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Performance Systems
Nitro
Nitro uses the configured install item and can be restricted to mechanics. The open advanced configuration controls bottle capacity, activation key, speed and throttle requirements, drain rate, power, effects, purge behavior, notifications, and HUD position.
The default key mapping is Left Shift. Players can change FiveM key mappings in their client settings.
The built-in Nitro display can be disabled while keeping state and consumption data available to another HUD. See External Nitro HUD for the configuration, client exports, event payload, and a complete integration example.
External HUD update frequency is controlled by Config.Nitro.externalUpdateIntervalMs in config/adv_config.lua. Use a value that matches your HUD refresh needs; very low intervals are usually unnecessary for NUI displays.
Anti-lag
Anti-lag settings control its initial enabled state, RPM and gear requirements, burst timing, flame scale, volume, and optional turbo pressure behavior. Test sound and visual values with the vehicles used on your server.
Two-step and launch control
Two-Step can use the foot brake or handbrake and can be limited by speed, gear, and RPM. Optional Launch Control can hold the vehicle, target a configured RPM, and apply a short torque ramp after release. Its adaptive runtime checks inputs at a configurable idle interval and switches to every-frame processing only after the throttle-and-brake combination is held or while the release ramp is active.
Aggressive torque and pressure values can behave differently across custom handling files. Test them on multiple vehicle classes.
See Two-Step and Launch Control for installation, player controls, every configuration value, performance behavior, tuning guidance, and troubleshooting.
Stance and wheel sizing
Stance limits control front and rear camber, track width, and suspension height. Separate wheel-size limits control wheel size and width. Saved vehicle values take priority over defaults; resetting stance restores factory values.
Keep limits conservative enough to avoid detached-looking wheels, clipping, unstable handling, and incompatibility with custom vehicles.
Stancer state is reapplied after rim changes, tuning installation, garage spawning, stream-in, driver changes, and vehicle damage. Nearby players should see the same wheel dimensions and suspension height. The synchronization uses bounded stabilization checks and does not resize wheel colliders.
stanceWheelSize and stanceWheelWidth are separate feature toggles and are disabled by default. When either toggle is off, its slider is hidden and matching values are removed from order, statebag, installation, and persistence payloads rather than merely hidden in the UI.
Engine sounds
Engine Sounds can be enabled and configured in config/engine_sounds_config.lua. Built-in and custom entries appear in the Engine Sounds tuning section:
Config.EngineSounds = {
enabled = true,
section = "engine_sounds",
optionId = "engine_sound",
cameraPart = "rear",
defaultPrice = 5000,
stockPrice = 5000,
requiredItem = "engine_sound_kit",
disableVehicleRadio = true,
sounds = {
{ audioName = "MONSTER", label = "Monster", price = 5000 },
{ audioName = "customsound", label = "Custom Sound", price = 6000 }
}
}
While an Engine Sound option is focused, the vehicle continuously revs so the sound can be compared before purchase. After selection, the chosen audio name is synchronized through the vehicle state so nearby players hear the same engine sound.
Custom audio files are not generated or downloaded by Sky Mechanic Job. Their audio configuration and sound files must be provided by an ensured resource. Entries can use common fields such as audioName, soundName, sound, value, hash, or name; simple string and keyed entries are also accepted.
For file placement, manifest declarations, complete configuration examples, and troubleshooting, see Custom Engine Sounds.
Custom handling
The default profiles include drivetrain, engine upgrade, tyre compound, and ceramic brake options. Profiles can be enabled individually and connected to a required tuning category and installation flow.
The upcoming Handling Editor is a free upgrade for sky_mechanicjob with in-game administrator tuning, live road tests, saved profiles, and XML/JSON export. Open its feature guide for the basics and illustrated feature dropdowns.
Drivetrain swaps are not safe on every model. Enable the drivetrain whitelist after testing and include only models known to support the selected drivetrain changes.
Only enable overwriteHandling when another resource resets handling whenever a player enters a vehicle. Using it without such a resource can stack multiplier-based upgrades.
Mobile Dyno
The Mobile Dyno combines a physical test bench with tablet and panel controls, a separate result monitor, cooling fans, and four staged test profiles. Connect a vehicle, align its driven axle, complete the readiness checks, and follow power, torque, and temperatures during the run.
See its feature guide for placement, the first-test workflow, profile differences, result history, and server settings.
Workshop lifts
Lift behavior includes creator models, optional MLO/YMAP model sets, existing-prop detection, radial interaction distance, movement speed, and travel height. Verify custom lift models before enabling automatic discovery.
Testing checklist
- Nitro installs, refills, drains, saves, and restores correctly.
- Key mapping and HUD placement do not conflict with other resources.
- Anti-lag and two-step respect configured RPM, gear, and speed limits.
- Stance values remain stable after storing and retrieving a vehicle.
- Stance values remain visually consistent for a second player after rim, driver, and garage changes.
- Custom engine sounds are listed, preview correctly, and can be heard by a nearby second player.
- Custom handling does not multiply after repeated vehicle entry.
- Drivetrain swaps are tested per allowed vehicle model.
- Lift controls remain reachable at the configured radial distance.