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Bucky scripts · Manual gearbox for FiveM

Bucky Driving

A manual gearbox that behaves like one. Drag the stick through a real H-gate with the mouse, work a clutch that has a bite point, and feel every gear pull differently. Pull away in a gear that is too tall and the engine judders, then dies.

FiveM GTA V Enhanced Lua 5.4 No dependencies v0.1.0
Live model · 6-speed
Engine idling in neutral
Runs the script's own shifting, clutch and stall rules. Road speed is a simple stand-in for the game's physics.

Bucky Driving

  • Standalone
  • FiveM
  • FiveM Enhanced
  • Cfx.re Keymaster delivery

Secure checkout by Tebex Instant delivery

§ 1 · Overview

A gearbox that pushes back

Bucky Driving gives a car a manual gearbox. Every gear has its own ratio, its own pull and its own top speed. The clutch has a bite point. The engine stalls if you pull away in a gear that is too tall, or on a hill without enough throttle.

A blue sports car on a hill road in second gear. The gear gate and pedals sit at the right of the screen, above bucky-hud's gauges.
1
2
3

In the car

This is a car in second gear on a hill road, on a test server that also runs bucky-hud. Everything the gearbox shows sits at the right of the screen and can be moved with /gearhud.

  1. Gear gate

    The stick is in 2nd, so the 2 lights amber and the knob shows the same number. It stays on screen the whole time you drive manual.

  2. Pedals

    Clutch, brake and accelerator. Here only the accelerator is pressed, and its meter is green.

  3. bucky-hud

    The tachometer shows the gear you selected, not the one the game would pick, and uses the gearbox's own engine revs.

§ 2 · Gear gate

Shift with the mouse

Hold Left Shift. The clutch goes down, the camera freezes, and the mouse starts moving the gear stick. Drag it through an H-pattern gate that is built from the car's own gear count, and let go to drive.

Try it · drag the knob
Neutral
Road speed0 km/h

Turn the clutch on, then drag the knob through the gate. Try 1st at 150 km/h, or reverse while moving, to see a refused shift.

How the stick moves

  • OpensThe stick only moves once the clutch is far enough down to shift: past 60% of pedal travel. Until then the camera is frozen and the gate waits.
  • LayoutGears go in pairs, 1 above 2, 3 above 4. With an even gear count reverse gets its own column at the far left. With an odd count it takes the empty slot under the top gear.
  • Neutral zoneWithin 30% of the rail, a mostly sideways push slides the stick along it. You do not need to hit neutral exactly.
  • Sticky columnsNear a column the stick slows to 40% speed, so it settles on the middle gears instead of sliding past them.
  • Guided inAn up or down push near a column pulls the stick into that column. It only has to be within 45% of the column spacing.
  • SnapPast 45% of the way into an open slot, the stick drops fully into gear. Pull it back under 70% and it springs out to neutral.
  • DetentGoing straight from 1st to 2nd stops once at neutral. Keep pushing and it carries on.
  • Letting goRelease the clutch part-way into a slot and the stick settles: fully in if the gear had engaged, back to neutral if not.
Movement zones · 6-speed gate, values from config.lua

What each number does

The gate is measured in gate units: the stick runs from -1 to 1 sideways, and from -1 (top slot) to 1 (bottom slot) along a column. Every value below lives in Config.Gate.

SettingValueZone on the drawing
neutralZone0.3Amber band along the rail.
capture0.45Circles round each column on the rail.
railDetent / railDrag0.25 / 0.4Inner circles where the stick slows.
snapIn0.45Green tick: the stick drops into gear.
popOut0.7Blue tick: pulled back past it, the stick pops to neutral.
engage0.85Slot end zone where the gear counts as engaged.
blocked0.6Red tick: where a refused gear stops the stick.

Layouts

The gate is drawn from the number of gears the car has. Reverse moves to keep the pattern balanced.

When a shift is refused

The gearbox can turn a gear down. The knob stops at 60% of the way into the slot, the numeral flashes red, the knob shakes, and a short grind plays. Nothing engages until you back off.

ReasonWhen it happens
overrevA downshift would spin the engine past 115% of redline. Selecting 1st at 150 km/h does this.
movingReverse above 1.5 m/s, or a forward gear while rolling backwards faster than that.
clutchThe clutch is not down far enough. In the game the stick simply does not move until it is, so you will mostly meet this in the demo.

Neutral is always allowed, at any speed.

Anatomy of the gate
  1. Console

    A carbon-fibre surround with a chrome trim, tilted back in CSS 3D like a real centre console.

  2. Slots and numerals

    Chrome-rimmed slots with etched numerals. The engaged gear lights amber, and reverse lights red.

  3. Knob

    Leather with amber stitching. It stands upright on the plate and shows the current gear.

  4. Stall lamp

    Lights red when the engine has stalled.

  5. Clutch travel

    Segments fill as the pedal goes down.

§ 3 · Clutch

A bite point you can feel

Left Shift is the pedal. It goes down fast and comes up slowly, and the drive builds through a bite zone in the middle of its travel. Let it out gently and the car eases away. Dump it and the engine has to cope.

Clutch travel and drive
Drive at the wheels (coupling)Stall risk zoneGears change

Press a button to play a clutch movement. The cursor shows pedal travel and drive as time passes.

The numbers

  • Press120 ms from up to fully down. The stick can move once the pedal passes 60%, which takes about 72 ms.
  • Release900 ms from fully down to up. This is what makes the pick-up smooth instead of a lurch.
  • Bite zoneNo drive until the pedal has come up 25%. Full drive at 75%. Drive builds over 0.45 s of a normal release.
  • ShiftingGears change while drive is at or under 0.3, which is pedal travel of 60% or more.
  • Free rollingUnder 0.2 drive, at pedal travel of 65% or more, the car counts as free to roll on a slope.
  • Stall riskAbove 0.5 drive, at pedal travel under 50%, an overloaded engine can be dragged to a stall.
Tip

The pedal is a hold, not a toggle. Press it, pick the gear, and let go the way you would in a real car: smoothly, with a little throttle.

§ 4 · Torque and gearing

Every gear pulls differently

When the game can report a car's gear ratios, Bucky Driving reads them, holds the game's gearbox in a single gear, and gives that gear the ratio of the gear you picked. Revs, engine sound, pull and top speed then follow the gate.

Engine torque by RPM
Torque, fraction of peakLugging under 32% RPMIdle governor

The engine

  • Curve50% of peak torque at zero revs, rising to a peak at 65% RPM and easing to 88% at redline.
  • IdleIdle sits at 20% RPM. With no throttle the idle governor gives 28% of peak torque. That is what keeps a car creeping in 1st.
  • LimiterAt 100% RPM drive is cut. That gives every gear a top speed, and it is why 1st cannot carry you to 200 km/h.
  • PowerThe whole curve is scaled by 1.25, so a car feels a little stronger than stock. The scaling is capped at 3 times the game's drive.
  • InertiaRevs rise at 9 a second and fall at 4, so the needle follows the pedal with a small delay instead of jumping.
Speed range of each gear
example ratios
Car top speed216 km/h

Gears overlap, like real ones

Each bar runs from idle to redline in that gear. Short gears cover a narrow range at low speed. Tall gears cover a wide range up to the car's top speed, and the bars overlap so you always have a gear that suits the speed.

A car's own ratios are used when the game reports them. If a build cannot, the gearbox spreads ratios as (gears / gear) ^ 0.8, which is what the chart draws. Real cars will differ a little.

Some FiveM builds do not expose every native that ratio mode needs. The script checks for them and, if any is missing, switches itself to scale mode: the game keeps its own gears and the script scales its power to match. /geardebug shows which mode you are in.

Note

Reverse takes the reverse ratio the game reports. With the fallback spread it tops out at 80% of 1st gear's top speed.

Why the game's gearbox is held still

If the script only told the game which gear to be in, the game's own automatic gearbox would keep changing its mind. A car in 7th could pull like 4th while the HUD showed 4th. Ratio mode removes the argument: the game only has one gear to choose from.

Without ratio mode

The script sets a gear number, the game's automatic gearbox overrules it, and the gear that reaches the wheels is not the one you chose.

Now: ratio mode

The game's gearbox is set to one gear. That gear carries the selected gear's ratio, so nothing can change it. The car's own gearbox comes back when you get out, run /manual to switch off, or stop the resource.

Pick a gear

From pedal to wheels

Grip, wheelspin, weight transfer and the suspension stay with the game. The gearbox decides how much drive goes in, the game decides what the tyres do with it.

§ 5 · Pulling away and stalling

Pull away in the wrong gear

Moving a car off from rest takes torque. A short gear multiplies the engine's torque, a tall gear barely does. Pick a gear the engine cannot carry, let the clutch out, and it bogs, then stalls. Pick 1st on flat ground and it just rolls away at idle.

Can the engine pull away from rest?
Throttle0%
Pulls awayBogs, then stallsNumbers are the throttle needed. 0% pulls away by itself.

Click any square to load it into the launch lab. Built-in ratio spread; a real car uses its own ratios and will land close to these.

The rule, in one line

The engine can carry the car away when the torque it can offer is at least the load it has to move.

  • Offer28% of peak from the idle governor with no throttle, rising to 100% at full throttle.
  • LoadRolling resistance (0.08) plus 2.5 × the sine of the slope when facing uphill, multiplied by how much taller the gear is than 1st, to the power 2.5.
  • BrakesHolding the brakes at a standstill counts as a load of 1.5, more than the engine has. Stopping in gear on the brakes without the clutch always stalls.
  • TimerThe engine only stalls once the clutch is more than 50% engaged and the wheels are turning it below idle. It then has 600 ms of overload, counted in proportion to how engaged the clutch is.
In practice

1st creeps away on the flat with no throttle. 2nd needs about 6% throttle. 3rd needs about 62%. From 4th gear up the engine cannot pull away from rest at all. On a 10° hill, 1st needs about 33% throttle.

Launch lab · release the clutch
Engine RPMCar speedIdle
Torque offered0
Load0
Gear1st
Slope0°
Throttle0%
Ready

What a stall looks and sounds like

When the engine cannot carry the load it does not die at once. For 600 ms it bogs, and you get a warning you can act on.

Plays the judder and the stall sound.

Catch it

During the bog, three things stop it: press the clutch, add throttle so the engine can offer enough torque, or let the car reach idle speed for that gear. The bog timer resets straight away.

Restart

Press J with the clutch in or the stick in neutral. J only restarts an engine that Bucky Driving stalled. A car switched off any other way is left to your vehicle keys script.

Lugging

In gear with the clutch out, under 32% RPM and with the throttle down, the whole car vibrates as the engine labours. Change down and it stops.

§ 6 · Hills and rollback

Let it go and it rolls

In neutral, or with the clutch in, a car on a slope rolls the way a real one does. It needs about 2.0° of slope to start, steeper hills roll faster, and the brake or the handbrake holds it.

Tilt the hill
0.0m/s²
0km/h
Slope (nose up is positive)8°
Rolling

When it rolls

  • FreeNeutral, or the clutch far enough down that drive is under 0.2. That is pedal travel of 65% or more.
  • HeldThe brake or the handbrake stops it. In gear with the clutch out the engine holds the car, and on a hill without throttle it will stall.
  • Pull9.81 × the sine of the slope, minus 0.35 m/s² of rolling resistance. From rest the car only starts if the pull beats the resistance.
  • Speed capBelow 10 m/s the script drives the roll. Above it the game's own physics takes over, so the handover is smooth.
SlopeAccelerationAfter 5 s from rest

Straight from Config.Rollback. The script sets the car's speed every frame because the game holds a stopped car in place by itself.

§ 7 · Reverse

Reverse works like reverse

Reverse only engages when the car is nearly stopped. Once it is in, W drives you backwards and S brakes. Let the clutch out with no pedals pressed and the car creeps back at idle. The script drives reverse itself, so the pedals behave the same way every time.

Reverse bench
0km/h backwards
Engine RPM20%

Reverse is selected. Let the clutch out slowly, then try W and S.

The details

  • EngagesBelow 1.5 m/s, about 5 km/h. Above that the gate refuses it.
  • DriveW accelerates backwards at up to 3.2 m/s² at peak torque, scaled by the throttle and how far the clutch is out.
  • BrakeS brakes at up to 7 m/s². It never turns into forward drive.
  • CreepWith no pedals, the car backs away at idle if the engine can carry the load, exactly like 1st gear.
  • Top speedSet by the reverse ratio, and cut by the rev limiter like any gear.
  • HillsGravity works on the car in reverse too. Facing uphill in reverse adds load, and can stall it.
  • HandbrakeLeaves the car to the game while it is held.

§ 8 · Pedals and layout

Your pedals, your screen

Clutch, brake and accelerator sit under the gate and tip on their hinges as you press them. /gearhud lets each player drag the gate and the pedals anywhere and resize them. The layout is saved on the player's own PC.

Press the pedals

The clutch takes 120 ms to go down and 900 ms to come up, exactly as in the car. Brake and accelerator follow the key.

What the pedals show

  • ClutchAmber. Tips as Left Shift is held, and eases back over 900 ms.
  • BrakeRed. Follows S.
  • AcceleratorGreen. Follows W. A controller trigger moves it smoothly.
  • FeedbackEach pedal darkens as it goes down, and its letter and meter light up. Values are rounded to 5% steps and only sent to the page when they change.
  • SoundA soft thud when a pedal goes down and a small tick when it comes up. The clutch is the heaviest, the accelerator the lightest.

Turn the pedals off with /pedals, or for everyone with Config.Pedals.enabled = false.

/gearhud, the layout editor

Type /gearhud in game and the cursor appears. The two panels get a dashed outline and a small bar. This is the same editor on a mock 1080p screen, drawn to scale. Drag the panels, try the mouse wheel over one, and use the toolbar.

  • MoveDrag a panel anywhere. Panels stay inside the screen.
  • ResizeMouse wheel over a panel, or the − and + buttons. Steps of 5%, from 40% to 200%.
  • PedalsThe toolbar switch turns the pedal display on or off. It is the same setting as /pedals.
  • ResetPuts both panels back where Config.Display says.
  • Done / CancelEnter or Done saves. Esc or Cancel throws the changes away.
Saved layout, updated when you press Done

Position is the centre of each panel in % of the screen, and size is 1 = 100% at 1080p. Both grow with screen height. The layout is saved on the player's own PC, and everything is checked and clamped in Lua before it is stored.

§ 9 · Sound

Subtle and crisp

Every sound is made in the page from filtered noise and short pitched thumps. There are no audio files to ship, no licences to check, and each sound lasts between 20 and 600 milliseconds. Press play to hear them, and watch the waveform.

Volume50%

When each one plays

  • Gear inWhen the stick drops into a gear: a synchro click, the gear seating, then a small detent click.
  • Out to neutralOne lighter click as the stick springs out.
  • RefusedA short dry grind and a knock when the gearbox turns a gear down.
  • JudderSix low thumps across the 600 ms bog before a stall.
  • StallA heavy clunk and a falling groan when the engine dies.
  • PedalsDown and up for the clutch, brake and accelerator. Each pedal sounds at most once every 120 ms, so a shaky controller trigger stays quiet.

Volume and switches

config.lua
Config.Sounds = {
    enabled = true,
    volume  = 0.5, -- master, 0..1
    shift   = 1, -- gear in / out / refused, relative to master
    pedals  = 0.7, -- pedal press / release, relative to master
}

Players turn the sounds off for themselves with /drivesounds.

§ 10 · Works with

Alone, or with the rest of Bucky

Bucky Driving needs nothing else. It checks for its partners with GetResourceState, calls them inside pcall, and carries on without them when they are missing.

bucky-hud reads the gear

bucky-hud

The game's own gear is not the gear you chose, so a speedometer that asks the game shows the wrong number. With bucky-hud's manual gearbox support installed, its dials read the gear from Bucky Driving instead.

  • GearN, R, 1, 2 and up, as selected in the gate. It stays correct while the engine is stalled.
  • RPMThe tachometer uses the gearbox's own engine revs, so the needle sags during a bog and follows the gear you are in.
  • NotificationsMessages such as "Stalled" go through bucky-hud when it is running, and through the GTA feed when it is not.
  • Without itNothing changes. Bucky Driving shows its own gear on the gate.
Note

The bucky-hud side is a separate update in bucky-hud's own resource. Install it there and restart both scripts. Enter the car again so both pick up the new state.

Reading the gear from your own script

One client export gives any script the gearbox state. It returns nil when the player is not driving manual.

client-side
local ok, st = pcall(function()
    return exports['bucky-driving']:GetGearState()
end)

if ok and type(st) == 'table' then
    -- st.gear    'N', 'R', or the gear number
    -- st.gears   how many forward gears the car has
    -- st.clutch  pedal travel, 0 up .. 1 down
    -- st.rpm     engine revs, 0 .. 1 (1 = redline)
    -- st.stalled true while the engine is stalled
end

Other scripts on the server

ScriptWhat to expect
qb-smallresources
cruise control
Cruise holds speed by setting the car's speed directly, which fights the gearbox. Turning it on while driving manual shows a notice.
qb-smallresources
pushing
Pushing a car is unaffected.
qb-mechanicjob
nitrous
Nitrous and the gearbox both use the game's engine power multiplier. While a manual car is driven the gearbox sets it every frame, so nitrous may have no effect in it.
Vehicle keysJ only restarts an engine that Bucky Driving stalled. A car switched off any other way is left to your keys script.
qb-core, oxmysqlNot used. No server script, no database, no events.

§ 11 · Controls and commands

Two keys and a mouse

The whole gearbox is worked with one held key and the mouse. Everything else is the game's own controls. Press the keys on your keyboard and the caps below press with them.

Left Shift
Clutch. Held, the mouse moves the gear stick.
J
Restart the engine after a stall.
W
Accelerator. In reverse, drives backwards.
S
Brake. In reverse, brakes the car.
Space
Handbrake.

Commands

CommandWhat it does
/manualTurns the manual gearbox on or off for you. The choice is saved. New players start with it on.
/gearhudOpens the layout editor for the gear gate and the pedals.
/pedalsShows or hides the pedal display.
/gearsens 0.2 to 5How fast the mouse moves the stick. Without a number it tells you the current value. The default is 1.
/drivesoundsTurns the gearbox sounds on or off.
/geardebugShows live numbers on screen: mode, your gear against the game's, speed, RPM, power, clutch and load. Handy when tuning.

Keys can be rebound in Settings → Key Bindings → FiveM. Everything a player chooses is saved on their own PC.

Your first drive

  1. Get in as the driver. The gate appears on the right, in neutral. Cars with one gear, EVs, boats, aircraft, cycles and trains are left alone.

  2. Hold Left Shift and move the mouse. Up and left is 1st. The knob snaps in.

  3. Add a little throttle and let Shift go slowly. Over about a second, the car picks up. On the flat, 1st will even creep by itself.

  4. Shift up as the revs climb. Hold Shift, pull the stick down to 2nd, and let go. The gate will refuse a gear that would over-rev the engine.

  5. To stop, brake, hold Shift and select neutral. If you forget, the car stalls in gear.

  6. If it stalls, hold Shift and press J.

§ 12 · Installation

Drop it in and start it

There are no dependencies, no database and no server script. It works on FiveM and on FiveM for GTA V Enhanced.

  1. Place the resource

    Put the bucky-driving folder in your resources, for example in [bucky-scripts]. Leave tests/ and docs/ out of a packaged copy.

  2. Start it

    Add the line to your server.cfg. Start it after bucky-hud if you use it, so the dials find it, though the order does not matter once both are running.

  3. Restart and get in a car

    Restart the server, or run ensure bucky-driving from the console. Get into a car as the driver. The gate appears.

  4. Tune it

    Everything lives in config.lua. Change a value and restart the resource. See the configuration chapter.

server.cfg
# optional partner
ensure bucky-hud
ensure bucky-driving
fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
lua54 'yes'
author 'Bucky'
ui_page 'html/index.html'
nui_callback_strict_mode 'true'
Needs
GameFiveM, or FiveM for GTA V Enhanced. Enhanced only reads fxmanifest.lua, and this resource ships nothing in a stream folder.
FrameworkNone. It works on QBCore servers and on servers with no framework.
DatabaseNone.
Server loadNone. There is no server script.

§ 13 · Configuration

Every setting, in one place

This table is read from config.lua when the page is built, so the defaults here are the defaults in the file. Type to filter.

§ 14 · How realistic is it

What is modelled, and what is left to the game

Bucky Driving is a gearbox and an engine, not a full vehicle simulator. It models the parts a driver's hands and feet feel. The game keeps doing what it already does well: tyres, suspension, weight and collisions.

Modelled by the script

  • A clutch with press time, release time and a bite zone
  • Engine torque by RPM, idle governor, rev limiter and rev inertia
  • Each gear's ratio, pull and top speed
  • Load on pulling away: slope, gear height and the brakes
  • Bogging, judder, stalling, lugging and restarting
  • Idle creep in 1st, in any gear the idling engine can carry, and in reverse
  • Rollback on slopes with the drive disconnected
  • Reverse with its own drive, brake and top speed
  • Refusing shifts that would over-rev or engage reverse on the move

Left to the game

  • Tyre grip, wheelspin and traction
  • Suspension, weight transfer and steering
  • Front, rear or all-wheel drive layout
  • The engine sound itself. The script only sets the revs it plays at
  • Engine braking when you lift off in gear
  • Damage and collisions

Not modelled

  • Clutch wear, heat or burning
  • Synchro damage. A bad shift is refused instead of grinding the gears
  • Heel-and-toe, launch control and rev matching aids
  • Different engines per car. One torque curve fits every car, scaled by its own gearing
  • A default clutch button on a controller

Performance, data and safety

  • Client onlyThere is no server script, no event and no database. Nothing is paid out and nothing is stored on the server.
  • Idle costWhen the player is not driving manual, the resource wakes twice a second to check the car they are in.
  • Driving costOne loop runs per frame, and only while a player is driving a manual car. It does arithmetic on a few numbers and makes a handful of game calls.
  • Page messagesValues reach the page only when they change. Pedals and clutch move in 5% steps.
  • StorageThe manual switch, pedals switch, mouse speed, sounds switch and layout are saved on the player's own PC, not on the server. The layout the page sends back is checked and clamped in Lua.

Measure it on your own server with the resource monitor (resmon 1), with and without the resource running.

Built for CEF

The gate and pedals are built to stay light inside FiveM's built-in browser.

  • AnimationOnly transform, opacity and clip-path change over time. No animated filters and no backdrop filters.
  • DepthThe 3D look is a real CSS perspective tilt plus layered gradients and static shadows.
  • AssetsThe page's font is bundled. There are no audio files, and no images beyond CSS.
  • TestsThe gate, gearbox and rollback rules are plain Lua with offline tests, and the demos on this page are checked against that Lua before the page is built.

§ 15 · Troubleshooting

Questions you will have

I started the car in 4th and it will not move. Is that a bug?

No, that is what a real car does. 4th is far too tall to pull a stopped car away. With the clutch held in the engine runs but the car stays still. Let it out and the engine bogs, judders and stalls within about 600 ms. Try 1st, which creeps away on its own, or 2nd with a little throttle. The launch matrix in the stalling chapter shows what each gear needs.

The gear on the dial is not the gear I selected.

The dial must come from Bucky Driving, not from the game. Make sure bucky-hud has the manual gearbox update, restart both resources and get back into the car. To check the export by hand, run exports['bucky-driving']:GetGearState() from any client script while driving. It should return the gear, or nil if you are not driving manual.

The car feels too slow, or too strong.

Turn on /geardebug and watch power and gear top. Config.Engine.power scales the whole engine, torqueCurve shapes it, and the ratios come from the car itself. Raise or lower power in steps of 0.1 and restart the resource.

The stick moves too fast, or too slow.

Each player can set it with /gearsens, from 0.2 to 5. To change the default for everyone, edit Config.Gate.sensitivity.

The camera still moves when I hold Shift.

The camera is frozen with the game's look controls while the clutch is held. If another script re-enables them every frame, it may win. Check for scripts that call EnableControlAction on look controls each tick.

The gate covers something on my screen.

Run /gearhud, drag it where you want it, and press Enter. To change where it starts for everyone, edit Config.Display.

J does not restart the engine.

J only restarts an engine that Bucky Driving stalled, and only with the clutch in or the stick in neutral. A car switched off any other way is started by your vehicle keys script.

Nitrous does nothing in a manual car.

Nitrous and the gearbox both use the game's engine power multiplier. While you drive a manual car the gearbox sets it every frame, so it wins. Switch to automatic with /manual, or exclude the model in Config.ExcludedModels.

/geardebug says mode "scale".

Ratio mode needs a few game natives that not every FiveM build exposes. If any is missing, the script drops to scale mode: the game keeps its own gears and the script scales its power to match. It works, but revs and sound follow the game's gear more than yours. You can also force scale mode with Config.Drive.mode = 'scale'.

How do I keep certain cars automatic?

Add the model name to Config.ExcludedModels, or the class to Config.ExcludedClasses. Cycles, boats, helicopters, planes and trains are already excluded, and so are cars the game reports as electric. Any player can also switch to automatic for themselves with /manual.

Does it work with cruise control?

No. Cruise holds speed by setting the car's speed directly, which fights the gearbox. Turning it on while you drive manual shows a notice.

There is no sound.

Check that /drivesounds has not turned them off, and that Config.Sounds.enabled is true and the volume is above zero.

Does it store anything on the server?

No. There is no server script. The manual switch, pedals switch, mouse speed, sounds switch and layout are saved on each player's own PC.

The Bucky Ecosystem

One city. One economy.

Bucky Driving needs nothing else: no framework, no database. Installed next to Bucky HUD, the dials show the gear you chose, not the one the game picked.

  1. ● Live
    Bucky Fuel26 player-owned stations and their tankersView script →
    ↓ 12% GST · 20% resales↑ Loans to buy stations
  2. ● Live
    Bucky ReserveThe central reserve every dollar moves throughView script →
    ↓ Payroll lands on screen↑ Reserve alerts for staff
  3. ● Live
    Bucky HUDWhere players watch the economy moveView script →
    ↑ Your gear and revs on the dials
  4. You're here
    Bucky DrivingA manual gearbox with a clutch and a stick
With Bucky HUD

The dial shows your gear

The game's own gear isn't the one you chose. With Bucky HUD's manual gearbox update, its dials read N, R, 1, 2 and up straight from the gate, even while the engine is stalled.

With Bucky HUD

Revs that sag when you bog

The tachometer follows the gearbox's own engine revs, so the needle drops during a bog and matches the gear you're in.

With Bucky HUD

Messages in the HUD's style

Notices like "Stalled" go through Bucky HUD when it's running, and through the GTA feed when it isn't. Without Bucky HUD, nothing breaks.

Vision

Supply chain. Farms, warehouses and kitchens linked by player-driven trucks and trains. When the chain stops, businesses run dry.

Get Bucky Driving

A gearbox that pushes back.

A manual gearbox for FiveM that behaves like one. Drag the stick through a real H-gate with the mouse, work a clutch with a bite point, and feel every gear pull differently. Pull away in a gear that is too tall and the engine judders, then stalls.

  • Delivered instantly to your Cfx.re Keymaster
  • Secure checkout by Tebex, the official FiveM store

What you get

  • A real H-gate. Hold Left Shift and drag the stick with the mouse. Gears snap in, and a shift that would over-rev the engine is refused with a knock.
  • A clutch with a bite point. It goes down in 120 ms and comes up in 900 ms, so the car picks up smoothly through a real bite zone.
  • Stalls, judder and rollback. Pull away in too tall a gear, or up a hill without throttle, and the engine bogs, judders and dies. In neutral the car rolls back down a slope.
  • Pedals on screen. Clutch, brake and accelerator tip as you press them. Players drag and resize the gate and pedals with /gearhud, saved on their own PC.

Requirements

  • No framework needed (works on QBCore or with none)
  • No database, no server script
  • Bucky HUD (optional, shows your selected gear and revs)
FAQ

Bucky Driving questions

Does Bucky Driving need QBCore?

No. It has no framework, no database and no server script. It works on QBCore servers and on servers with no framework at all.

Can players still drive automatic?

Yes. Any player can switch between manual and automatic with /manual, and the choice is saved. You can also keep certain models or vehicle classes automatic for everyone in config.lua.

Does it work with Bucky HUD?

Yes. With Bucky HUD's manual gearbox update, its dials show the gear you selected in the gate and the gearbox's own engine revs, even while stalled. Without Bucky HUD, the gate shows the gear itself.

Does it work on FiveM Enhanced?

Yes. It runs on both the classic FiveM build and FiveM Enhanced (the GTA V Enhanced edition of the platform).

How is it delivered?

After checkout the resource is added to the Cfx.re Keymaster account you signed in with. Download it from Keymaster and add it to your server like any other resource.

Is the code escrow protected?

The core is protected with Cfx.re Asset Escrow, so it can't be leaked or resold. The config files you need to tune it stay open and editable.