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[REL|FINAL] Realistic Driving

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Killatomate
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#61

Posted 21 February 2009 - 12:16 PM

here is a preview on 1.05:
youtube.com/watch?v=El3dQwzm6M4

LocutusH
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#62

Posted 21 February 2009 - 02:13 PM

And whats new in 1.05? smile.gif

Btw, ive just tried the other handling mod by hazeyo, the rc5. I have to say, that yours handles much better. Stable, fast but not too much, and even bigger cars dont tip over. However, his damage scale is much more realistic smile.gif

Killatomate
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#63

Posted 21 February 2009 - 03:12 PM Edited by Killatomate, 21 February 2009 - 04:30 PM.

its impossible to create a version that suits everyone. one guy wants 200% extra damage to cars, the other one only 30%. another guy wants to drive 300 kph while the next one demands a 120 kph speed limit ...
this mod is made to suit most players, play it or dont tounge.gif


version 1.05 is released. you can find the link in my 1st posting.

changelog:

1.04 --> 1.05

-adjusted acceleration for most cars
-slight air drag adjustment
-slight damage adjustment to sports cars

-Comet: new handling, suspension, centre of mass
-SultanRS: new handling, centre of mass
-Turismo: handling, suspension
-Infernus: handling, suspension
-Bobcat: new handling, suspension
-Intruder: handling, suspension
-Sentinel: handling
-SabreGT: handling
-Ingot: stronger suspension
-Landstalker: less oversteering
-Cavcade: less oversteering
-Huntley: less oversteering
-Blista: less oversteering
-Buccaneer: less oversteering
-Chavos: less oversteering
-Cognos: handling, suspension
-DF8: handling, centre of mass
-Dilett: less oversteering
-Hakumai: less oversteering
-Lokus: less oversteering
-Merit: handling
-Minivan: less oversteering
-Oracle: handling, suspension
-Perennial: handling, suspension
-Pinnacle: less oversteering
-Primo: handling, suspension
-Taxi2: handling, suspension
-Uranus: less oversteering
-Voodoo: less oversteering
-Washington: handling, suspension
-Willard: less oversteering
-Schafter: handling
...

illdan
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#64

Posted 21 February 2009 - 05:02 PM

Awsome! keep on with the good work, cookie.gif

Killatomate
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#65

Posted 23 February 2009 - 02:44 AM

looks like version 1.05 is the final release. there is nothing left to improve. no issues have been reported.

any suggestions are welcome.

RonFTL
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#66

Posted 23 February 2009 - 06:29 AM

I just wanted to post in here and say how great full I am for this free mod.

I started using it with Version 1.02 and now with version 1.05 I cannot play the game without this mod.
I absolutely love it. Just driving around top speed sliding and trying different cars.
So awsome.

I put God Mod on, and flying away on the bike is so much fun. Then when I crash and see my body go flying like a rocket in Times Square it is the funniest sight ever.

This Mod has made the GTA driving experience exponentially better for me with every new version.

Thank you for the hard work and time you put into this mod Killatomate.

The other driving mods are not even close to what this one is. This one is perfection. Top-notch.

icon14.gif smile.gif

illdan
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#67

Posted 23 February 2009 - 10:36 AM

QUOTE (Killatomate @ Feb 23 2009, 02:44)
looks like version 1.05 is the final release. there is nothing left to improve. no issues have been reported.

any suggestions are welcome.


I do have a suggestion for you, you should fix the car handling while on sand(beach etc') because they drift there too much(espically inferus.)

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#68

Posted 24 February 2009 - 03:27 AM

I like it a lot. Thanks. Only problem I have is, I like going fast forward, spinning the car around and going in reverse at full speed all in one motion. With this mod it is much harder to keep it under control in reverse.

Pssst.....can you make the peds stick to the car longer when you are dragging them? I mean set it up where you can hold them as long as you want and then let them go on command? That would be fun.

Killatomate
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#69

Posted 25 February 2009 - 04:47 AM

good news! i am working on v1.06

so far i have improved the handling of super cars. now i am working on an issue that always has been bothering me: vehicle spawning. why are there no busses driving in the game? no faggio to be found? only one secret spot for the sultanRS to spawn, not a single one driving on the streets? i want to fix that with my next release.

changed so far:

-added spawning areas for Comet, SuperGT, SultanRS, Infernus, Faggio, Sanchez, PCJ600, Freeway and Bus
-adjusted spawning rates for some cars
-new air drag for all cars

-Comet: new handling
-Banshee: handling
-Coquette: handling
-Infernus: handling
-SultanRS: handling
-SuperGT: handling
-Turismo: handling
-Benson: handling
-Boxville: handling
-Mule: handling
-Steed: handling
-Yankee: handling

i am working on vehicle spawning rate but only had strange behaviour so far. turned out that every vehicle became a faggio so i drecreased spawning rate by 20% and boom! theres no faggio left in the game. this rockstar stuff gives me a headache.
mercie_blink.gif modding is like solving mysteries biggrin.gif

this version might be released soon.
if you have got any suggestions what to improve further on this mod, NOW is the time.

illdan
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#70

Posted 25 February 2009 - 05:51 AM

killomate, as i said, you should make the police faster, make cars less drifting on sand(they drift toooo much), and fix the drifting with inferus, since its not very driftable in v1.05 and i remeber a version that it was.

and, you should make suv's easier to climb hills, it will be awsome sly.gif


Killatomate
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#71

Posted 25 February 2009 - 06:22 AM Edited by Killatomate, 25 February 2009 - 06:36 AM.

just when i got the faggio, bus and pcj600 spawning rates right, all cabs have disappeared from the game. wtf! i didnt change ANYTHING related to cabs. this is ridiculous!
Edit: problem fixed wow.gif

diboze
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#72

Posted 25 February 2009 - 01:10 PM

you can make the busses and faggio be driven, if you edit the cargroups wink.gif

Like the other handling-maker: can you take a look at materials.dat? I edited myself now to adjust the grip of the roads, but you seem to know better which grip would fit the most wink.gif

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#73

Posted 25 February 2009 - 01:53 PM

I've just found this mod, all I can say is if you don't use it, you loose around 80% of the possible intensity of driving around. smile.gif THX!

My suggestion: the rear brake (handbrake) of bikes could be stronger, so they would corner better. Thats the only thing I miss from vanilla...
And there are some lower end cars (don't remember exactly which, one of the rusty ones does this for sure) tend to behave unrealistic at lower speeds: I mean, they react to turning wheels way too fast, as the front wheels were glued to the ground.
Flawless otherwise for me.

Killatomate
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#74

Posted 25 February 2009 - 04:04 PM

does anyone know how to decrease the spawning rate of the vehicle you are actually driving?
i have this problem with the default game: been driving for 2 weeks without seeing any faggio and then, when i finally got one, they are driving all over the city, 5 of them simultaneously on my screen. same for any other car. took me 8 days to find a comet and when im driving it the streets are spammed with comets.
does anyone know how/where to fix this ridiculous and stupid spawn rate R* made?

loczek47
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#75

Posted 25 February 2009 - 04:26 PM

QUOTE (Killatomate @ Feb 25 2009, 16:04)
does anyone know how to decrease the spawning rate of the vehicle you are actually driving?
i have this problem with the default game: been driving for 2 weeks without seeing any faggio and then, when i finally got one, they are driving all over the city, 5 of them simultaneously on my screen. same for any other car. took me 8 days to find a comet and when im driving it the streets are spammed with comets.
does anyone know how/where to fix this ridiculous and stupid spawn rate R* made?

R* was thinking it will be cool, because if you crash your car, you see plenty of the same cars so you can jack it.

LocutusH
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#76

Posted 25 February 2009 - 06:57 PM

QUOTE (loczek47 @ Feb 25 2009, 16:26)
QUOTE (Killatomate @ Feb 25 2009, 16:04)
does anyone know how to decrease the spawning rate of the vehicle you are actually driving?
i have this problem with the default game: been driving for 2 weeks without seeing any faggio and then, when i finally got one, they are driving all over the city, 5 of them simultaneously on my screen. same for any other car. took me 8 days to find a comet and when im driving it the streets are spammed with comets.
does anyone know how/where to fix this ridiculous and stupid spawn rate R* made?

R* was thinking it will be cool, because if you crash your car, you see plenty of the same cars so you can jack it.

Actually, this is a memory saving method, not a feature.

LocutusH
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#77

Posted 25 February 2009 - 07:04 PM

Btw, an idea for the mods next release: Somehow you should increase the burning rate of the vehicles. If a car explodes close to another, the fire doesnt go over to the another vehicle.
Another problem i noticed, that sometimes 1 rocket isnt enough to blow a bus or truck. It throws the vehicle a little, sets it on fire, but it doesnt explode right away.
So if there is separate burn or explosion damage, it should be increased, so when a car or rocket explodes it should set the next car close to it on fire too.

Killatomate
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#78

Posted 26 February 2009 - 04:13 PM

update on 1.06:

since ppl complained about the difficult handling of the super cars i made them easier to drive. comet has got a new handling and is not as "agile" (as far as oversteering is concerned) as the banshee anymore biggrin.gif
and while i was at it, i spent 10 hours on reworking the handling of every single vehicle. they should be perfect by now or at least close to it wink.gif
Since Feltzer is a very common car i made a new handling which feels exactly like the real car. imo. biggrin.gif
police cars are harder to flip now.

changed so far:

-added spawning areas for Comet, SuperGT, SultanRS, Infernus, Faggio, Sanchez, PCJ600, Freeway and Bus
-adjusted spawning rates for Stretch, Feltzer, Patriot, Bus, Faggio, Comet, Coquette, SultanRS, SuperGT,
PCJ, Sentinel, FXT, Contender, Burrito, Pony, Speedo
-new air drag for all cars

-Comet: new handling
-Feltzer: new handling, centre of mass
-Banshee: handling
-Coquette: handling
-Infernus: handling
-SultanRS: handling
-SuperGT: handling
-Turismo: handling
-Sabre1: new handling, centre of mass
-Sabre2: new handling, centre of mass
-SabreGT: new handling, centre of mass
-Taxi1: handling, centre of mass
-Taxi2: handling, centre of mass
-Oracle: handling, centre of mass
-Buccaneer: handling, centre of mass
-Intruder: centre of mass
-Pony: centre of mass
-Merit: suspension
-Premier: centre of mass
-Ingot: suspension, centre of mass
-Benson: handling
-Boxville: handling
-Mule: handling
-Steed: handling
-Yankee: handling
-Roman: handling
-Esperanto: handling
-Emperor1: handling
-Emperor2: handling
-Marbella: handling
-Intruder: suspension
-Futo: handling
-Lokus: handling
-Ruiner: suspension
-Rancher: suspension
-FXT: suspension
-reduced weight for trucks
-Police cars harder to flip


now i have got to work on the vehicle spawning. no success in spawning Infernus yet. nobody wants to drive it.

Killatomate
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#79

Posted 27 February 2009 - 05:58 PM Edited by Killatomate, 27 February 2009 - 07:22 PM.

version 1.06 is almost done. the only thing left to do is some quality control wink.gif

here is a little preview: Link


jjjaska
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#80

Posted 28 February 2009 - 03:12 AM

Thank you for doing this, makes driving much more realistic. icon14.gif

RonFTL
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#81

Posted 28 February 2009 - 05:19 AM

Suggestions I have:

With the blista compact. It is a turbo charged 4 cylinder.
I think it should be a tad faster.

In Vanilla GTAIV you could punch the gas and spin through first gear and some of second gear, easily because it is FWD.

But after your mod, from a dead stop. It goes off rather slow, not even screeching the tires at all.
If you could, it would be great if you made the blista compact take off alot faster and spin the tires from a stop. (like some of the muscle cars)


Also.
I am using the Lua scripts and I have god mode on aswell as unlimited ammo, etc.

When I ride a bike (mainly the NRG900) I go top speed and do some jumps and ramps or just crash into traffic.
I find that Niko does not fly off the bike like a missile anymore.

He is planted right on the bike like he is glued to it. Even flipping him over and landing on his head wont make him get off the bike.


Is this an issue with my god mode script?
or is it with your driving mod?

I am going to dissable the script right now and try and find a bike to see if that might fix it.
(btw its hard as hell to find a NRG900 sad.gif


Oh yea. Could you include a screenshot of the map of Liberty city with all your new v1.06 car spawn in the .zip
Thanks. It would make it alot easier to keep up with your new spawn points.

Thanks.

LocutusH
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#82

Posted 28 February 2009 - 09:39 AM

QUOTE (RonFTL @ Feb 28 2009, 05:19)
Suggestions I have:

With the blista compact. It is a turbo charged 4 cylinder.
I think it should be a tad faster.

In Vanilla GTAIV you could punch the gas and spin through first gear and some of second gear, easily because it is FWD.

But after your mod, from a dead stop. It goes off rather slow, not even screeching the tires at all.
If you could, it would be great if you made the blista compact take off alot faster and spin the tires from a stop. (like some of the muscle cars)


Also.
I am using the Lua scripts and I have god mode on aswell as unlimited ammo, etc.

When I ride a bike (mainly the NRG900) I go top speed and do some jumps and ramps or just crash into traffic.
I find that Niko does not fly off the bike like a missile anymore.

He is planted right on the bike like he is glued to it. Even flipping him over and landing on his head wont make him get off the bike.


Is this an issue with my god mode script?
or is it with your driving mod?

I am going to dissable the script right now and try and find a bike to see if that might fix it.
(btw its hard as hell to find a NRG900 sad.gif


Oh yea. Could you include a screenshot of the map of Liberty city with all your new v1.06 car spawn in the .zip
Thanks. It would make it alot easier to keep up with your new spawn points.

Thanks.

1. The blista is a CRX irl, and its never turbocharged when stock. Anyways, its lightweight and good engine, so i agree that it should accelerate better.

2. You can find NRG900's easy in alderney city (3rd island). There is a Bike Showroom in the northern part of it, just like the ferrari store in algonquin.

Killatomate
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#83

Posted 28 February 2009 - 10:18 AM

i have upgraded the Blista.
and that "map" was already made 2 days ago wink.gif

LocutusH
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#84

Posted 28 February 2009 - 10:38 AM

Just a question: Are busses driving around the city now? Because i use the bus mod, wich makes busses not only spawn in 1-2 areas (and standing still), but driving around everywhere. If your mod uses the same files to modify spawning, i hope this is included smile.gif

Killatomate
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#85

Posted 28 February 2009 - 01:50 PM Edited by Killatomate, 28 February 2009 - 02:11 PM.

version 1.06 released! the Link is in my 1st posting.

user posted image

This version is meant to be perfect. no bugs, flaws, whatever. time for me to retire wink.gif


changelog:

1.05 --> 1.06

-added scooters and busses to the traffic
-added spawning areas for Comet, SuperGT, SultanRS, Infernus, Banshee, Sanchez, PCJ600 and NRG900
-adjusted spawning rates for Stretch, Feltzer, Patriot, Bus, Faggio, Comet, Coquette, SultanRS, SuperGT,
PCJ, Sentinel, FXT, Contender, Burrito, Pony, Speedo, Sanchez, PCJ, NRG900, Infernus, Cavcade, Huntley
-new air drag for all cars
-Police cars harder to flip

-Comet: new handling
-Feltzer: new handling, centre of mass
-Banshee: handling
-Coquette: handling
-Infernus: handling
-SultanRS: handling
-SuperGT: handling
-Turismo: handling
-Sabre1: new handling, centre of mass
-Sabre2: new handling, centre of mass
-SabreGT: new handling, centre of mass
-Taxi1: handling, centre of mass
-Taxi2: handling, centre of mass
-Oracle: handling, centre of mass
-Buccaneer: handling, centre of mass
-Intruder: centre of mass
-Stretch: handling, centre of mass
-Pony: centre of mass
-Moonbeam: new handling, centre of mass
-Blista: handling, acceleration
-Merit: suspension
-Premier: centre of mass
-Ingot: suspension, centre of mass
-Pinnacle: centre of mass, brakes
-Benson: handling
-Boxville: handling
-Mule: handling
-Steed: handling
-Yankee: handling
-Roman: handling
-Esperanto: handling
-Emperor1: handling
-Emperor2: handling
-Marbella: handling
-Intruder: suspension
-Futo: handling
-Lokus: handling
-Ruiner: suspension
-Rancher: suspension
-FXT: suspension
-reduced weight for trucks

flexible
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#86

Posted 28 February 2009 - 02:14 PM

Something is wrong with the link. http://www.gtagarage...how.php?id=5529 when you click "download mod" ver. 1.05 appears, please fix it.

Dvt-MedShot
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#87

Posted 28 February 2009 - 02:18 PM

What about playing with an Xbox 360 controller? Because you have triggers with sensitivity, you know...

Killatomate
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#88

Posted 28 February 2009 - 04:14 PM

QUOTE (flexible @ Feb 28 2009, 15:14)
when you click "download mod" ver. 1.05 appears, please fix it.

an admin has to unlock the file first. just wait a few hours.

Killatomate
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#89

Posted 28 February 2009 - 04:56 PM

the download is now available. enjoy!

alexiswantoto
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#90

Posted 28 February 2009 - 05:04 PM

Thank You mister for your mod wink.gif
Good version ---> 1.06




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