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Happy Holidays from the GTANet team!

your favorite SA handling cfg's


bluejeans
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Heh.. Do you think that some one would post his long time work in here for free? sarcasm.gif

ps. Im not so interested about handling configs.. I would just like to see how fast peoples "fastest cars" go!

 

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I don't get it. Why would someone think their work is too valuable to share. I wonder what would happen if TXDWorkshop, ImgTool, etc all had to be paid for? Then I suppose getting a car for SA would mean paying 90-200 each like over at 3d02.

People will post their lines. And they won't ask for money. If I had my own handling cfg lines I would post them, but I use Cerb's and Ron's lines. Because they rock.

 

 

 

 

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I was working on numerous handling setups a few months ago, although most were tweaked within the handling structures in memory at runtime for better results, this was personally one of my more enjoyable ones, bordering on realistic/drifting.

 

 

ELEGY 1200.0 1200.0 1.8 0.0 0.0 0.0 75 0.50 0.65 0.52 5 300.0 30.0 10.0 4 P 4.0 0.65 0 50.0 0.2 0.5 1.0 0.05 0.00 0.50 0.0 0.25 0.60 35000 40882004 05408403 1 1 1

 

 

Even managed to get some negative camber happening without screwing up the suspension response too much, I bet with more time some quite realistic setups could be derived. Similar setups will work for any car, although tweaking is needed for chassis, suspension and brake balance between individual vehicles usually.

 

Sorry if you were looking for entirely arcadey setups, not my interest confused.gif

 

 

Edit:-

 

Concerning your other topic about the hotring/nascar setups, the hotring is not the worst balanced model, but it is certainly right up there, gladly switching from oversteer to understeer in the blink of an eye regardless of handling data, sure you can enforce one extreme or the other but finding a neutral setup seems to be nigh on impossible, same with the Turismo among a few others.

 

I was planning to dig deeper and see if it was hard coded or revolved around a dodgy dff or similar (my suspicion is the game is creating a physics object that does not match the balance, dimensions and wheel dummies of the actual vehicle model), if you can work out why and how to fix them please share your findings on these forums, would be greatly appreciated to us handling enthusiasts.

Edited by cBonky
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Since people kept e-mailing me about doing a super-fast handling setup, I did one for the Infernus:

 

INFERNUS	900	1500	0	0.0	0.10	-0.60	-1	2.50	2.50	0.40	5	1000	75	-5	4	P	15.0	0.60	0	30.0	1.05	0.140	5.0	0.25	-0.10	0.5	0.2	0.37	0	95000	40002004	1004001	2	2	1

 

 

I am currently making the page to release my GTASA Handling Overhaul v0.1, since I am not going to have time to work on it any more. Just a case of getting a couple more screenshots, then putting it in the GTA San Andreas section of my website.

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Has anybody made a really good drifting line for SA? sigh.gif

If someone wants 2 make one, if you have Gran Turismo 4, I recomend getting drifting set-ups from the net for GT4, then making it them in San Andreas.

Just a tip. smile.gif

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Wow, good start guys.

 

I've found cebera's code to be a bit difficult to use - he says that his code takes quite a while for the infernus to get to top speed, and at least 5 seconds to get to a decent speed. In my experience, it goes from 0-100 at the tap of the accelerator, and the highest speed I've managed to get is 1115 kph. Hard to handle around the LV ringroad at this speed, of course, but it would be nice for it to corner at that speed, to see just how fast it will go. It's a great cfg in terms of speed, but when you crash, man, do you CRASH. Sometimes I've crashed in prickle pine and ended up in palamino creek! Anyway, here is my beloved infernus cfg, good for getting around san-an quickly, and you can corner on the ringroad at about 350:

 

 

INFERNUS 1500.0 2725.3 1 0.0 0.0 -0.25 70 2 0.8 0.50 5 450.0 55.0 10.0 4 P 110.0 0.51 0 30.0 1.2 0.19 0.0 0.25 -0.10 0.5 0.4 0.37

 

 

For those who don't have a speedo, I reccommend "camhack" from gta-garage.com - also has custom views. Oh, if anyone else finds cerbera's handling line to work fine for them, please let me know. Keep up the handling sharing, guys!

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You cannot convert handling setups between games. They all use different formats and process their physics differently.

 

I have now released my GTASA Handling Overhaul which creates realistic setups for the main sports cars. It includes the super speed setup for the Infernus. That link takes you to a page with the download link, install instructions, some screenshots and some buzz about the mod. smile.gif

 

(EDIT) I have also updated my GTASA Acceleration Tutorial so you can create realistic setups more easily. Acceleration is probably the most complicated thing to set up accurately but reading that guide should help you.

Edited by Cerbera
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You cannot convert handling setups between games. They all use different formats and process their physics differently.

 

I have now released my GTASA Handling Overhaul which creates realistic setups for the main sports cars. It includes the super speed setup for the Infernus. That link takes you to a page with the download link, install instructions, some screenshots and some buzz about the mod. smile.gif

 

(EDIT) I have also updated my GTASA Acceleration Tutorial so you can create realistic setups more easily. Acceleration is probably the most complicated thing to set up accurately but reading that guide should help you.

Thanks for the extra info - I'm tempted to convert some of tje cars that you haven't, and particularly, make the horting racer more realistic - after all, a racecar should be faster than sports cars, shouldn't they? tounge.gif

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Here's the layout of the hotring for those interested. I haven't played SA enough to know if there is an oval track you race with the hotring. If so, would be fun to make a cheater car, (move the center of gravity in the dff and tilt the body in addition to changing handling cfg.)

 

user posted image

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