BenMillard Posted October 28, 2004 Share Posted October 28, 2004 (edited) GTASA Handling Experiments technical and casual observations. I have a copy of the handling.cfg file and it makes for very interesting reading. For a start, there is a VAST number of cars. More interestingly, R* have done what I predicted by giving modifiers even more control over vehicles. Also as I predicted, the step between GTA3 and GTAVC handling.cfg options is actually less than the step between GTAVC and GTASA seems to be! I am not quite sure what the deal is with whether we are allowed to throw the GTASA handling.cfg around yet, so I'll wait until I get some confirmation from someone who has checked before I start posting bits of it and writing a new Handling Definition for it. Cerbera's Handling Definitions GTA3 Handling Definition GTAVC Handling Definition GTASA Handling Definition - frequently updating draft. More guides by me are available from the Texts section of my website. My GTASA Acceleration Experiments have a lot of information about this part of vehicle handling. Edited September 12, 2005 by Cerbera Legacy Ivy Terascale 1 Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/ Share on other sites More sharing options...
Ducati996 Posted October 29, 2004 Share Posted October 29, 2004 sounds good... so basically the handling lines from VC will more or less be compatible to San An or what? Apart from the missing values and flags of course... Have you found out anything about the models of the cars itself already? Do you think it will be hard or rather easy to convert a car from ViceCity to San Andreas? The vast number of vehicles shocks me in a way... because it makes me wonder if the game will tolerate even less high-poly models or what? I really wanna put some of my cars into San Andreas... can't wait for that... I can't imagine it yet... so I just wrote a few thoughts here, hope you don't mind... Well done anyway... good to see you are already at it... Say hello to your Mum! Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2113535 Share on other sites More sharing options...
BenMillard Posted October 29, 2004 Author Share Posted October 29, 2004 Thanks for showing some interest. Converting from later editions to earlier editions is pretty easy because you just delete the data which the early versions do not support. I recently wrote a guide about converting handling which explains the process between GTA3 and GTAVC. However, as mentioned at the bottom of that guide, there are differences in the way the physics engine of each game interprets the same values and with GTASA this could well be radically different in are like suspension. I have copied the GTASA handling.cfg to floppy disk, along with the draft Definition page, so that I can at least get all the parameter names written up and put some suggested descriptions. Until we get the PC version and I can actually carry out experiments into whether acceleration has changed much by the introduction of new parameters like "fDragMult" that I be able to start being more definite. I will not be getting GTASA for the PS2 because I never bought a PS2 out of spite for the GTA series favouring consoles instead of the PC. Therefore any observations people can make about how cars feel when driving in the game would be helpful. How easy doing donuts in that have 1G_BOOST is in GTASA compared to GTAVC and GTA3 would give me some idea about how the physics engine may have changed. I am might write a Default.IDE Definition as well if it is any different to the previous ones, such as having a value to assign hydros to any vehicle. If it is interesting then I'll write default.IDE definitions for GTA3 and GTAVC too but it it has not changed for GTASA I will just write an umberalla one to cover all three. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2113714 Share on other sites More sharing options...
Ducati996 Posted October 29, 2004 Share Posted October 29, 2004 i am interested... after all I learned tweaking the handling's mostly from you... I admit I don't go at it as elaborated as you do, but i still succeed more or less... But i have noticed, that many cars i have in game, even though they have a big top speed and acceleration don't go faster than a certain speed... is that the friction thing or what... about your questions... tell me what you wanna know, I don't quite get what you are saying... but let me know what you need to hear about how the vehicles handle/feel in SA... I was not wanting to convert cars from SA to VC though... I wanna get some cars that I have in VC into my SA if possible at some point... maybe you got that wrong... Anyway, let me know what you wanna hear and i will see what I can do... Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2114050 Share on other sites More sharing options...
DexX Posted October 29, 2004 Share Posted October 29, 2004 I was not wanting to convert cars from SA to VC though... I wanna get some cars that I have in VC into my SA if possible at some point... maybe you got that wrong... Presumably you have the model too, yes? There have been a number of (significant) alterations made to how cars are handled, besides the handling, and you will will need to do some fancy model trickery to get old meshes to work properly. and a few more even, if you really want to take advantage of the new features. Nothing too terribly complex, just mostly tedious. I'll post a tech doc, and start helping out cerb whenever i can. i have info right now, but i cant publicly post it. The handling.cfg has a more profound effect on cars this time around, and will require more attention from the modellers, who wish to utilize as much of SA's goodness as they can Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2114306 Share on other sites More sharing options...
Kryptos Posted October 29, 2004 Share Posted October 29, 2004 (edited) The configuration and data files, as well as the Slus file, are already publicly available. I've already mapped out large areas of the memory in the Slus file, namely around 0x600000 (using PS2Dis). Unfortunately, I'm also fearful of the same factors that are holding Cerbera back from posting his handling alterations. If you do plan on disassembling this and working through it, remember that this is based on MIPS and not x86 (finally my summer of N64 RCE has payed off) with custom extensions for increased efficiency, i.e. the EE Core. You can find an older document on MIPS (R4300i Microprocessor) here. Note that the EE Core is based on MIPS 5900. For further information you can reference PS2Dev.org as they have a ton of useful information and resources. I hope this helps someone. Edited October 29, 2004 by Kryptos Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2115965 Share on other sites More sharing options...
BenMillard Posted October 30, 2004 Author Share Posted October 30, 2004 (edited) I was not wanting to convert cars from SA to VC though... I wanna get some cars that I have in VC into my SA if possible at some point... maybe you got that wrong...Presumably you have the model too, yes? There have been a number of (significant) alterations made to how cars are handled, besides the handling, and you will will need to do some fancy model trickery to get old meshes to work properly. and a few more even, if you really want to take advantage of the new features. Nothing too terribly complex, just mostly tedious. I'll post a tech doc, and start helping out cerb whenever i can. i have info right now, but i cant publicly post it. The handling.cfg has a more profound effect on cars this time around, and will require more attention from the modellers, who wish to utilize as much of SA's goodness as they can Follow the link in my first post to my progress on the GTASA Handling Definition I am writing. Might need CTRL+F5 to totally refresh the page and empty your cache (IE and FireFox). Having looked through all the parameters and typed them out I now have a much better idea about how hugely devolved the settings for cars are now. It is like R* have been reading my website (and some of my posts) and have done ten times everything I suggested! One thing I have noticed which gives and indication of how amazingly detailed the new parameters are is a pair of settings which look like they will add a different aero resistance to planes depending on whether the landing gear is down or retracted! I don't know if GTASA actually has landing gear which could be retracted but if it does, this setting changes how the plane will perform. There is an extra byte of data in the flags from GTAVC and now two sets of flags which means 64 flags! There are four types of suspension set independantly for the front and rear. There are four mutators for tyre width for the front and rear and a flag which looks like it will actually duplicate the rear wheel models to be like a proper truck, rather than just making them wider. I bet that if you use the duplicated one and a tyre width mutator they would reposition themselves to remain side by side. There are also three flags which mention HYDROS. After thinking more thoroughly about whether flags could be used to enable special animations like the BF Injection flywheel, I do not think this is the case. The STREET_RACER setting which I thought might allow the Phoenix supercharger blower is more likely to be one that changes the exhausts into flames like the Cuban Hermes had in GTAVC. It is definitly exciting stuff. Mesh and TXD formats should be discussed in other threads and such threads should not be created by anyone who is not actually conducting experiments into them, imho. Then the specific threads can cross-link to each other when talking about aspects which have effects in both. Asdexx has agreed to make some testbed vehicles for me to run extensive experiments into the GTASA handling format once the PC version is released, so I am devising the experiments based on the names of the parameters I have found. Once I have figured out all the experiments I think I will need to do, I will put together a set of specifications for the testbed vehicles I would need from Ash. (EDIT) GTASA Handling Definition with all parameter names has now been uploaded. Edited October 30, 2004 by Cerbera Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2117541 Share on other sites More sharing options...
DexX Posted October 30, 2004 Share Posted October 30, 2004 Nice cerb, you figured out a few flags i didn't.. but here's my thoughts on a few... Model Flags- AXLE_R/F_MCPHERSON - for the Monster truck, it was mentioned that the shocks would (the models) would actually act like shocks, and i think this tells the game that those are present. BOUNCE_PANELS - when you damage your vehicle now, the body panels will actually move and swing around, like the bumpers will "bounce" with the car, in stead of just dangling there. also the car is never "Still". if you just stop and watch the car for a min without touching anything, it is ever so subtley rocking from side to side. Handling- STEER_REARWHEELS HB_REARWHEEL_STEER ALT_STEER_OPT - monster truck has Rearwheel steering, so some of these have to be in play for it. HYDRAULIC_GEOM - there are actual objects used for hydraulics now, this probably tells the game to look for the extra pieces and use them. HYDRAULIC_INST - has hydraulics by default i guess.. HYDRAULIC_NONE - some cars cany get hydraulics. this is probably why. PROC_REARWHEEL_1ST - my guess is on the forklift, where the front wheels stay straight, and only the rearwheels steer. also uses really narrow wheels. SWINGING_CHASSIS - my guess was actually for the trailers on semi's, which "swing" around the back of the cab as you drive. indication of how amazingly detailed the new parameters are is a pair of settings which look like they will add a different aero resistance to planes depending on whether the landing gear is down or retracted! I don't know if GTASA actually has landing gear which could be retracted but if it does, this setting changes how the plane will perform. oh yea?.... R3 button, Raise / Lower landing gear a flag which looks like it will actually duplicate the rear wheel models to be like a proper truck, rather than just making them wider Correct. the semis actually have double rear wheels now. It is definitly exciting stuff. Mesh and TXD formats should be discussed in other threads and such threads should not be created by anyone who is not actually conducting experiments into them, imho. Then the specific threads can cross-link to each other when talking about aspects which have effects in both. New topic it is. ill post as much as i can learn without modding my ps2. nothing can be confirmed till the pc release though, which may be subject to change. better add that as a disclaimer.. excellent work so far though Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2118813 Share on other sites More sharing options...
Mega Posted October 30, 2004 Share Posted October 30, 2004 (edited) Presumably you have the model too, yes? There have been a number of (significant) alterations made to how cars are handled, besides the handling, and you will will need to do some fancy model trickery to get old meshes to work properly. and a few more even, if you really want to take advantage of the new features. Nothing too terribly complex, just mostly tedious. Converting modelers cars to SA will be a great challenge. There are a lot of new parametres to include, as there is now a possiblilty to tune up cars. Looks like the collision files aren't build the same way either. The models would need to include new dummies: each one for a tuned part. And it seems that the Dff is not build the same way. it's not only a reflection map problem this time, which is gorgeous by the way(the SA one) on a Greenwood car. The vast number of vehicles shocks me in a way... because it makes me wonder if the game will tolerate even less high-poly models or what? I really wanna put some of my cars into San Andreas... can't wait for that... umm, the polyness was never a problem for VC. Some crashes were noticable on GTA3 with too high poly models. The thing will depend on your video card, as always. The thing that scares me right now are the textures. I noticed that the map has sometimes problems to load correctly with textures on, particularly in Los Santos. (the "grass" phenomenon is also a thing that shows PS2 video limits.) The problem with the textures is, i don't know if you remember but having 5mb+ txd files on 4 or 5 cars (or more) was not game-friendly. VC map textures did not want to load. I think that with SA we will need to make txd files that are 1mb max, and even that is big. Edited October 30, 2004 by Pavlov Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2119175 Share on other sites More sharing options...
BenMillard Posted November 1, 2004 Author Share Posted November 1, 2004 (edited) Hey, thanks for the info Ash. I have updated and uploaded a new version of the Definition with nearly all the parameters given a preliminary description. Some of them are rather imprecise, though. The problem with the textures is, i don't know if you remember but having 5mb+ txd files on 4 or 5 cars (or more) was not game-friendly. VC map textures did not want to load.By changing the memory allocation settings from those used on the PS2 to ones more suited to the PC, much more data can be read into memory and kept there. This allows larger textures to be loaded whilst still loading the GTAVC textures. I have heard rumours that these memory settings may be placed into a .INI file rather than requiring something like Steve-M's Limit Adjuster program. (EDIT) I started work on a new FlagStudio program today. It will cater for GTA3 and GTAVC flags as well as both flag sets in GTASA. I have sorted out the method to populate the lists and show the descriptions but I have not yet written the proper descriptions in. It will be resizable and will display one flag set at a time: I have to do some research to figure out how to work with checked listboxes bt I have an example program to work from, so it should not be too hard to figure out. It will not actually open the handling.CFG file. (EDIT2) This tool is now obsolete because I have made a fully featured handling editor for GTA3, GTAVC and GTASA. Edited December 24, 2005 by Cerbera Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2126468 Share on other sites More sharing options...
Forelli_Boy Posted November 1, 2004 Share Posted November 1, 2004 According to the Shopping.dat file, we can put only as many parts as the game will allow for that specific car we're replacing when it comes to low riders. That file clearly indicates which cars can be converted to lowriders. As for "Riced" cars, we can only have 'a' and 'c' sets, as it were. o_O; Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2127047 Share on other sites More sharing options...
DexX Posted November 1, 2004 Share Posted November 1, 2004 Presumably you have the model too, yes? There have been a number of (significant) alterations made to how cars are handled, besides the handling, and you will will need to do some fancy model trickery to get old meshes to work properly. and a few more even, if you really want to take advantage of the new features. Nothing too terribly complex, just mostly tedious. Converting modelers cars to SA will be a great challenge. There are a lot of new parametres to include, as there is now a possiblilty to tune up cars. Looks like the collision files aren't build the same way either. The models would need to include new dummies: each one for a tuned part. And it seems that the Dff is not build the same way. it's not only a reflection map problem this time, which is gorgeous by the way(the SA one) on a Greenwood car. The vast number of vehicles shocks me in a way... because it makes me wonder if the game will tolerate even less high-poly models or what? I really wanna put some of my cars into San Andreas... can't wait for that... umm, the polyness was never a problem for VC. Some crashes were noticable on GTA3 with too high poly models. The thing will depend on your video card, as always. The thing that scares me right now are the textures. I noticed that the map has sometimes problems to load correctly with textures on, particularly in Los Santos. (the "grass" phenomenon is also a thing that shows PS2 video limits.) The problem with the textures is, i don't know if you remember but having 5mb+ txd files on 4 or 5 cars (or more) was not game-friendly. VC map textures did not want to load. I think that with SA we will need to make txd files that are 1mb max, and even that is big. The DFF is ps2 format; pc versions of renderware models (.dff) would be *similar* in format to what is current on VC:PC. Fortunatley, (sp?) renderware is fairly-backwards compatible. For example, Vice on the pc uses Renderware 3.4, although it will read the model files, exported from max 3, which are renderware 3.0. So we should be able to use zmodeler again to export cars, and max (3) for buildings. No new tools should be *required* though some updates would be nice.. The reason reflections and textures are they way they are, along with the grass, is due to the 4mb (!!) of vram tht the ps2 has, which is.....pathetic. the cars are higher poly though, so i guess its cheaper to build detail with geometry, than with textures. ill cover this more in my SA model / texture topic, which i should be posting later tonight. 1mb is massive for textures, especially considering that they are compressed on the pc, so they use even less space. you can get 4 512*512 textures in a 512kb-dxt compressed txd. If you need more than that for a car, something is wrong with your texturing method and it can be massively optimized. enough off topic-ness, sorry cerb btw, that flag studio looks handy, but a file opening/saving function will massivley help. what "language" are you doing it in? Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2128118 Share on other sites More sharing options...
BenMillard Posted November 2, 2004 Author Share Posted November 2, 2004 btw, that flag studio looks handy, but a file opening/saving function will massivley help. what "language" are you doing it in? VB6. I have never learnt how to do file opening but I think now is the time to do so because my home modem has broken and so I will have another spell of being mainly offline in which to develop some more programming skills. I have already gotten it calculating flag data when ticking the boxes for all four types of flag. I will write a reversed function so that it will tick the boxes depending on what you type in but that is trickier because of having to validate input and avoiding feedback. But yeah, I think learning to work with plain text files programmatically would be a useful thing for me to do. I retired from GTAVC handling setups. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2131040 Share on other sites More sharing options...
Mega Posted November 2, 2004 Share Posted November 2, 2004 this project starts to looking good cerb. Thanks for info Ash, did not know the PS2 was so poor on vram. It looks like a great performance SA runs so good on it. Thanks for clearing the difference of formats between PC and PS2. Looks like it would be easier to make cars SA-compatible(sp?) than i thought. Still, we have to wait looong. Cerb, where's the list of cars? Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2131307 Share on other sites More sharing options...
Neo-K 182 Posted November 4, 2004 Share Posted November 4, 2004 very interesting. glad that you got this worked out cerb. being the technically man for the SARoadWarrior mod, this will really help me out. some good readin here. good work. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2139074 Share on other sites More sharing options...
BenMillard Posted November 4, 2004 Author Share Posted November 4, 2004 (edited) I am just on to announce that I have released FlagStudio, available for download from that page. Parameters which I was not sure about have their description set to "unknown" and I will update these descriptions when I run tests in GTASA for the PC in Spring 2005. I may update them sooner if people who have GTASA on the PS-Two are able to supply good observations about how different flags set to different cars affect them. FlagStudio: Would someone like to send me the GTASA "default.IDE" (and any other file which affects the configuration of vehicles) so I can see if there is anything interesting there? I have found that the MONSTER handling line is not a monster truck as it has no rear wheel steering. Instead, the MONST_A and MONST_B are monster truck setups. By comparing the flags of the FORKLIFT handling with MONST_A and MONST_B I was able to deduce what the STEER_REARWHEELS and HB_REARWHEEL_STEER do. I have updated FlagStudio2 to include the new definitions of these. I heard that there are vehicle tune-up shops? If this is true then the flags about HYDRO_#, STREET_RACER and NOS_# might mean that these flag enable the car to have these devices fitted? Edited April 2, 2005 by Cerbera Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2139553 Share on other sites More sharing options...
Mega Posted November 6, 2004 Share Posted November 6, 2004 I heard that there are vehicle tune-up shops? If this is true then the flags about HYDRO_#, STREET_RACER and NOS_# might mean that these flag enable the car to have these devices fitted? Yes, it's true. STREET_RACER: i haven't seen the effect of this one ingame. any clues? Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2148144 Share on other sites More sharing options...
BenMillard Posted November 6, 2004 Author Share Posted November 6, 2004 I heard that there are vehicle tune-up shops? If this is true then the flags about HYDRO_#, STREET_RACER and NOS_# might mean that these flag enable the car to have these devices fitted? Yes, it's true. STREET_RACER: i haven't seen the effect of this one ingame. any clues?Having finally gotten my hands on a "shopping.DAT" file, I think that my prediction is correct. In the file it lists the model names and attributes of everything you can by, from new wheels and exhausts to burgers and guns. There are seperate sections for "normal cars" and "low riders" and "street racers" so I think these three flags must be used to indenfity that the vehicle is one of these types. Interestingly, the "hydralics" option is available in all three groups so the use of the HYDRO flags in the handling is still a mystery to me. I still have had no response from the GTAF staff about whether or not we are allowed to redistribute the files from GTASA, so I am not going to upload the ones I have, namely default.IDE, shopping.DAT and handling.CFG so you'll have to get them yourselves. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2148240 Share on other sites More sharing options...
Run Down That Guy Posted November 7, 2004 Share Posted November 7, 2004 Ahem, I know what the swining chassis is, if you notice on some of the cars and lowriders in SA, as you slow down and stop, the back starts swinging, that is swinging chassis, turn it off and bing! no swinging. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2153463 Share on other sites More sharing options...
Ducati996 Posted November 9, 2004 Share Posted November 9, 2004 yeah, that swinging feature is cool... In general after having played GTA San An for quite a bit, I can say the following...: Handling has been generally improved a lot in my view. suspension and drifting all handles much better this time around. Bikes are more or less the same, but still very cool. The Boats are more fun to drive, and flying objects are harder to fly, but much more realistic this time around. As for the cars, you are right Cerbera. There is several types of cars. Don't know if I know all, but there is Lowrider (Loco Low Garage), then there is normal cars (Transfender Garage) and there is streetracers (Some other garage... can't remember...). And there is a few vehicles in game that cannot be tuned at all. Anyway, all those three types can be tuned in different ways, depending on each model... some can fit more extras than others... There is Spoilers, Side Skirts, Hood and Roof air intakes, Bass Boost (Car Stereo, lol), Colors/Paintjobs, Hydraulics for the suspension and of course the good old wheels... like I said, some cars can be tuned more than others. about the Hydro flag... don't really know... but some vehicles are actually able to float... such as the hovercraft... and the Leviathan helicopter... maybe it's to do with that... Anyway... let me know if you wanna know more... Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2160776 Share on other sites More sharing options...
BenMillard Posted November 13, 2004 Author Share Posted November 13, 2004 http://home.comcast.net/~salawson/asdf1.avi - modified Hydra fighter plane thing. (1 meg) http://home.comcast.net/~salawson/asdf.avi - modified NGR bike thing. (5 megs) I was made aware of these modifications by someone who MSN'ed me. Apparrently the mods were done by copying the game onto the PS2 hard disk, inserting that hard disk into their PC, altering the "handling.CFG" file, then putting the hard disk back onto the PS2. I guess the videos were taking using a computer with a TV-in graphics card or something. Anyway, it seems that the Xbox modding that has been done for GTAVC and in particular with Myriad Islands can be done with GTASA on the PS2 as long as you buy a HDD for it. The mods are just super-accel mods for them both really, but the NGR one makes for some pretty sci-fi action thriller footage. First time I've seen GTASA in-game and I am impressed by the amount of countryside that they've made. It's like they saw my designs for Curveshire and said "Hey, that kid might be onto something! Let's make loads of countryside between our roads too!" Oh, thanks for that insight about tuned cars Ducatti. It all helps out, so keep it coming please. Get yourself FlagStudio2 (should be a link in my sig) to see if you can figure out better definitions for the GTASA flags I have identified. If you can give me some ideas about the flags I haven't identified that would be a great help, too. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178550 Share on other sites More sharing options...
vALKYR Posted November 13, 2004 Share Posted November 13, 2004 Damn, I think I am going to buy a PS2 Harddisk Nice movies. -vAL Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178590 Share on other sites More sharing options...
DDR Midian Posted November 13, 2004 Share Posted November 13, 2004 Hey Cerbera, it's me. The guy who MSN'd you. Just thought I'd let you (and anyone else here) know that I've finished editing the values, and am going to test them in a moment. If anyone has any ideas for other modifications I could make please feel free to let me know. Number plates anyone? P.S. I'm complete new to all of this, which is why I needed Cerbera's help in the first place.. so try not to ask me anything technical. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178627 Share on other sites More sharing options...
SoLo_ Posted November 13, 2004 Share Posted November 13, 2004 (edited) "AXLE_F_REVERSE" could possibly be the four wheel reverse steering, like on the Monster. I'm not totally sure though. Also, I think "LOW_RIDER" makes it moddable through the Loco Low Company mod garage, and "STREET_RACER" makes it moddable through the Trans-Fender mod garage. I think also that the "SWINGING_CHASSIS" is for off road vehicles, that have independent axles, or if a car has hydraulics. I think that "NOS_INS" is the part that gives the car the ability to have nitrous oxide boosts. Great job Cerb, I salute you on your contributions to this great game. Edited November 14, 2004 by SoLo_ Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178916 Share on other sites More sharing options...
DDR Midian Posted November 14, 2004 Share Posted November 14, 2004 Ok I've played about on the game and frankly, the Hydra rules. Although if your thrusters aren't pointing PERFECTLY straight.. you'll go into a loop-de-loop frenzy and probably slam into the floor at 500Mph. Secondly.. I need some help with the NRG-500. I set the acceleration to something ridiculous and same with top speed. It "works" although if I just slam the X button down, I go forward for a second then spin out. The only way to increase speed and stay straight is to do it very slowly by tapping X. I haven't found a long enough road to go for very long.. but if there's something I can edit that stops me spinning then all will be good. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178942 Share on other sites More sharing options...
SoLo_ Posted November 14, 2004 Share Posted November 14, 2004 (edited) I was driving around tonight in SA, and noticed that there are a few cars with odd characteristics. Such as cars with only one seat ETC. This could also be an aspect with some of those "unknown" handling peices. OFF TOPIC: My favorite car so far, is the Bandito. I <3 that thing. Edited November 14, 2004 by SoLo_ Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2178946 Share on other sites More sharing options...
knightriderxx Posted November 14, 2004 Share Posted November 14, 2004 yea i'm that dude that made them i got one other that isn't too impressive but hey i just started yesterday http://home.comcast.net/~salawson/asdf2.avi 2 SMGs (not supposed to be able to do) with sniper rifle power Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2179655 Share on other sites More sharing options...
GTAGuy Posted November 14, 2004 Share Posted November 14, 2004 So with modding, a weapon that wouldn't normally be dual wieldable can be. I already figured that it would probably be possible to do, but its still damn cool to see that it can in fact be done Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2181351 Share on other sites More sharing options...
DDR Midian Posted November 14, 2004 Share Posted November 14, 2004 I edited the Dumper in the cfg to include the flags NOS_INST, HYDRAULIC_INST, and HYDRAULIC_GEOM. Needless to say, it didn't have nitros or hydraulics. Maybe they enabled the vehicle to be equipped with them once bought at a mod garage though.. the only problem being the Dumper is too big to fit inside a garage. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2183218 Share on other sites More sharing options...
DexX Posted November 15, 2004 Share Posted November 15, 2004 I edited the Dumper in the cfg to include the flags NOS_INST, HYDRAULIC_INST, and HYDRAULIC_GEOM. Needless to say, it didn't have nitros or hydraulics. Maybe they enabled the vehicle to be equipped with them once bought at a mod garage though.. the only problem being the Dumper is too big to fit inside a garage. Its not just the handling flags, the model also needs to have special parts, which the dumper does not have. There is currently no way to edit the vehicle models either (or rebuild the IMG if you could), so your pretty much limited to having Nos and Hydraulics on the vehicles that already have them. Link to comment https://gtaforums.com/topic/153355-gtasa-handlingcfg-experiments/#findComment-2184127 Share on other sites More sharing options...
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