> For the complete documentation index, see [llms.txt](https://goonsquad.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://goonsquad.gitbook.io/docs/gs-handling-studio/overview.md).

# Overview

GS Handling Studio is an in-game vehicle handling & engine-sound editor for FiveM. Players open a movable, resizable tuning panel while driving, edit physics values (mass, drive force, traction, suspension, brakes and more) and swap engine audio **live**, then save tunes as per-model overrides or named profiles — no `.meta` editing, no restarts.

**Price:** Free | [Get on Tebex](https://store.goonsquadstudios.com/package/7643007)

**Product page:** [goonsquadstudios.com/handling-editor](https://goonsquadstudios.com/handling-editor) — full feature breakdown, FAQ and guides

{% embed url="<https://www.youtube.com/watch?v=-_mgHdu91PU>" %}

{% hint style="success" %}
GS Handling Studio is **fully open source** — every Lua file is escrow-ignored, so you can read, learn from, and modify all of the code.
{% endhint %}

***

## Highlights

### Live Handling Editor

* Edit mass, drag, drive force, gears, drive bias, brakes, traction curve/bias, suspension (springs, dampers, ride height, anti-roll, roll centre), steering lock, centre of mass, and more
* Sliders plus typed numeric inputs with sensible ranges, and keyboard fine-tuning
* Changes apply instantly while you drive — the panel keeps game input alive so you feel every change in real time

### Engine & Exhaust Sound

* Swap the engine audio bank between 14 curated character sets (muscle V8, NASCAR, V10/V12 supercar, turbo inline-4/6, rotary, diesel, rally, EV, hyper-hybrid, and more)
* Pitch, volume, backfire/pop, and turbo-flutter parameters
* Turbo flutter is made audible by fitting the turbo mod when supported — an existing turbo is never stripped

### Presets & Profiles

* 6 built-in presets: TRACK, DRIFT, STREET, OFFROAD, RACE, DEMO
* Name and save full tunes as custom profiles, stored per player
* Per-model runtime overrides re-apply automatically whenever the player drives that model

### Code Export

* One click generates a complete `<Item type="CHandlingData">` block ready to paste into a `handling.meta`
* An audio config snippet with the matching `ForceVehicleEngineAudio` call is generated alongside it

### Mod-Friendly Runtime

* Keeps a clean base snapshot per model and only writes the fields you changed on top of it
* Applies once per vehicle instance — no per-frame enforcement loop, so mechanic scripts and engine swaps are never fought
* Client and server exports/events for clean interoperability (see [API & Exports](/docs/gs-handling-studio/exports.md))

***

## Compatibility

| Framework           | Support                                     |
| ------------------- | ------------------------------------------- |
| Standalone          | Supported (no framework required)           |
| QBCore / Qbox / ESX | Works alongside — no framework hooks needed |

### Storage

| Backend         | Requirement              |
| --------------- | ------------------------ |
| MySQL           | `oxmysql`                |
| JSON flat files | None (built-in fallback) |

The storage backend is selected automatically: MySQL when `oxmysql` is running, JSON otherwise. See [Configuration](/docs/gs-handling-studio/configuration.md).

***

## Requirements

* A modern FiveM server artifact
* `oxmysql` (optional — only for MySQL persistence)

***

## Next Steps

1. Follow [Installation](/docs/gs-handling-studio/installation.md).
2. Review [Configuration](/docs/gs-handling-studio/configuration.md).
3. Learn the editor in [Usage](/docs/gs-handling-studio/usage.md).
4. Integrate other scripts through [API & Exports](/docs/gs-handling-studio/exports.md).
