Wiki · Life in the city
Vehicles
Take any car off the street, or buy your own. A car you own is yours for good, and comes back free when it's wrecked.
Opens: From the start; Premium Deluxe Motorsport at total level 10
Any street car can be driven from your first minute. As a civilian, getting behind the wheel of a police car or an emergency vehicle is Theft, two stars. Owning one needs only the money, in cash, and your first pays the Own a vehicle goal: $1,000 and 150 XP.
Buying
| Dealership | Sells | Prices, before tax |
|---|---|---|
| Premium Deluxe Motorsport (total level 10) | Sports, super, every convertible | $2,500 to $3,625,000 |
| Los Santos Benefactor Autos | Compacts, coupes, muscle, SUVs, sedans, sports classics | $2,500 to $405,000 |
| Larry’s RV Sales | Off-road, vans | $2,500 to $255,000 |
| Sanders Motorcycles | Motorbikes | $2,500 to $1,300,000 |
| Mr Spokes Cycles | Bicycles | $200 to $12,500 |
| Grapeseed Autos | Utility | $2,500 |
| Higgin’s Docktease | Boats | $4,200 to $530,000 |
No dealership sells helicopters, planes, lorries, or the armed and military specials, and the Kosatka submarine isn’t for sale either.
How a price is set: by how fast the vehicle is, lap time counting three quarters and top speed a quarter. A motorbike costs a tenth of a car that’s just as fast; boats and bicycles cost a quarter of their GTA Online price. No vehicle costs less than $2,500 or more than $5,000,000. A few examples:
| Vehicle | Price before tax |
|---|---|
| Asea | $3,000 |
| Buffalo | $36,500 |
| Kuruma | $69,500 |
| Sultan | $125,000 |
| Alpha | $130,000 |
| Adder | $280,000 |
| Bati 801 | $300,000 |
| Zentorno | $665,000 |
| Pariah | $1,675,000 |
| Krieger | $2,450,000 |
| Emerus | $2,500,000 |
| Seashark | $4,200 |
| Dinghy | $41,500 |
| Tug | $315,000 |
The showroom shows every price with the 6% tax included.
In the showroom E opens and shuts the doors, and a convertible’s roof goes up and down. The colour on display is the colour you get. There’s no test drive and no refund. Your new car waits on the lot with an arrow over it, with a full tank and its plate showing your name if it fits in 8 characters. There’s no limit on how many you own.
Your own car
- It appears when you log in where you last used
/park, and goes away when you log out. It keeps its fuel, mileage, dirt, lock, paint, parts and boot; only/parksaves where it stands./parkworks from the driver’s seat with the car stopped. - Finding it: your cars show on the map as “Personal Vehicle”. K lists them: Information shows lock, fuel and mileage, and Track sets a waypoint.
- Wrecked? It comes back at once, free and repaired, at the spot it appeared at when you logged in, with its parts and its boot. There’s no insurance, and none is needed.
- Left unlocked? Anyone can drive it off. They’re told it’s yours, and they can’t lock it or sell it.
Keys and locks
Your account is the key. X on your own car, on foot: Toggle Lock, Toggle Engine, Doors (hood and trunk too)
and Windows; on anyone else’s, just Doors and Windows while it’s unlocked. /lock and /unlock work on the car you’re
in, your own car within 4 m, or the last car you drove. Locked, nobody else can open its doors or boot, and the lock
stays through logouts. You can lock a street car that’s nobody’s, and then only you can unlock it. /engine switches
the engine on and off.
Getting in, changing seats and breaking in
- Getting in as a passenger with G works while the car is nearly still, close to the ground, and with a free seat.
- Changing seats is G too. Nobody slides into the driver’s seat for you any more: when the driver gets out, you stay where you are until you press G. The two front seats swap with each other, and so do the two rear seats. If a bag or something else is sitting on the seat you’d move to, you’re told there’s one there and you stay put.
- Smash Window: walk up to a car and press E at a window (H if you’ve something in your hands) to put it through with a swing everyone sees. You need to be at the glass, and it has to be within easy reach, so a tall lorry’s cab is never offered. It’s offered on the rear windows, and on a front window when something is sitting on the seat behind it: a smash and grab. It isn’t offered while you’re getting into a car, holding a pump nozzle or refuelling, and never on a job’s car. Smashing doesn’t unlock the car, open the glovebox or pull anyone out, and costs no heat.
Fuel
- Fuel burns only while the engine runs: by speed with your foot down, a trickle off the pedal. Big vehicles, a shot fuel tank and each passenger burn it faster. Flat out at about 110 km/h (67 mph) an ordinary car empties a full tank in about 12 minutes, a big one in under 5.
- A warning comes at 25%. At 0 the engine dies, and an empty car won’t start.
- Bicycles, boats, helicopters, planes and electric cars use no petrol. A street car’s tank holds anything from 15% to full.
At the pump: from the driver’s seat, E at a pump. On foot, E at the pump takes the nozzle, E at the filler cap fills, and E at the pump hangs it back. You pay for what went in, $8 for every 1%, $800 a full tank, plus tax, from your cash; the pump stops when your cash does.
| At the pump | |
|---|---|
| How long | A full tank takes a few seconds, longer in a big car |
| How far | You must be at the filler cap, within reach of the hose |
| Stopping | E stops it, and the label on the ring reads “Stop”. Walking off, being knocked down or hurt also stops it; from the driver’s seat, moving the car or leaving it does |
| Hanging it up | Walk too far with the nozzle, get in a car, die or get knocked over, and the nozzle goes back on the pump by itself |
| A wrecked pump | A pump shot to pieces offers nothing, and its nozzle goes back on the hook |
From the driver’s seat the engine is off while it pumps.
Station tanks: each of the 24 gas stations has its own tank, refilled only by the trucking petrol run. A station counts as dry when less than a fill-up is left. Its blip turns yellow when it’s running low and grey when it’s dry, and then its pumps shut. When one runs low or dry, everybody online is told in chat with a notice from Billy at the Trucking Guild. A pump away from any station is public: same price, never dry.
Jerrycans: every gas station counter sells one, empty. Hold it at a pump and press E to fill it (a quarter of a tank, $200). To pour it, X on the car and Refuel (Jerrycan).
The mod shop
Seven garages (“Mod Shop” on the map): three Los Santos Customs, two Beeker’s Garages, Benny’s Motor Works, and the Runway 1 Hangar for planes and military vehicles. Drive in at the wheel. Police vehicles are turned away, and no garage takes bicycles, boats, helicopters or emergency vehicles. You buy only while you’re inside a garage. New players (under an hour played) see an extra label at the door inviting them in.
- Repair is the first row while the car is damaged: $1,200. It’s the only repair you can buy.
- Performance parts cost a fixed price plus a share of the car’s dealership price, so a hypercar’s parts are dear and a cheap car’s are never free. Each level costs more than the one before; prices are rounded to $50.
- Everything else costs the same on any car: see the table.
- Armour and nitro aren’t for sale, putting a part back to stock is free, and 6% tax goes on top.
- Only your own car keeps its mods. Work on any other car is lost when the car goes.
| Part | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Plus a share of the car’s price |
|---|---|---|---|---|---|---|
| Engine | $1,000 | $2,000 | $3,500 | $5,000 | 0.5%, 1%, 2%, 3% | |
| Transmission | $750 | $1,500 | $3,000 | 0.5%, 1%, 2% | ||
| Turbo | $4,000 | 2% | ||||
| Brakes | $500 | $1,000 | $2,000 | $3,000 | 0.25%, 0.5%, 1%, 1.5% | |
| Suspension | $250 | $500 | $1,000 | $1,500 | $2,000 | 0.1%, 0.2%, 0.4%, 0.6%, 0.8% |
All five parts at their top level come to $17,250 on an Asea, $28,650 on a Sultan, $78,850 on a Zentorno, $244,850 on a Krieger and $249,500 on an Emerus.
| Flat price, any car | Cost |
|---|---|
| A body part | $1,000 |
| A small part (trims, dash, dials, doors, seats, plaques, speakers, aerials and the like) | $500 |
| Hydraulics | $2,500 |
| Drift tyres | $3,000 |
| Horn, headlight colour, wheel colour, dashboard colour, neon colour, plate style | $500 each |
| Rims, tyre design, tyre smoke, livery, xenons | $1,500 each |
| Neon layout | $750 a strip: $750 for front or back, $1,500 for sides or front and back, $2,250 for three, $3,000 for all four |
| Paint: classic or metallic | $500 |
| Paint: pearlescent | $1,500 |
| Paint: matte | $1,000 |
| Paint: metal | $2,000 |
| Paint: chrome | $5,000 |
| Window tint: Light Smoke or Green | $1,500 |
| Window tint: Dark Smoke | $3,500 |
| Window tint: Limo or Pure Black | $5,000 |
| Custom plate text | $5,000 |
- Plate text is 1 to 8 letters, numbers and spaces, and no other car may be wearing it.
- Rims with several designs (Benny’s, Bespoke, Track, Street) are one row: press left and right to preview each
design, and Enter buys the one showing, unless it’s marked
(installed).
The boot
E at the back of a car, on foot. A rear-engined car keeps its boot at the front; a motorbike has saddlebags, a bicycle nothing. Your own car keeps its boot for good, through wrecks, impounds and restarts; any other car loses everything in it when the car goes. With your hands full, E at the boot puts what you hold straight in, and a bag-sized thing can also ride on a seat: see Carrying things. You can’t open a boot while the car is moving or on a job’s car. A model the game doesn’t place in a class gets 40 kg (88 lb). A boat’s hold depends on its hull instead, and your own boat’s hold carries fish: see Fishing.
| Vehicle | Boot |
|---|---|
| Cycles, trailers, trains | none |
| Motorbikes | 8 kg (18 lb) |
| Hyper cars | 15 kg (33 lb) |
| Supercars | 20 kg (44 lb) |
| Compacts, sports, sports classics | 30 kg (66 lb) |
| Coupes | 40 kg (88 lb) |
| Muscle | 50 kg (110 lb) |
| Sedans | 60 kg (132 lb) |
| Off-road | 80 kg (176 lb) |
| Emergency vehicles | 80 kg (176 lb) |
| SUVs | 100 kg (220 lb) |
| Planes | 100 kg (220 lb) |
| Utility, service vehicles | 150 kg (331 lb) |
| Military vehicles | 200 kg (441 lb) |
| Vans | 250 kg (551 lb) |
| Industrial vehicles | 300 kg (661 lb) |
| Commercial lorries | 400 kg (882 lb) |
| Helicopters | 60 kg (132 lb) |
The impound
Only an arrest impounds a car: the one you last drove, if it’s your own and within 60 m of you. The fee is $1,000 a wanted star you had, plus $10,000 with an APB, and while it’s under $50,000 it grows $1 to $5 a minute. Get it back at the LSPD Auto Impound: X on your car, Clear from impound, paid in cash. Until then nobody can get in it, even across logouts.
The tow: if a tow driver of rank 3 (Contracted) is on duty nearby when you’re arrested, the car waits at the kerb for a couple of minutes as a live tow call, and the officer is told a tow has been called. If no driver comes, the lot sends its own truck. See Tow dispatch.
Selling and pushing
- Selling: the scrapyard always buys your own car, for 95% of what you paid, less $1,000 for each km of mileage your vehicle menu shows (mileage is always in kilometres, whatever your Measurement System). It’s gone for good, parts and boot too.
- Pushing: hold Numpad 8 at either end of a car and steer with A and D. The prompt shows when you’re close, and pressing the key walks you to the nearer end and turns you to face the car; let go and you stop. It works on cars, bikes, vans and anything up to ambulance size, locked or not, upright and in one piece, as long as nobody is in the driver’s seat or its engine is off. That’s how a dry car gets to a pump. The key is listed as “Push a vehicle (hold)” in Settings > Key Bindings > FiveM, and you can rebind it there.
- Car washes: Strawberry $350, Little Seoul $500, plus tax.
Tips
/parkbefore you log out. Logging out doesn’t save where the car stands.- Lock it. Unlocked, anyone can drive it off or open its boot.
- Engine off while you wait. A running engine keeps burning fuel.
- Tune only your own car.
- Take a full jerrycan into the country. Stations run dry; public pumps never do.
Related: Money · Items and your pockets · Carrying things · The scrapyard · Tow dispatch · Racing · Fishing
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