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[handling.dat] Explained

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JZersche
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#1

Posted 09 December 2008 - 09:18 PM Edited by ToxicNinjaX, 18 February 2011 - 12:12 AM.

I made a graphical table in Photoshop, that when finished will show what each option does, for the row under transmission,suspension and so fourth. It took me a good hour and a half. What I am thinking we could do is, I could add another row to the left that says "Type or Mode" or something, and put in what the vehicle handles like. E.G. Street racer, good for drifting, heavy and slow, heavy and fast, etc.

So lets begin trying to figure out what each option does and post here on what they do and I'll update the image rolleyes.gif

devil.gif Image Updated! 12/10/2008@9:02PM Est devil.gif
Image URL's Fixed 02/17/2011@6:52PM Est

user posted image

And for the image of the centreofmass explanation, Its
user posted image
user posted image
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khyshen
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#2

Posted 09 December 2008 - 10:05 PM

That's actually a pretty good idea.
But I guess it's better to just have a topic to that file instead of a huge table...
I don't know, preference I guess.
But it would be neater if you did it on the forums.

Boy.... Bouyancy - how bouyant the vehicle will be when in water. Minimum value 10, maximum value 100. 10 to float, 100 to sink.
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Fabio206
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#3

Posted 09 December 2008 - 10:08 PM

I've created a tutorial but it's in italian language.. turn.gif

khyshen
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#4

Posted 09 December 2008 - 10:11 PM

Maybe you could translate it?
Even use translate.google.com if you can't be bothered

Dup
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#5

Posted 09 December 2008 - 10:11 PM

QUOTE (Fabio206 @ Dec 9 2008, 22:08)
I've created a tutorial but it's in italian language.. turn.gif

Have you got a link? I'm sure a Google translate will wok well enough.

JZersche
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#6

Posted 09 December 2008 - 11:44 PM Edited by ToxicNinjaX, 10 December 2008 - 08:30 AM.

images/thread updated.



Shof
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#7

Posted 10 December 2008 - 12:03 AM

Hey man, nice work its amazing and helpful

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#8

Posted 10 December 2008 - 12:46 AM

For center of mass, E would be the distance from the center of the car going left (-#) and right(+#) the weight is placed, F would be the distance from center of the car going back (-#) and forward (+#), and G would be the distance from the center the weight is placed going up (+#) and down (-#). And the wheel traction I just figured out that the first Wc- is how much grip the tires get.

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#9

Posted 10 December 2008 - 02:53 AM

The weight is in kg, not lbs.

Drag is aerodynamic drag. The higher the drag, the more wind resistance, thus having reduced top end

By the way, IT SAYS IN THE TOP OF HANDLING.DAT what every command means

DuKtape
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#10

Posted 10 December 2008 - 04:40 AM

http://projectcerber...orials/handling
i use this..

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#11

Posted 10 December 2008 - 06:50 AM

QUOTE (DuKtape @ Dec 9 2008, 20:40)
http://projectcerber...orials/handling
i use this..

wrong game, idiot

L0uNGeR
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#12

Posted 10 December 2008 - 07:49 AM

It's the wrong game, but that's also what I used yesterday to mod my car in GTA4.
The list of functions is not the same, but project cerbera helped my ALLOT more than this thread.

JZersche
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#13

Posted 10 December 2008 - 08:23 AM

Image updated once again.. still have yet to add in the drag part though..

First of all I know it says what each field is at the top of handling.dat,
But this is meant to be more in depth and explain it more for the people who don't exactly know what something like SuspensionReboundDamp does.. and it does not actully explain them.. if it explained them it would speak actual english sentences
like I said this is supposed to be more in depth..

Me and a friend made this image based off our experimentations with
centreofmass... http://img257.images...lanationvm9.png

If this thread didn't help you sorry. Its 5% finished.. And you came to it knowing what the stuff that was explained in the image was already to begin with so how would it help you? This is meant for newbs.. I prolly could of done better if i would of just made an html table out of it which i plan on doing eventually... but meh.. this is still neat.. and savable to a hard drive.. I plan on adding in some vehicle handling stats in all those rows... like

Optimized for: drifting Name(Car it was tested on) then the stats on how to get the handling effect.

So nonetheless a good idea to me, I made this for newbs and myself.. and so far its coming in handy to me. If you don't find it useful sorry. How would I make it more useful?

L0uNGeR
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#14

Posted 10 December 2008 - 08:52 AM Edited by L0uNGeR, 10 December 2008 - 01:00 PM.

It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then.
The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better.
The CentreOfMass testing images are exactly the things that I am looking for. icon14.gif
I won't call myself a newb but my knowledge of handling data has never been that good.

I hope you have seen this page though, it could help allot: http://projectcerber...orials/handling


My tips for creating insane cars:

(B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration
(C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed.
(Tf) m_fDriveForce............... Higher values means faster acceleration
(Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration.
(Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting.

(Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more.

(Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage.
(Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage.
(Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options.
(De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options.

NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect.


Will add more after more testing..

ikt
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#15

Posted 10 December 2008 - 01:46 PM

QUOTE (L0uNGeR @ Dec 10 2008, 08:52)
It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then.
The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better.
The CentreOfMass testing images are exactly the things that I am looking for. icon14.gif
I won't call myself a newb but my knowledge of handling data has never been that good.

I hope you have seen this page though, it could help allot: http://projectcerber...orials/handling


My tips for creating insane cars:

(B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration
(C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed.
(Tf) m_fDriveForce............... Higher values means faster acceleration
(Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration.
(Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting.

(Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more.

(Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage.
(Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage.
(Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options.
(De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options.

NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect.


Will add more after more testing..

(Dd) m_fDeformationDamageMult.... Amount of car deformation multiplier. Set this to 0 and collisions will only scratsh your car.
(De) m_fEngineDamageMult......... Dunno. Maybe weapon damage from smashing the car into things etc. Or smash things into cars.

Btw, settings all these options to 0 will still make your car vulnerable to explosions direct on the car. (RPG, grenades)

Fabio206
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#16

Posted 10 December 2008 - 01:56 PM

QUOTE (Dup @ Dec 9 2008, 23:11)
QUOTE (Fabio206 @ Dec 9 2008, 22:08)
I've created a tutorial but it's in italian language..  turn.gif

Have you got a link? I'm sure a Google translate will wok well enough.



My "english to italian" is very good, but my "italian to english" is sh*t, sorry sad.gif
Ok, My tutorials are those:

Handling.dat:
http://www.gta-exper...odding_handling

Vehicles.ide:
http://www.gta-exper...odding_vehicles

Cargrp.dat:
http://www.gta-exper..._modding_cargrp

WeaponsInfo.xml:
http://forum.gta-exp...showtopic=22890


When I have much free time I'll try to translate part of them smile.gif

DuKtape
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#17

Posted 10 December 2008 - 03:29 PM

QUOTE (Kitteh @ Dec 10 2008, 02:53)
wrong game, idiot

get a clue, idiot

JZersche
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#18

Posted 10 December 2008 - 03:31 PM Edited by ToxicNinjaX, 10 December 2008 - 04:45 PM.

Thanks fab appreicate it, Yeah the centre of mass pictures took us quite some time of experimenting.

yeah so there quite a few errors in my table which i am fixing.. now
heres the correct format:

QUOTE
name  [A]
mass  [B]
drag  [C]
boy  [D]
centreofmass  [E,F,G]
transmission  [Tt,Tg,Tf,Ti,Tv]
brakes  [Tb,Tbb,Thb]
steer  [Ts]
wheel traction  [Wc+,Wc-,Wc-,Ws+,Wbias]
suspension  [Sf,Scd,Srd,Su,Sl,Sr,Sb]
damage  [Dc,Dw,Dd,De]
seat val  [Ms,Mv]
mFlags  [Mmf]
hFlags  [Mhf]
anim  [Ma]

pinky
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#19

Posted 10 December 2008 - 06:25 PM

QUOTE (DuKtape @ Dec 10 2008, 16:29)
QUOTE (Kitteh @ Dec 10 2008, 02:53)
wrong game, idiot

get a clue, idiot

Hmmm, you wont last long here. tounge.gif

JZersche
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#20

Posted 10 December 2008 - 09:11 PM

more testing has been done.. i have a pretty great explanation for most of the stuff especially the brakes.
should have it up soon.

DuKtape
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#21

Posted 10 December 2008 - 09:47 PM

QUOTE (pinky @ Dec 10 2008, 18:25)
QUOTE (DuKtape @ Dec 10 2008, 16:29)
QUOTE (Kitteh @ Dec 10 2008, 02:53)
wrong game, idiot

get a clue, idiot

Hmmm, you wont last long here. tounge.gif

and why's that? seeing as my reply was structured exactly like his, just proving i can be as e-hard

L0uNGeR
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#22

Posted 10 December 2008 - 11:55 PM Edited by L0uNGeR, 10 December 2008 - 11:59 PM.

Tb doesn't seem to have any effect on my car. I put in 8.00 but nothing tounge.gif
How much would Tb be, and I want ultra brakes?

B = 999999.0 Kg
Tv = 500.0
(Wc-) m_fTractionCurveMin = 2.50

JZersche
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#23

Posted 10 December 2008 - 11:58 PM

From what i have experimented with... 0.0 Tb would be very very bad brakes... the higher the number the better the hgiher the brake pressure.. put it at 1.00 and your wheels should lock up.. depending on your wheel traction.

updated by the way!


Oh if you want ultra good brakes.. it think it would be a good idea to set Tbb.. Tire Brake Bias to 0.50 and Tb to 0.30 or 0.25
any higher and it would/should skid.

L0uNGeR
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#24

Posted 11 December 2008 - 12:00 AM Edited by L0uNGeR, 11 December 2008 - 12:17 AM.

oooww, so 8 is a little high dozingoff.gif

Edit: Doesn't seem to work.

Well I'm posting it since I can't get it to work

CODE

; A        B         C     D  E   F   G       Tt   Tg Tf    Ti  Tv    Tb   Tbb  Thb  Ts
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.3  0.50 0.7  35.0

Wc+  Wc-  Wc-  Ws+  Wbias   Sf   Scd  Srd  Su   Sl    Sr   Sb     Dc  Dw  Dd  De   Ms   Mv      Mmf      Mhf  Ma
1.30 2.50 13.0 0.15 0.48    2.5  2.5  1.5  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010   0    0

JZersche
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#25

Posted 11 December 2008 - 12:05 AM

yeah what should work for good brakes would be set all 4 tires for the bias so that you have front and rear brakes that brake at the same with with just enough pressure to NOT make it skid but to stop it rather fast. experiment with it on the taxi...

good idea to set the same stats for Taxi1 and Taxi2 unless you know which taxi is which.


CODE

TAXI † † † † 1700.0 †5.0 † 85 0.0 0.0 0.0 † †0.0 †5 †0.15 †1.0 135.0 0.25 0.50 0.0 †35.0 †1.2 †0.95 14.5 0.15 0.48 †1.5 †0.9 †0.9 †0.14 -0.18 0.0 †0.5 † †1.0 1.0 0.8 1.5 †0.0 †25000 † 440000 †0 † †0



Paste that into your TAXI and TAXI2 lines and steal a taxi and drive with the w button and brake with the s button and if you want to have a laugh hit the handbrake once.

L0uNGeR
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#26

Posted 11 December 2008 - 12:18 AM

Maybe Drag also has an impact on the brakes?

JZersche
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#27

Posted 11 December 2008 - 12:25 AM Edited by ToxicNinjaX, 11 December 2008 - 12:33 AM.

We'll find out in a second.. i am gonna test your blueprint now..


EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop.
maybe tool around with your traction more and do a little less brake pressure and more tire traction.

link626
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#28

Posted 11 December 2008 - 12:27 AM

crap

the handling.dat makes no difference in car handling. esp acceleration.

i used the phone cheat to gimme the comet car

i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same.

but the car runs the same.

if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars.

i know the handling.dat is loaded because my weapons.xml is loaded successfully.

JZersche
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#29

Posted 11 December 2008 - 12:37 AM

QUOTE (link626 @ Dec 11 2008, 00:27)
crap

the handling.dat makes no difference in car handling. esp acceleration.

i used the phone cheat to gimme the comet car

i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same.

but the car runs the same.

if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars.

i know the handling.dat is loaded because my weapons.xml is loaded successfully.

link..check and make sure that you have a filelist.pak that is 8 bytes & a filelist.pak.magic that is 13,329 Kb... in
\Rockstar Games\Grand Theft Auto IV\pc\data

if you do.. i would suggest deleting handling.dat then make a copy of handling.dat.magic and rename the copy to handling.dat and then try to do it again.. and edit it.

L0uNGeR
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#30

Posted 11 December 2008 - 12:50 AM

QUOTE (ToxicNinjaX @ Dec 11 2008, 00:25)
We'll find out in a second.. i am gonna test your blueprint now..


EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop.
maybe tool around with your traction more and do a little less brake pressure and more tire traction.

Thanks, I also like it, especially on vehicle density 100 lol.gif
Gonna try your suggestions now




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