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Making Handling Lines

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Edward_FFS
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#91

Posted 21 January 2012 - 11:53 AM Edited by Edward_FFS, 21 January 2012 - 11:56 AM.

Well, let's say "traction" is all about your tires:

-> Traction Multiplier and Traction Loss

This will be the road/tires friction value. If it's too high, the tires just won't drift, like they were glued to the ground, and if it's too low, the tires will drift like you were wearing fluffy socks on a waxed floor

The difference between these two, is that the Multiplier one will only affect the cornering grip, if it's too high you'll probably be cornering like "Herbie" (or crash if you don't have a proper suspension). The Loss one is the grip when accelerating or braking, if it's too low your car will be on a burnout for a quite long time biggrin.gif .

-> Traction Bias

This one, many people doesn't give much importance, but IT IS IMPORTANT!. When driving a car, we must know what drivetrain it has: 4WD, RWD or FWD. And the tires must be addapted to any of those situations, or else, it'll be a difficult ride.
Have you ever noticed why, let's say, a Corvette has the rear tires larger than the front ones? It's a RWD, if so, it needs more grip power in the back than in the front.
___________________________________________________________________________________________________
GTA SA, isn't THAT realistic, but follows the the same thought: 0.5 is the default value, it means the tires are all the same (good for 4WD or FWD), but if you lower the number, let's say, to 0.47, you'll be shifting the grip backwards (good for RWD), and if you raise the number, you'll be shifting the grip forward (good for FWD drifting).

I hope I answered your question wink.gif

Regards,

Edward_FFS

abhinav011305
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#92

Posted 27 January 2012 - 05:14 PM

Ah...Can You Make me a realistic Wide And Stable HAndling Lines
Which Means
Just a Bit Wide drifting And Stable after Every Cornerings

Edward_FFS
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#93

Posted 28 January 2012 - 11:41 AM

QUOTE (abhinav011305 @ Friday, Jan 27 2012, 17:14)
Ah...Can You Make me a realistic Wide And Stable HAndling Lines
Which Means
Just a Bit Wide drifting And Stable after Every Cornerings

Yeah, but do you have any car model for me to use? It's better that way, since the suspension/weight/COM values will match the car perfectly...

Flilopino
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#94

Posted 09 February 2012 - 09:02 PM Edited by Flilopino, 09 February 2012 - 09:05 PM.

Hello Edward, ive used some of your previous lines and i must say they're great! Now im just looking for an Audi R8 V10 Coup Realistic handling line! smile.gif
Heres some specs to help:

Weight: 1,625 kg
1-100 Km/H: 3,9 Seconds
0-200 Km/H: 11,8 Seconds
Top speed: 316 Km/H
Straight of the wiki wink.gif

And if you could maybe make it abit drifty it would be great! Not to much though. biggrin.gif

Thanks in advance.

Edward_FFS
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#95

Posted 10 February 2012 - 04:19 PM Edited by Edward_FFS, 26 February 2012 - 09:48 AM.

HI Flilopino, here you go:
CODE
1625.0 2650.0 1.194 0.0 -0.21 -0.2 70 0.75 0.761 0.525 5 316.5 22.0 53.5 4 P 5.0 0.5 1 40.0 1.0 0.20 0.0 0.23 -0.10 0.5 0.3 0.40 0.54 125000 40002004 1404401 0 0 1

Specs:

- 0-100 km/h -> 3.8 sec
- 0-200 km/h -> 11.8 sec
- 200-0 km/h -> ~3.0 sec (don't know if it's real, I just thought it would be nice to have a decent braking power)
- ABS System
- Real weight
- 4WD
- Xenon lights
- Larger turning angle
- Top speed: ~317 km/h
- Drifts a little...

NOTE:
-> All these time values are according to my trigger finger on the stopwatch, so, they may not be that accurate.
-> Thanks to Oksa8 for his accurate speedometer.
-> If there's something out of place, let me know wink.gif
-> Thanks for trying my handling lines!

And for the rest of the community, if you want accurate handling lines, PLEASE, give me the 3D model of the vehicle you're using colgate.gif

Regards,
Edward_FFS

claude_brasilelrio
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#96

Posted 06 March 2012 - 05:10 AM

Need a help ,i want you to convert this of sa to 3
1420 3038.8 2.4 0 0 -0.2 50 0.81 0.79 0.49 5 177 29.2 5 4 P 11 0.45 0 37 1.0 0.20 0 0.17 -0.00 0.5 0.3 0.25 0.2 35000 40220004 00400001 2 2 0

Roscoe
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#97

Posted 20 March 2012 - 08:18 PM

Alright buddy, I need your help one more time. biggrin.gif

I'm not finished with this handling line for the Audi A8 (can't adjust the 0-100km/h time because my speedometer doesn't appear anymore, don't know why) but my big problem with this line is that the turning circle (if you drive around 100km/h) is way too big... and I tried almost everything but I can't change it. Is it because of the 4WD?

1855.0 3850.0 1.1 0.0 0.3 -0.2 85 0.7 0.5 0.5 5 250 28 105 4 P 8.5 0.5 1 45 0.9 0.12 0.0 0.2 -0.05 0.53 0.5 0.25 0.43 129000 40202000 01D00001 0 3 0

Edward_FFS
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#98

Posted 14 April 2012 - 06:42 PM

QUOTE (Roscoe @ Tuesday, Mar 20 2012, 20:18)
Alright buddy, I need your help one more time. biggrin.gif

I'm not finished with this handling line for the Audi A8 (can't adjust the 0-100km/h time because my speedometer doesn't appear anymore, don't know why) but my big problem with this line is that the turning circle (if you drive around 100km/h) is way too big... and I tried almost everything but I can't change it. Is it because of the 4WD?

1855.0 3850.0 1.1 0.0 0.3 -0.2 85 0.7 0.5 0.5 5 250 28 105 4 P 8.5 0.5 1 45 0.9 0.12 0.0 0.2 -0.05 0.53 0.5 0.25 0.43 129000 40202000 01D00001 0 3 0

HI

Sorry for replying this late, but college steals me a lot of time confused.gif

And no, 4WD cars actually don't have a bigger turning circle than RWD cars. As you asked, I tweaked it a little:

CODE
1855.0  3850.0  1.1  0.0  0.19  -0.2  85  0.7  0.5  0.5  5  250  28  105  4  P  8.5  0.5  1  38  0.9  0.12  0.0  0.2  -0.05  0.53  0.5  0.25  0.43  129000  40202000  1D00001  0  3  1  


I only changed the center of mass position and the steering lock, looks good I guess... Try it out wink.gif

Regards,
Edward_FFS

mateogon
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#99

Posted 21 June 2012 - 01:33 AM Edited by mateogon, 21 June 2012 - 04:23 AM.

QUOTE (Edward_FFS @ Tuesday, Jan 10 2012, 17:30)
QUOTE (Blooger @ Tuesday, Jan 10 2012, 17:02)
QUOTE (Edward_FFS @ Saturday, Dec 31 2011, 11:31)
QUOTE (Blooger @ Friday, Dec 30 2011, 15:23)
I'm just looking for something like this HERE!!!!!!

That's 4WD drifting, isn't it? It's written on the video description...

I refeered to the car -.-, but I want a FWD line, please!!!

CODE
1280.0 4000.0 1.0 0.0 -0.35 -0.1 75 0.6 0.7 0.72 5 250.0 50.0 25.0 F P 8.0 0.55 0 45.0 1.9 0.6 0.0 0.242 -0.05 0.5 0 0.2 0.46 580000 40000000 1604403 1 1 1


Well, it's FWD and it drifts... See and say what you think... Never done anything like this lol

the problem is that when it drift it just slide and keep going straight :s, and it goes too fast
-----------------
PLEASE PLEASE MAKE THIS DRIFT HANDLING VIDEO
if u make it you'll be a god
----------------------
CODE
1600.0 2550.0 2.0 0.0 0.0 -0.2 60 0.60 0.8 0.6 5? 150.0 60.0 5.0 4 P 100 0.5 0 35.0 1.0 0.20 0.0 0.28 -0.10 0.5 0.3 0.26 0.00 19000 40000004 00000004 0 3 0
got this, its nice but it will be nicer if it were more controllable(less "hesitation"), a little more grip to do the circles faster, and when you are for example drifting left and need to get the car straight, when u press right to make it goes straight, make it go straight and dont drift to the right
idk if you understand what i want

Edward_FFS
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#100

Posted 21 June 2012 - 10:53 AM

I know what you want, but that handling line I made a few time ago, I was asked a FWD drifting line. In the video they were using 4WD, wich is WAAAAY easier to make, I believe I already made a few actually.

But I'll take yours and perfect it, and attempt to be a god lol

BTW, are you using any 3D model in particular? If so, give me the download link, it's better if I make the line based on it.



PS: I released a pack of handling lines a few months ago, not sure it was worth it LOL, but still, you can always try the "Ken Block" one, but it may be too fast. HERE

mateogon
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#101

Posted 22 June 2012 - 02:44 AM Edited by mateogon, 22 June 2012 - 04:07 AM.

i think this is
but if you have a nice looking car for drift i will accept it c:

Edward_FFS
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#102

Posted 22 June 2012 - 08:12 PM Edited by Edward_FFS, 22 June 2012 - 08:14 PM.

HI

So, here's my first experiment:
CODE
1450.0 2200.0 1.0 0.0 -0.3 -0.25 75 0.62 0.85 0.59 5 250.0 56.0 28.0 4 P 11.0 0.5 0 45.0 1.2 0.15 0.0 0.14 -0.041 0.55 0 0.25 0.60 135000 40002804 1400003 1 1 1


It's limited to +/- 250 km/h, I don't think you'll need more for drifting, but as I said, this is my first experiment. I could tell you the specs, but there's nothing like demonstration:

VIDEO:


Regards,
Edward_FFS

mateogon
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#103

Posted 23 June 2012 - 05:09 PM Edited by mateogon, 23 June 2012 - 08:40 PM.

wow ty gonna try it
-----
if i decrease the max speed in the handling, will it make short drift?

Edward_FFS
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#104

Posted 24 June 2012 - 02:20 PM

QUOTE (mateogon @ Saturday, Jun 23 2012, 17:09)
wow ty gonna try it
-----
if i decrease the max speed in the handling, will it make short drift?

Probably... But in the video you showed there was no "short drift" lol. What kind of tracks are we talking about? D1GP?

mateogon
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#105

Posted 11 July 2012 - 12:05 AM Edited by mateogon, 12 July 2012 - 06:12 PM.

can you tell me how you learned to make the handlings? im just interested on making drift ones, pls tell me.
and, do you have a tool to actualize handling.cfg file while playing gta? to dont close and open every time the game to check the change?
------------------------
CODE
URANUS 3200.0 1200.0 2.0 0.0 0.0 -0.1 75 0.50 0.60 0.52 5 240.0 30.0 10.0 4 P 4.0 0.65 0 50.0 0.25 1.0 2.0 0.03 -0.02 0.5 0.0 0.25 0.60 35000 40880004 0540840B 1 1 0

i just edited another handling, its a drift and 4wd i think but the problem is that when u press right or left arrow it dont turn, its really hard to turn it. pls try to fix that.

aStiffSausage
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#106

Posted 18 July 2012 - 07:11 PM

@mateogon

Well, not sure about Edward, but I started making handlings as for fun, for messing around. Then, got into a modding site and began to create realistic handlings, and now after two years, I'm trying to master my skills by creating as realistic handling as possible, with correct 0-100km/h acceleration time, correct quarter-mile time and speed and with other stuff. smile.gif

But for your handling, I'd recommend setting your SteeringLock from 50.0 to maximum of 45.0. I think even over 40.0 is too much. biggrin.gif

mateogon
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#107

Posted 19 July 2012 - 06:32 AM

thanks alot oksa, that was exactly what i was asking.
now i have another question,
how i make the car slide less when drift so it do like "short curves"?

Edward_FFS
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#108

Posted 19 July 2012 - 12:59 PM

Sorry for not responding earlier, but exams came through, surgery, etc etc -.-''

But for it to drift less just raise the Traction Loss value (if you also raise the Multiplier a little bit, it may also help wink.gif )

How I learned? Well, mostly by messing around with numbers like Oksa8 lol. I got a little tired of those modders that have amazing works, but upload their mods with crappy handling lines, no ofense blush.gif . Then I started to take it more seriously, and researched more about it. Cerbera's Project is a really good tutorial, but mostly, you must know a bit about cars' physics, you know? If you know a bit about cars, and know the variables, it's child's play wink.gif

Regards,
Edward_FFS

mateogon
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#109

Posted 19 July 2012 - 02:10 PM

thanks for the info.
now, when u are editting a handling line, and you make a change and you wana check it, you open gta, check it, and if you didnt like it, you close it and re-edit and again?

Edward_FFS
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#110

Posted 19 July 2012 - 02:44 PM

Isn't it easier to make a backup in a .TXT file before change it? Just saying... lol

mateogon
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#111

Posted 21 July 2012 - 01:23 AM

what oksa8 told me was working, but i just replaced the uranus model with THIS MODEL and now i have the same problem, the car dont turn, and when i drift the car slide a bit but i cant keep it sliding, it turns and go straight, and i tried but cant fix it
can you try to fix it
CODE
URANUS 3200.0 1200.0 2.0 0.0 0.0 -0.1 75 0.50 0.60 0.52 5 240.0 30.0 10.0 4 P 4.0 0.65 0 40.0 0.25 1.0 2.0 0.03 -0.02 0.5 0.0 0.25 0.60 35000 40880004 0540840B 1 1 0


if you dont understand what i mean, i can make a vid of it or try to explain it better lol

Edward_FFS
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#112

Posted 22 July 2012 - 02:46 PM

HI

I see what you're trying to say, I tried to make it work better, here's the things I changed:

-> WEIGHT:
This S15 is Drift Spec, do a little reaserch and you'll find out that no Drift Spec car has more than 3000kg, like you had it. Changed it to 1350kg.

-> CENTER OF MASS:
Shifting the center of mass backwards helps maintain the weight well distributed. Changed the "y" coordinate to -0.16.

-> TRACTION BIAS:
0.52, for a 4WD drivetrain is TOO stable. Raised it to 0.585.

-> INNERTIA:
You need torque to drift, but 4WD drifting, you even need more! Raised it to 17.5.

-> ACCELERATION:
When raising torque, it's better to raise acceleration too. Raised it to 31.6.

-> STEERING LOCK:
Raised to 47.0.

-> SUSPENSION:
Loved it! Great suspension set-up wink.gif

I don't know if this is what you're looking for, but at least now you know what variables you should give more attention wink.gif

Here:
CODE
1350.0  1200.0  2.0  0.0  -0.16  -0.1  75  0.50  0.60  0.585  5  240.0  31.6  17.5  4  P  4.0  0.65  0  47.0  0.25  1.0  2.0  0.03  -0.02  0.5  0.0  0.25  0.60  35000  40880004  540840B  1  1  1  


I hope this helps. Good luck with the handling lines making colgate.gif


mateogon
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#113

Posted 22 July 2012 - 05:22 PM Edited by mateogon, 28 July 2012 - 03:12 AM.

hey can you explain me the center of mass thing? where is the 0.0 x y and z and is it important for making drift handlings?

i_shoot_once
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#114

Posted 27 July 2012 - 07:19 PM Edited by i_shoot_once, 27 July 2012 - 07:47 PM.

could you please make me two handling lines, one for a ford escort mk1 rs2000 ( http://www.automobil...rt_rs_2000.html )

and the second for an ford escort rs1600 ( http://www.automobil...rt_rs_1600.html )

i have driven both irl and they are exstreamly tail happy, tnx in advance i hope you can make me some handling as good as your others.

Edward_FFS
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#115

Posted 30 July 2012 - 10:30 AM

mateogon:

If you didn't study Physics, the Center of Mass is the point where the weight force is applied. Have you ever tried to balance a pen on your finger? If so, you had to try to find a point in the pen where it would be stable, without falling, right? That point is its Center of Mass.

If the explanation was bad, try Wikipedia

Once you understand the concept of Center of Mass, you'll know how important it is. Car makers nowadays are really careful about weight balance and weight distribution.
For drift, it's obviously good to shift the center of mass backwards (Y coordinate). And if you're looking for a low center of gravity, lower Z coordinate. About X coordinate, it shifts the center of mass rightwards and leftwards, so, don't mess with it, leave it at 0.0 wink.gif

An Example:
Do you watch D1GP? The 2004 edition of the BLITZ's team ER34, as I read, got the Gas deposit moved to the trunk, and enlarged to 100L, so they could control the weight balance more accuratelly by putting more or less gas in it. Genius, right?

i_shoot_once:

Thanks for the intel about the cars, it saves me a lot of time. But could you give me the links to the GTA SA models? It's better that way.

Regards,
Edward_FFS

Methical
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#116

Posted 30 July 2012 - 10:42 AM

Any chance you could have a look into this Chopper Trike please :
http://www.gtainside...=14767&orderBy=

I don't know if its the .ifp or the handling line that makes it unrealistic.. But the whole handling of it is wrong confused.gif Just doesn't feel right ..

i_shoot_once
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#117

Posted 30 July 2012 - 12:47 PM Edited by i_shoot_once, 30 July 2012 - 01:03 PM.

QUOTE (Edward_FFS @ Monday, Jul 30 2012, 10:30)

Thanks for the intel about the cars, it saves me a lot of time. But could you give me the links to the GTA SA models? It's better that way.

np ,giving you the car model is gonna be a bit of a problem because im in the middle of making it and its in alpha stages of importing and is constantly changing ( http://www.gtaforums...opic=518454&hl= ). could you please just do your best but if this is imposable i can give u the model but i would have 2 do it through PM.

mateogon
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#118

Posted 31 July 2012 - 01:00 AM Edited by mateogon, 31 July 2012 - 01:03 AM.

QUOTE (Edward_FFS @ Monday, Jul 30 2012, 10:30)
mateogon:

If you didn't study Physics, the Center of Mass is the point where the weight force is applied. Have you ever tried to balance a pen on your finger? If so, you had to try to find a point in the pen where it would be stable, without falling, right? That point is its Center of Mass.

If the explanation was bad, try Wikipedia

Once you understand the concept of Center of Mass, you'll know how important it is. Car makers nowadays are really careful about weight balance and weight distribution.
For drift, it's obviously good to shift the center of mass backwards (Y coordinate). And if you're looking for a low center of gravity, lower Z coordinate. About X coordinate, it shifts the center of mass rightwards and leftwards, so, don't mess with it, leave it at 0.0 wink.gif

An Example:
Do you watch D1GP? The 2004 edition of the BLITZ's team ER34, as I read, got the Gas deposit moved to the trunk, and enlarged to 100L, so they could control the weight balance more accuratelly by putting more or less gas in it. Genius, right?

i_shoot_once:

Thanks for the intel about the cars, it saves me a lot of time. But could you give me the links to the GTA SA models? It's better that way.

Regards,
Edward_FFS

thanks so much biggrin.gif but how can i know the car dimensions?
and what about handling and model flags? are they important?

Edward_FFS
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#119

Posted 31 July 2012 - 09:26 AM

mateogon:

Car dimensions? So, you're making a line for GTA III... The car dimensions, just search online the real car's intel or make up some values you think that's realistic. I didn't make many for GTA III, but I believe the game file was in milimiters.
Handling flags affect the overall handling. Model flags, as the name says, affect the model, they mess mostly with viewable things.
Handling flags are the ones you should give more attention, like "Use Max Sp Limit" ALWAYS use this, the game won't crash if you don't but as I see, you seek realism, so, activate it wink.gif
Then there's 1G and 2G boost flags, that's will give the car extra torque in the first and second gear, there's flags to make the tires wider or thinner, disable handbrake, steer on the rear wheels, etc etc. But don't tottaly forget about the Model Flags, they can be useful too!
Hope this helps wink.gif
__________________________________________________________________________________________________

methounderdog:

I'll look at it whenever I get some freetime wink.gif
__________________________________________________________________________________________________

i_shoot_once:

Hm, I see. I asked for the models because things like Center of Mass, Weight, even the dimension of the model are needed to make it more realistic.
Making it go from 0-100 in the sec's needed, it's a piece of cake, not even need the model. But the suspension set-up, for example, won't be that good, you're following?
If you're afraid I'll released it in my name, don't be. It's not the first time I have unrealeased models in my hand, and even my videos on youtube, they may be crappy, but I never took credit for the models or anything else, only for the handling lines wink.gif
__________________________________________________________________________________________________

Regards everyone,
Edward_FFS

mateogon
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#120

Posted 31 July 2012 - 09:32 PM

QUOTE (Edward_FFS @ Tuesday, Jul 31 2012, 09:26)
mateogon:

Car dimensions? So, you're making a line for GTA III... The car dimensions, just search online the real car's intel or make up some values you think that's realistic. I didn't make many for GTA III, but I believe the game file was in milimiters.
Handling flags affect the overall handling. Model flags, as the name says, affect the model, they mess mostly with viewable things.
Handling flags are the ones you should give more attention, like "Use Max Sp Limit" ALWAYS use this, the game won't crash if you don't but as I see, you seek realism, so, activate it wink.gif
Then there's 1G and 2G boost flags, that's will give the car extra torque in the first and second gear, there's flags to make the tires wider or thinner, disable handbrake, steer on the rear wheels, etc etc. But don't tottaly forget about the Model Flags, they can be useful too!
Hope this helps wink.gif
__________________________________________________________________________________________________

methounderdog:

I'll look at it whenever I get some freetime wink.gif
__________________________________________________________________________________________________

i_shoot_once:

Hm, I see. I asked for the models because things like Center of Mass, Weight, even the dimension of the model are needed to make it more realistic.
Making it go from 0-100 in the sec's needed, it's a piece of cake, not even need the model. But the suspension set-up, for example, won't be that good, you're following?
If you're afraid I'll released it in my name, don't be. It's not the first time I have unrealeased models in my hand, and even my videos on youtube, they may be crappy, but I never took credit for the models or anything else, only for the handling lines wink.gif
__________________________________________________________________________________________________

Regards everyone,
Edward_FFS

ty for the handling flags, but for the car dimensions, i didnt mean gta III, i wanted to know how can i know what to put on center of mass Y if i dont know what is the limit of the car...




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