Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

Making a car pretty fast, but not peel out?


ExtremeODD
 Share

Recommended Posts

Well I'm using the basic SA Handling editor by jacob and in the world of gta handling editing, Im always messing vehicles up. Right now my current goal is to make the slamvan fast, but not peel out from a high acceleration. The only way I have somewhat accomplised this is by increasing its engine acceleration and inertia some and making it 4 wheel drive or else it would lose controll. But with the 4 wheel drive while accelrating your handling goes to crap. So Im thinking I need to edit the traction loss, the traction bias, traction multiplier, etc. But Im not too sure what to change on them, weather I increase all, increase some, decrease some or what. Also is there any way to make the hydra any faster, messing with the settings has done nothing for mine. Thanks confused.gifsad.gif

Link to comment
Share on other sites

oneeyedziggy

it's been a while, but i have made an ambulance:

- super fast(250-300)

- untipable(really low either y or z center of mass, so that the c.o.m. is below the ground), uncrashable(damage multiplier = 0)

- super heavy(50,000-100,000 lb so that it can toss other cars out of the way)

 

if you want to increase the speed, i suggest leaving it's inertia the same, and leavint the drive type as either front or rear, not 4 wheel, upping the acceleration/power, and upping the traction multiplier

 

if you want to increase the weight, you need to stiffen up the suspension

 

and lowering the center of mass and or damage multilplie will ensure that you dont flip or destroy your nice slam van

dont make the center of mass too high or farther to the left or right than the width of the vehicle, otherwise it will fly up in the air and spin around and explode upon spawning, then continue to flip out and it will crush you if you approach under these conditions.

 

if you change the traction bias, dont change it much, and you may want to decrease the traction loss slightly

 

by the way, i'm wrighting my own handling editor, you might want to give it a look when i finish. (email [email protected] AIM:OneEyedZiggy)

Link to comment
Share on other sites

it's been a while, but i have made an ambulance:

- super fast(250-300)

- untipable(really low either y or z center of mass, so that the c.o.m. is below the ground), uncrashable(damage multiplier = 0)

- super heavy(50,000-100,000 lb so that it can toss other cars out of the way)

 

if you want to increase the speed, i suggest leaving it's inertia the same, and leavint the drive type as either front or rear, not 4 wheel, upping the acceleration/power, and upping the traction multiplier

 

if you want to increase the weight, you need to stiffen up the suspension

 

and lowering the center of mass and or damage multilplie will ensure that you dont flip or destroy your nice slam van

dont make the center of mass too high or farther to the left or right than the width of the vehicle, otherwise it will fly up in the air and spin around and explode upon spawning, then continue to flip out and it will crush you if you approach under these conditions.

 

if you change the traction bias, dont change it much, and you may want to decrease the traction loss slightly

 

by the way, i'm wrighting my own handling editor, you might want to give it a look when i finish. (email [email protected] AIM:OneEyedZiggy)

hmm, Ive been trying this and I can get it to spawn (would launch through roof of garage) but now the suspension is super bouncy even when changing the force and dampening level. Also with little modification to the acceleration its uncontrollable and on any hill, you dont move, going down, you rocket. Also with the center of gravity (z) anything below 0- -.5 it will dissapear as soon as it spawns. Im trying to get the same effect with lithjoes VC trainer, the granite cheat thing, where you can slam through anything and it has no adverse effects on handeling. Basicaly I want that and the slamvan to be a bit faster

Link to comment
Share on other sites

AIM:OneEyedZiggy)

hmm, Ive been trying this and I can get it to spawn (would launch through roof of garage) but now the suspension is super bouncy even when changing the force and dampening level. Also with little modification to the acceleration its uncontrollable and on any hill, you dont move, going down, you rocket. Also with the center of gravity (z) anything below 0- -.5 it will dissapear as soon as it spawns. Im trying to get the same effect with lithjoes VC trainer, the granite cheat thing, where you can slam through anything and it has no adverse effects on handeling. Basicaly I want that and the slamvan to be a bit faster

I too tried to duplicate the Solid Granite from VC and was able to do that (sort of) by changing the mass to 25500 and damage mult to 0 or .01. Also there is a flag that makes vehicles untipable. not sure how I enabled it but my ambulances now right themselves if they fall over. Also setting aceleration to 70 seems to help them push up hills. I don't use an editor I just edit the main file with wordpad so not sure how I enabled it.

Link to comment
Share on other sites

fuckindumass

Somewhere on these forums, you will find a tool made to help you get everything in the right ballpark. It was made for Vice, but the files for SA are similar. One difference, in SA you cannot crank up the mass as you could in Vice. Increasing traction will help accelerate w/o wheelspin (and make the steering twitchy), but if set up right, you can go straight with wheelspin. e.g., you increase the mass, do not forget to increase the turning mass also, or your vehicle will spin out at every opportunity. I think Cerbera's website may help you out also.

Link to comment
Share on other sites

Set the mass about the same as the rhino, front wheel drive, and set the bounciness of the suspension © as low as possible. You also want to set the drag low, set the c.o.m to a -Z value, y is how far forward/back the c.o.m is, you don't want to put this too far from 0. x is left/right, really shouldn't be touched.

You can set the braking force high if you want it to stop quickly. I think (I) needs to be set high, while (J) and (K) almost 0.

 

Ok, I'll clean this up and test it ingame.

 

(A) No change

(B) >=25000

© >=250000

(D) <=0.1

(E) Unused

(F) =0

(G) =0

(H) <=-10

(I) Whatever you want, you can't make the car float without setting the Isboat flag.

(J) >=20 (High)

(K) <=0.1

(L) <=0.1

(M) >=4 (This one is purely cosmetic methinks.)

(N) <=300 (I'm not sure if there is an upper limit, but after 300 you start going a bit too fast. Set it higher if you want.)

(O) >=10

(P) I'm not sure about this one, if it means what I think it means you want to set it low for fast acceleration, or high to keep your velocity after hitting something.

(Q) F

® I think this is a cosmetic one too. D might be best.

(S) >=10 for fast stopping

(T) 0 for equal F/R braking force, <=-10 For burnouts smile.gif

(U) Personal choice, 0 if this is gonna be an offroad mainly vehicle, 1 for pavement.

(V) Not sure on this one, I'm thinking it should be set high.

 

(a) >=1 I think, this is probably the setting for the softness of the springs. if its too high you will just hit the ground and bounce, too low and you slam into the ground.

(b) <=0.1 This one confuses me, I think it is how much energy is absorbed by the shocks, in which case a higher setting would be better, but no car has a setting above 0.1

© >=0 The lower the better unless you want to bounce around/

(d) This just changes the wheel position, best to leave it as is.

(e) Same as d

(f) I wouldn't change this, if I was going to, I'd set it to a positive value.

(g) I have no idea about this one.

 

(aa) Don't change this unless you want to hover outside the car.

(ab) <=0.1 How much damage you take in a collision.

(ac) I'd set this to 1 if you can import it, otherwise whatever you want.

 

(af) I wouldn't change this.

(ag) Same as af.

(ah) 0, 2, 3. Take your pick.

(ai) 0, 1, 2, 3. Take your pick.

(aj) Same as ag.

 

 

EDIT: My first attempt resulted in the slamvan barely being able to move. I'm just copying the rhino stats over, then I'll post what I get after a bit of tweaking...

 

EDIT2: Haha! This is psychotic, it handles like a go cart, but will not deviate when you hit another car. It is actually partway through the floor, not sure how to fix that, but it seems to work fine. Maybe you need to set d and e lower.

 

SLAMVAN 25000.0 250000.0 0.1 0.0 0.0 -1.0 70 2.50 0.8 0.5 5 300.0 40.0 150.0 F P 10.0 0.50 0 28.0 0.4 0.02 0.0 0.35 -0.14 0.5 0.0 0.36 0.01 19000 40002000 2010000 1 3 0

Edited by Ephphatha
Link to comment
Share on other sites

Well its not perfect but I have this and it seems to work well. I set mass to 30000.0 and turning mass to 45000.0

 

Here is an example of a Hotknife:

 

 

HOTKNIFE    30000.0   45000.0   2.5    0.0 0.3 -0.3  75  0.75 0.8  0.5  	5 240.0 60.0 5.0  4 P  19.0  0.45 0 30.0  	0.8  0.08  0.0   0.28 -0.20 0.4  0.3  0.20 0.01 35000  40006800	8000  1  1	0

 

 

This car is very faast can go up hills corners well, stops well and I ran into the Brown Streak with it and it derailed it but kept on going. Had to reduce the damage reduction though or you blow up. it is also very hard to tip.

 

The first number is mass second is turning mass. Has 5 gears goes 240 max has 60 acell (peals out a little but not allot) is 4 wheel drive and has the breaking power of a bike (19). If the turn mass is too high it moves very slowly. 45K seems to be a good number.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.