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[handling.dat] Explained

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mrmohamed2001
  • mrmohamed2001

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#121

Posted 11 June 2012 - 12:41 PM

Not sure if this is the correct thread but, I am having a weird problem in opening my .ide and .dat's I opened them via notepad and there were no handlings like in SA, only weird words and stuff, same to all the .dat files I got, also I am using EFLC.

SLAYERMAGGOT
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#122

Posted 16 June 2012 - 09:25 AM

QUOTE (mrmohamed2001 @ Monday, Jun 11 2012, 13:41)
Not sure if this is the correct thread but, I am having a weird problem in opening my .ide and .dat's I opened them via notepad and there were no handlings like in SA, only weird words and stuff, same to all the .dat files I got, also I am using EFLC.

That's because those files were decrypted. Install the latest patch and those files will be fully moddable. icon14.gif

Costar
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#123

Posted 16 June 2012 - 10:20 PM

QUOTE (SLAYERMAGGOT @ Saturday, Jun 16 2012, 04:25)
QUOTE (mrmohamed2001 @ Monday, Jun 11 2012, 13:41)
Not sure if this is the correct thread but, I am having a weird problem in opening my .ide and .dat's I opened them via notepad and there were no handlings like in SA, only weird words and stuff, same to all the .dat files I got, also I am using EFLC.

That's because those files were decrypted. Install the latest patch and those files will be fully moddable. icon14.gif

Yep here is a link to patch 1.1.2 for EFLC

http://support.rocks...1-1-2-0-patch-2

rastakilla
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#124

Posted 23 June 2012 - 04:05 AM

Guys after doing some testing with AI....

Velocity=acceleration/top speed factor
DriveForce= Torque/ drive shaft twist effect

Exxon
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#125

Posted 16 July 2012 - 05:51 PM

Sorry for the bump, but, if I want to make my drift car have more grip (for cornering), do I have to be looking at this?

QUOTE
(Wc |) m_fTractionCurveLongitudinal - Estate and recovery of the vehicle in longitudinal curve.

dargydoof
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#126

Posted 28 August 2012 - 02:53 AM

having issues with my steering. the car goes fast as hell, and it gets good traction and has good suspension and doesnt tip or anything. but it doesnt seem to steer at all. played with the steering lock settings but it did nothing at all. tried .20, .39, .75, 1, 2, 39, 55, 90, 200. all of those were exactly the same. the vehicle i am useing is the comet and i coppied the settings someone used in a screenshot earlier in this topic.

jpm1
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#127

Posted 28 August 2012 - 03:49 AM

QUOTE (dargydoof @ Tuesday, Aug 28 2012, 03:53)
having issues with my steering. the car goes fast as hell, and it gets good traction and has good suspension and doesnt tip or anything. but it doesnt seem to steer at all. played with the steering lock settings but it did nothing at all. tried .20, .39, .75, 1, 2, 39, 55, 90, 200. all of those were exactly the same. the vehicle i am useing is the comet and i coppied the settings someone used in a screenshot earlier in this topic.

increase TractionCurveLateral . if you can't see no effect after that , it's very likely that your game is overmodded . an excessive game workload causes the handling to mess around


dargydoof
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#128

Posted 28 August 2012 - 04:52 PM

ya changing that did nothing, i went both ways with it. i dont believe its too much moding since the only thing im changing is the handleing file with the comet only.

jpm1
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#129

Posted 28 August 2012 - 05:14 PM

if you do the thing correctly it should work . be sure GTA is not running while you tweak the handling . and don't forget to save

rex1825
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#130

Posted 05 January 2013 - 06:05 PM Edited by rex1825, 05 January 2013 - 08:38 PM.

Hello everyone,

I had been testing the drag/mass/power/gear values in game, and came to this. It may help you all.

Speed units are reduced due to the more real feeling, so it is like 3/2 of speed in game. (If game shows you running 66kmh you are going 100kmh in my calculations)

Notice:
I performed all test on airfield, using one straight from one to another end. So I parked car so the rear wheels were on margin of asphalt, and full speed till the end of airstrip. And when car went off the asphalt, that was my ending point.


First what I did, I took a car of 1000kg put the Tf to 0.100, no of speed to 6 and max speed to 400kmh. Then I tested all 3 possibilities of drive-train (RWD - 0.0; FWD - 1.0; AWD - 0.5). Here are the results:

drag 1.00 - speeds 246(0.0) 244(1.0) 246(0.5)
drag 2.00 - speeds 238(0.0) 232(1.0) 235(0.5)
drag 5.00 - speeds 215(0.0) 215(1.0) 217(0.5)
drag 10.0 - speeds 199(0.0) 202(1.0) 200(0.5)
drag 20.0 - speeds 165(0.0) 170(1.0) 170(0.5)
drag 50.0 - speeds 133(0.0) 133(1.0) 133(0.5)
drag 100. - speeds 102(0.0) 102(1.0) 099(0.5)


Next what I did, is increase the Tf value to 0.200, 0.300 and 0.400. And because of possible slip effect, I only used the 0.5 drive-train settings (aka AWD). Here are the results:

drag 1.00 - speeds 315(0.200) 367(0.300) 409(0.400)
drag 2.00 - speeds 305(0.200) 353(0.300) 394(0.400)
drag 5.00 - speeds 277(0.200) 332(0.300) 360(0.400)
drag 10.0 - speeds 258(0.200) 297(0.300) 330(0.400)
drag 20.0 - speeds 215(0.200) 256(0.300) 276(0.400)
drag 50.0 - speeds 170(0.200) 189(0.300) 210(0.400)
drag 100. - speeds 133(0.200) 155(0.300) 160(0.400)


Next I wanted to see if the mass of wehicle does any difference to altogether. So I did 4 tests with 500kg and 2000kg and Tf of 0.200 and 0.300. Here are the results:

500kg
drag 1.00 - speeds 318(0.200) 367(0.300)
drag 10.0 - speeds 261(0.200) 286(0.300)
drag 100. - speeds 133(0.200) 145(0.300)

2000kg
drag 1.00 - speeds 318(0.200) 367(0.300)
drag 10.0 - speeds 253(0.200) 288(0.300)
drag 100. - speeds 133(0.200) 155(0.300)

- RED color means that wheels were slipping


So after all this, I wanted to see one more thing. Since mostly results were affected by gearbox (as mentioned before it was 6 gear with max speed of 400kmh), so I put a 1 gear with max speed of 400, and of course 1000kg and Tf of 0.200. Here are the results:

drag 1.00 - speeds 264(0.5)
drag 2.00 - speeds 250(0.5)
drag 5.00 - speeds 223(0.5)
drag 10.0 - speeds 194(0.5)
drag 20.0 - speeds 153(0.5)
drag 50.0 - speeds 105(0.5)
drag 100. - speeds 074(0.5)


OK, so these are all testings I've done, next what I wanted to share with you guys are some parameter calculations that would give a game as much possible as it gets real car attributes of mass, torque, power and speed.
And as mentioned, all speeds up there must be multiplied by 0.66 if you want real in game speeds!!!

TopSpeedGame = TopSpeedReal*0.66

x = Mass/TorqueReal/log(PowerReal)
y = 1/x
TorquePower = y/4

DragGame = log(TorqueReal*PowerReal)

TopSpeedGame - Tv, although this is set as top speed, car will go for 20% more speed. This is more like a engine redline
TopSpeedReal - max theoretical speed car can achieve with it's current settings of gearbox
Mass - B and it is real mass of the car
TorqueReal - torque of the car engine in real life measuerd in Nm
PowerReal - power of the car engine in real life measured in PS
TorquePower - Tf
DragGame - C ingame drag coeficient
x, y - helping variables

The variables that are Bold/Italic are ones from handling.dat file located in "Gamefolder\common\data\"


Hope this will help someone, cheers...

P.S.: ...if admins think this is useful, please nail it sticky on this forum, thanks!

rex1825
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#131

Posted 06 January 2013 - 01:56 AM

So, this is what I was working on:


Car Name - Real Car; mass Nm PS Max Gbx Ach Tq Drag No.Gears

Car Name - Name of the car ingame
Real Car - Car from real life
mass - mass of car in real life
Nm - torque of car in real life
PS - power of car in real life
Max - max speed of car in real life
Gbx - max theoretic speed of car in real life how is gear-box set
Ach - achieved speed in game
Tq - power/torque value in game
Drag - drag value in game
No.Gears - number of gears in-game and real life

Admiral - BMW 740i E38; 1850 440 286 255 394 246 0.146 5.10 5
Banshee - Shelby Cobra '66; 1070 626 415 237 222 270 0.382 5.41 4
Blista Compact - Honda CRX MkII; 970 144 152 209 246 167 0.081 4.34 5
Buccaneer - Golf GTI MkII; 907 168 139 204 240 186 0.099 4.37 5
Cavalcade - RX7 RS; 1280 314 280 280 260 212 0.150 4.94 5
Cavalcade FXT - RX8 RS; 1350 216 235 250 292 198 0.095 4.71 6
Cognoscenti - Bently Continental SS; 2320 800 625 323 468 323 0.241 5.70 8
Comet - Porsche 997 Turbo S; 1585 700 530 315 315 310 0.301 5.57 7
Contender - Plymouth 'Cuda 440-6 '71; 1597 665 395 220 220 264 0.270 5.42 4
Coquette - Chevrolet Corvette Z06; 1451 637 513 320 515 355 0.297 5.51 6
DF8-90 - Alfa Romeo 159 2.4 JTDm; 1595 400 210 235 249 218 0.146 4.92 6
Dilettante - Fiat Abarth 695 SS; 570 58 38 132 139 103 0.040 3.34 4
Dukes - Dodge Charger R/T '70 440; 1760 664 390 193 183 220 0.244 5.41 4
Emperor - Bugatti Type 41 '27; 2250 790 304 201 201 235 0.218 5.38 3
Emperor (Rusty) - Lamborghini Diablo SV; 1530 605 530 331 345 290 0.269 5.51 5
Esperanto - Audi S4; 1780 441 337 279 392 276 0.157 5.17 7
Faction - Firebird Trans Am '70; 1663 583 350 220 201 240 0.222 5.31 4
Feltzer - Mercedes SLS; 1620 650 571 324 353 305 0.276 5.60 7
Feroci - Mitsubishi Evo X; 1530 422 300 250 260 230 0.171 5.10 5
Fortune - Nissan GTR R34; 1540 392 280 280 295 236 0.158 5.04 6
Futo - BMW M3 E30; 1200 240 238 251 277 208 0.119 4.76 5
Habanero - Mercedes S63 AMG; 2095 800 544 323 412 310 0.261 5.64 7
Hakumai - Corvette StingRay '70; 1531 664 460 259 235 279 0.289 5.48 4
Huntley - Mercedes-Benz G55 AMG; 2505 700 500 233 282 235 0.188 5.54 5
Infernus - Lamborghini Aventador; 1575 690 700 360 397 341 0.311 5.68 7
Ingot - Audi RS6 Avant; 2025 650 580 306 406 286 0.222 5.58 6
Intruder - BMW M5 E39; 1720 500 400 301 324 256 0.189 5.30 6
Landstalker - Mitsubishi Pajero 3.2 DI-D; 2385 441 200 180 205 167 0.106 4.94 5
Manana - Shelby GT500 Eleanor; 1608 624 406 221 214 256 0.253 5.40 3
Marbelle - Austin Mini Cooper S; 698 108 79 158 178 150 0.073 3.93 4
Merit - Dodge Challenger SRT8; 1892 637 477 288 346 286 0.225 5.48 5
Minivan - Ford Focus RS; 1468 440 305 253 307 253 0.186 5.13 6
Oracle - BMW 760Li F02; 2175 750 544 306 398 297 0.236 5.61 8
Patriot - Hummer H1 Alpha; 3680 705 305 165 165 170 0.119 5.33 5
Perennial - Honda Civic Type-R; 1320 193 201 229 270 185 0.084 4.59 6
Peyote - Pontiac GTO '66; 1613 575 370 193 193 232 0.229 5.33 4
Pinnacle - Audi A8 6.0L; 1995 580 450 296 373 265 0.193 5.42 6
MP 600 - Chrisler 300C SRT8; 1888 569 431 266 338 277 0.198 5.39 5
Premier - BMW M5 F10; 1870 680 560 318 429 312 0.250 5.58 7
Presidente - Mercedes SEL600 W140; 2190 570 389 278 330 252 0.168 5.36 5
Primo - Toyota Supra RZ; 1510 451 280 300 365 267 0.183 5.10 6
Rancher - Chevrolet Corvette C1 '62; 1318 477 365 229 233 245 0.232 5.24 4
Rebla - BMW X5 4.8i E70; 2105 475 355 241 329 227 0.144 5.23 6
Ruiner - Ferrari 288GTO; 1160 496 400 302 436 330 0.278 5.30 5
Sabre - Hermes Leadsled; 1900 800 310 220 220 259 0.262 5.39 4
Sabre (Rusty) - Hermes Leadsled; 1900 600 310 220 220 233 0.197 5.30 4
Sabre GT - Mustang Boss 429; 1615 664 380 184 179 214 0.265 5.40 4
Schafter - Mercedes E63 AMG; 1765 700 525 323 400 310 0.270 5.56 7
Sentinel - BMW M3 E92; 1600 400 420 297 356 258 0.164 5.22 7
Solair - DeLorean DMC-12; 1233 225 145 209 270 189 0.099 4.51 5
Stalion - Dodge Challenger R/T '70 440; 1655 664 396 195 183 220 0.261 5.42 4
Stratum - VW Scirocco R; 1344 350 265 250 252 220 0.158 4.97 6
Stretch - Lincoln Limo; 3013 389 242 190 306 174 0.077 4.97 4
Sultan - Mercedes C63 AMG; 1655 600 457 298 417 311 0.241 5.44 7
Sultan RS - Nissan GT-R R35; 1730 632 550 315 314 276 0.250 5.54 6
Super GT - Aston Martin DB9; 1760 600 476 304 325 273 0.228 5.46 6
Turismo - Ferrari F40; 1254 577 478 319 311 303 0.308 5.44 5
Uranus - Ford Capri RS; 1170 235 138 192 201 185 0.107 4.51 4
Vigero - Chevrolet Camaro SS '69 427; 1625 624 431 227 248 244 0.253 5.43 4
Vigero (Rusty) - Mercedes 300SL Gulwing; 1295 294 243 232 236 190 0.135 4.85 4
Vincent - Honda Accord Type-S; 1570 380 180 225 249 215 0.136 4.84 6
Virgo - Audi R8; 1620 530 525 310 336 279 0.222 5.44 6
Voodoo - Ford Coupe '34; 1920 437 162 200 201 171 0.126 4.85 3
Washington - Mercedes W111; 1305 196 137 165 177 141 0.080 4.43 4
Willard - VW Golf R; 1508 330 260 245 276 211 0.132 4.93 6


But I have some questions, if someone can explain it to me, since I didn't find it anywhere.

Ford Coupe '34 has doors that open revers. Is there any flag or command for player toon to know this? I know there are some flags in vehicles.ide but didn't find explanation for those.
Is there a way to add sounds from other cars? I know for a way in file vehicles.ide to change 5th name to name of vehicle that you want to use sound. I'm looking to use SultanRS sound on other cars, but don't want to write sultanrs in vehicles.ide (because of car name)?!?
Is there a way to get rid of that annoying sounds and smoke on (rusty) cars?
And is there a way to disable specials on some cars and/or add them on others(like on Feroci VIP)?

Thanks...

Λnonyme≤
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#132

Posted 11 August 2017 - 09:35 AM Edited by Λnonyme≤, 11 August 2017 - 09:44 AM.

Great post, thanks, it helped me a lot. I was able to fix a f*cked up imponte phoenix import from gta 5 to 4 with it, its center of mass wasn't done right.





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