>netSyncDistance</kbd>

The minimal distance the gameplay camera needs to be in order to sync dynamic features across clients.

## experienceData

#### <kbd>isArcadeExperience</kbd>

When enabled, systems will adapt for arcade gameplay. Tap-to-drift will be available, alongside other patches for a high grip & speed arcade gameplay. [Be sure to pair this with the arcade preset.](/dynamic/using-presets.md)

#### <kbd>useChaseCamByDefault</kbd>

Set this to false if you do not wish to have the custom cameras enabled by default.

#### <kbd>useCustomSteeringInput</kbd>

Controls the Custom Steering, if disabled, dynamic new configurable steering module will be disabled.

#### <kbd>useDynamicKeybinds</kbd>

If enabled, dynamic will handle keybinds, if disabled, dynamic will not register keybinds. [Refer to these to enable it on your custom keybind script.](/dynamic/bind-exports.md)

#### <kbd>useInvertedAllowlistMode</kbd>

When enabled, the cars who's name is in the "allowList.lua", will not be able to run dynamic, when disabled, solely the cars listed there will.

#### <kbd>allowAutoCom</kbd>

Temporary config. Auto C.O.M feature may cause vehicles to launch forward, due to a glitch on a FiveM native, disable this to avoid it.

#### <kbd>allowAirControl</kbd>

Allows controling the vehicle while airborn.

#### <kbd>forceDefaultTorqueGain</kbd>

Enable if you wish to overwrite the torque gain when using a turbo, to a fixed value.

#### <kbd>defaultTorqueGainAmmount</kbd>

Default turbo torque gain ammount, given in fractional percentage (0.1 = 10%)

#### <kbd>brakeHeatGeneratorMultiplier</kbd>

A Multiplier for how the heat generated by the brakes. Purely visual, increase it to make the brake glow effect show with more frequency, useful for arcade experiences.

## upgradeData

#### <kbd>enableVanillaTuningIntegration</kbd>&#x20;

Enables dynamic to handle and detect vanilla upgrades, also allows the user to change the upgrades power increase, and keep it the same for every vehicle, further aiding in balancing vehicles, not advised to be turned off.

#### <kbd>**enginePowerMultiplierFactor**</kbd>

Maximum engine power increase in decimal percentage.

#### <kbd>**enginePowerMultiplier**</kbd>&#x20;

Upgrade stages as a fraction of the max gain (0.25=5%, 0.5=10%, 0.75=15%, 1.0=20%),\
Do not add or remove any index of this table, as the in-game tuning only goes upwards to stage 4.

#### `brakesPowerMultiplierFactor`

Same as enginePowerMultiplierFactor, but for braking power.

#### `brakesPowerMultiplier`

Same as enginePowerMultiplier, but for braking. Brakes only have 3 stages.

#### `transmissionShiftTimeMultiplier`

The ammount in % that the gear shifting time will be reduced, per transmission stage, goes upwards to stage 3.

## optimizationData

#### <kbd>allowChaseCamRaycast</kbd>&#x20;

Controls the ray casting on the chase camera. If disabled cameras will clip into the wall, but you'll get a considerable performance bonus on resmon.
