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[handling.dat] Explained

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link626
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#31

Posted 11 December 2008 - 01:46 AM

nevermind. got it to work now after using the modded filelist.pak.

car is fukcing crazy

JZersche
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#32

Posted 11 December 2008 - 02:06 AM

Image updated! devil.gif

L0uNGeR
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#33

Posted 11 December 2008 - 02:23 AM Edited by L0uNGeR, 11 December 2008 - 02:50 AM.

Meh I still can't get it to work, I've tried a lot of things.

It's true that the Tb and Thb values have the opposite effect right?
Edit: Oh, they don't, then how is your Taxi's Thb of 0.0 funny?

Also a problem is that the vehicle falls over when driving sidewards and breaking, how can I prevent this?
Edit: OK, multiplying both 'Sf' and 'Scd' by 4 seems to help allot.

JZersche
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#34

Posted 11 December 2008 - 02:46 AM Edited by ToxicNinjaX, 11 December 2008 - 02:51 AM.

centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?


Edit: Care to type up info about all of the suspension fields you know about? scd etc.. what they do and so forth

L0uNGeR
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#35

Posted 11 December 2008 - 02:52 AM

QUOTE (ToxicNinjaX @ Dec 11 2008, 02:46)
centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?

Ok will also try the centreofmass values.
About the taxi, yes it didn't brake, while I thought that flipping over was the actual fun.

L0uNGeR
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#36

Posted 11 December 2008 - 03:53 AM

Well I've tried allot but it's still not as I want it to be.
It seems that it's impossible to do, since every value-change has a downside to it.

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.
Can you check it out to see if you can make it jump less?

CODE
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.6  0.50 0.7  35.0  1.30 2.80 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010  0    0

KickyMcAssington
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#37

Posted 11 December 2008 - 11:14 AM

QUOTE (L0uNGeR @ Dec 11 2008, 03:53)
Well I've tried allot but it's still not as I want it to be.
It seems that it's impossible to do, since every value-change has a downside to it.

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.
Can you check it out to see if you can make it jump less?

CODE
FELTZER † †999999.0 †0.1 † 85 0.0 0.1 -0.24 † 0.0 †5 †0.50 †1.0 500.0 0.6 †0.50 0.7 †35.0 †1.30 2.80 13.0 0.15 0.48 †15.0 †1.4 †2.0 †0.08 -0.10 0.0 †0.5 † †0.0 0.0 0.0 0.0 †0.0 †30000 † 440010 †0 † †0

You've got your Wc+ ( the m_fTractionCurveMax setting) and Wc- (the m_fTractionCurveMin setting) reversed.
So you've got a higher minimum traction then your maximum traction.
That's bound to mess something up biggrin.gif

1.30 2.80 need to be reversed, so:
CODE
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.6  0.50 0.7  35.0  2.80 1.30 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010  0    0

L0uNGeR
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#38

Posted 11 December 2008 - 08:53 PM

The setting is wrong, I agree, but it has nothing to do with my jumping car.
The Sf value of 15 is probably too high.

Fabio206
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#39

Posted 12 December 2008 - 12:22 AM

Ppl, try this 1 biggrin.gif


CODE
TURISMO   60000.0  7.0   85 0.0 -0.06 -0.18  0.0  5  0.23  1.0 160.0 0.34 0.65 0.7  35.0  1.50 1.25 13.5 0.12 0.48    2.0  1.3  1.3  0.12 -0.13 0.0  0.5    0.0 0.0 0.0 0.0  0.0  110000  440010  1    1

JZersche
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#40

Posted 12 December 2008 - 04:37 PM

anyone know what anymore stuff does?

L0uNGeR
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#41

Posted 13 December 2008 - 02:06 AM

QUOTE (ToxicNinjaX @ Dec 12 2008, 16:37)
anyone know what anymore stuff does?

You were the one teaching newb's right, we have no idea, you tell us tounge.gif

JZersche
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#42

Posted 13 December 2008 - 04:36 PM

bleh, i guess i'll get back to testing soon.

illdan
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#43

Posted 13 December 2008 - 07:19 PM

(Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h.

DuKtape
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#44

Posted 13 December 2008 - 07:41 PM

QUOTE (illdan @ Dec 13 2008, 19:19)
(Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h.

no velocity is, inertia is the acceleration curve. rly low should mean instant speed, while rly high should be a sluggish smooth band of power tounge.gif

L0uNGeR
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#45

Posted 14 December 2008 - 02:41 AM Edited by L0uNGeR, 14 December 2008 - 02:59 AM.

sly.gif Ignore this.

iristrauma
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#46

Posted 14 December 2008 - 12:35 PM

Would it be possble to have a wallclimbing setup for a vehicle..? colgate.gif I have been messing with this file a bit, but still not sure what about some of it does. Im sure I have read somewhere about a modified handling.dat that allows a vehicle to blast up a vertical wall.!

Anybody..? mercie_blink.gif

illdan
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#47

Posted 14 December 2008 - 12:48 PM

well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall tounge.gif

iristrauma
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#48

Posted 14 December 2008 - 01:06 PM

QUOTE (illdan @ Dec 14 2008, 12:48)
well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall tounge.gif

I dont want it to stick to a wall, rather, have the acceleration/power/traction/balance to climb the vertical wall. It also will be affected by centre of mass and other factors like weight and drag..Just editing handling.dat could do all this I am sure. Didnt SA/VC have a wall climb mod.?

illdan
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#49

Posted 14 December 2008 - 01:46 PM

Well u if u learned physics very good and u have the time and the the brain to do it, i salute u smile.gif

laso49
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#50

Posted 14 December 2008 - 05:35 PM

[Help?] I'm trying to modify my COQUETTE car into a car that is fast, heavy, and immune to guns and RPG etc.. but no luck... Original code
CODE
COQUETTE     1600.0  7.0   85 0.0 0.0 -0.05  0.0  5  0.25  1.0 160.0 0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    1.0 1.0 0.6 1.5  0.0  41000   440010  0    0

to my moded version
CODE

COQUETTE     9999.0  9.0   85 0.0 0.0 -0.05  0.0  5  0.55  1.0 360.0 0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0 1000000  440010  0    0
But it damages easily still and everthing I cant seem to figure it out ><
would anyone mind giving suggestions or showing me how to do it I was using as aResource
translated with http://translate.google.com/ Language:Italian
?

illdan
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#51

Posted 14 December 2008 - 05:39 PM

i dont think there is a way to make a car immnue to damage.

laso49
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#52

Posted 14 December 2008 - 05:52 PM

even not immune it didn't even change the amount of damage it takes by lowering it /shrug
you'd think it'd have a difference if
CODE
* (Dc) m_fCollisionDamageMult - Damage to the collision, the "quantity" of damage suffered in shock.
    * (Dw) m_fWeaponDamageMult - Damage to bullets, the resistance of the vehicle with firearms.
    * (Dd) m_fDeformationDamageMult - Deformation for collisions, namely the "quantity" of deformation of the vehicle depending on the strength of the impact.
    * (De) m_fEngineDamageMult - Damage to the engine, namely the "quantity" of damage suffered by the engine in shock.

rebel_36
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#53

Posted 14 December 2008 - 07:11 PM

ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast?

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif

L0uNGeR
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#54

Posted 14 December 2008 - 07:56 PM Edited by L0uNGeR, 14 December 2008 - 08:02 PM.

QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

QUOTE (rebel_36 @ Dec 14 2008, 19:11)
ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast? 

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif

I'm only setting a higher value on '''[Wc-] m_fTractionCurveMin'''
My Feltzer had '''1.05''' and I changed it to '''2.20''' while having a '''[C] fDragMult of 0.1''' and a '''[Tf] m_fDriveForce of 0.43'''

From my experience, these values control most of acceleration and traction that has impact on it.

[C] fDragMult
[Tf] m_fDriveForce
[Wc-] m_fTractionCurveMin

JZersche
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#55

Posted 15 December 2008 - 01:29 AM

sorry for lack of updates i've been feeling lazy.

L0uNGeR
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#56

Posted 16 December 2008 - 01:18 AM

Don't sweat it, I'm building a handling editor at the moment ph34r.gif

patiently
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#57

Posted 16 December 2008 - 04:06 AM

QUOTE (L0uNGeR @ Dec 14 2008, 19:56)
QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

Share please! smile.gif

Beady.
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#58

Posted 16 December 2008 - 12:20 PM

QUOTE (L0uNGeR @ Dec 16 2008, 01:18)
Don't sweat it, I'm building a handling editor at the moment ph34r.gif

go go more editors, so we can make more mod's cool.gif

chin
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#59

Posted 16 December 2008 - 04:27 PM

How to set braking correctly?


I set "Tb" to 100, does not working.


More, what is "thb"? orly.gif orly.gif orly.gif

vend3r
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#60

Posted 16 December 2008 - 04:58 PM Edited by vend3r, 16 December 2008 - 06:41 PM.

QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Yes there is a way to make a car immune to damage this is how


in the handeling.dat there are 4 different damage modifers

Dc Dw Dd De

here is an example of the 4 in handeling.dat 1.0 1.0 0.8 1.5

Dc = 1.0 m_fCollisionDamageMult (this is the modifer that calculates damage from collision)

Dw = 1.0 m_fWeaponDamageMult (this is the modifer that calculates damage from weapons)

Dd = 0.8 m_fDeformationDamageMult (this is the modifer that calculates deformation from collision)

De = 1.5 m_fEngineDamageMult (this is the modifer that calculates engine damge from collision or weapons)

so in order to make your car immune to all damage simply change all the modifier values to 0.0

a fun thing i'v done is made the police cars take massive ammouts of collision damage and deformation damage while keeping the engine damage default so you can crush them like tin cans without them exploading.




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