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BenMillard

(REL | GTASA) Handling Overhaul

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BenMillard

The GTASA Handling Overhaul download page will be kept up to date, this topic probably won't be. Direct link to the WinRAR archive.

 

 

I've said that I'm not going to be doing a GTASA Handling Overhaul and I'm still not going to. Well, I'm not going to do every vehicle. However, since getting op9080's SCM Hook to disable the speed and altitude limits for planes GTASA has become rather fun again. smile.gif

 

I've now added the Rustler and Hydra to the vehicles to get new handling. These two planes are so they can reach their real-world top speeds using sensible acceleration values. I tweaked their low-speed handling a little now I understand some of the special flight settings work. These new findings will probably find their way into my GTASA Handling Definition...eventually.

 

Here's a screenie of the Rustler with the new setup, based on performance figures for a P-51 Mustang:

user posted image

1024 x 768, 98.7kB.

 

Not forgetting the drifters:

user posted image

1024 x 768, 165kB.

 

And by popular demand, my "extreme speed" setup is included:

user posted image

1024 x 768, 87kB.

 

 

Some more screenies and buzz are on the release page. It also has the list of altered vehicles. Not many have been changed but, very slowly, more might be added. Might do one of the speedboat nexts...we'll see. smile.gif

 

(EDIT) Fixed the big Rustler image link.

Edited by Cerbera

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Mikeyspike
looks kool i might download biggrin.gif

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Alchemizer

OMg!! the handling for the cars u have on the list

are more realistic ive noticed a big change i tested out the taxi,bullit, and super Gt and the handling was so real it felt like something was holding the acceleration down as it starts to push forward but then it kicks in the speed and everything nice mod.

 

The rustlers handling was amazing..... more sharper when turning and the handling reminds me of the stunt plane but the stunt plane is more quicker in turning than the rustler.

 

this is a very well done mod congrats, but im not quite use to the vehicle handling since its so real and im use to jumpin in the car and just speedin off 0 to 60 n no time but still a great mod ill test it out more. rahkstar2.gif

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Abumany

umm wheres the default.ide file?

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Alchemizer
umm wheres the default.ide file?

there isnt one just the handling.cfg , and if you like certain handlings or dont u can use the CFT handling editor in the link to re edit them back to the ones u want like if u dont like how the rustler handles u can just open the origina handling.cfg using the editor and copy and paste the original handling specs into the modded handling.cfg file from the overhaul.

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Suction Testicle Man

Cerb, mind uploading that SCM hook tool here? Rapidshare is broken, and I'd love to get my hands on that tool.

 

 

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cBonky

Great work cerb, glad you haven't ditched handling mods entirely, if I can get off my arse during spare time I'll get back onto the realtime editor, currently have a dx hook that gives a nice clean overlay for current settings so you don't have to run in windowed mode or alt-tab out etc while altering handling, also found a way to force vehicle recreation, which ensures all handling and vehicle structures are refreshed with the new settings. Still lots of bugs and the occasional quirk which made me put it entirely on hold, god I loathe wasting an entire week trying to solve one problem without success confused.gif

 

STM, I uploaded op9080's scm hook/loader to your page, should be gta_sa_loader.zip - 65,220 bytes

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nookadum

Are these new handling setups suitable for keyboard use or on an analog gamepad? smile.gif

 

BTW, Cerb, the Euros is more akin to the Nissan 300ZX (non-turbo). smile.gif Not the 240Z.

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Suction Testicle Man

Many thanks cBonky.

 

I really love your work on this Cerb, perhaps some time in the future you could add a section to GTAModding.com on how you convert the existing values in the original cfg file into vehicle-specific statistics? With more people understanding your methods and the added enthusiast of other members we could really get the ball rolling on a complete overhaul.

 

And in case you hadn't noticed, I believe the 1024 rustler link is meant to point to here rather than here. smile.gif

 

 

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Alchemizer

the rustlers handling is the best i think

the realism for the cars how they start to get speed

seems so real i couldnt get use to the feel its still pretty fun though. turn.gif

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BenMillard

Glad to hear people are enjoying this. It does take some getting used to but the original R* setups did as well. And they aren't as good! tounge.gif

 

The setups are suitable for keyboards and special controllers, although they are optimised for keyboard use. You won't be able to lock the wheels when braking in a straight line on dry tarmac, even if you use an analogue controller. That's the only limitation on the analogue controllers using this mod, though.

 

 

STM, I recently added a GTA:SA Acceleration guide, which includes some "starter settings" for realistic vehicle acceleration. A few people have MSN'ed and e-mailed me to say it's useful to them, so I hope to write a couple more like that. No idea when I'll have time, though.

 

It would be too much work maintaining these in two locations because my techniques change as they become more refined. I'm reluctant to put them on GTAModding because of those changes; the GTAModding ones could become obsolete without me constantly updating them.

Edited by Cerbera

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Hiddenshadow

I usualy like realism,but this is just to real,the bullet dousnt "shoot" anymore,hell,its like driving the rhino,that just sucks,the rustler and hydra handling is nice though,nothing on that,but the cars are to sluggish.

 

Most people probably love this,but its not for me,sorry.

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nookadum

The Elegy slides perfectly. Thank you! biggrin.gif

 

With your Elegy (Skyline R32, I'm guessing) handling line, it seems as though the Elegy does have an ATTESA-equivalent where it would distribute torque from the "loose" wheel once it detects slipping, but has an LSD that still distributes torque to the rear thus giving it that drifting edge. smile.gif

 

The Jester drives great now, and the Hydra is so much better. sly.gif

 

I usually have my [foot] brake as CTRL/S and accelerator as W, with the default handbrake at RMB. Just a suggestion for anyone who needs to get used to these handling setups. smile.gif For an analog gamepad, I use the default PS2-layout.

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N00BY

This mod is really ( really ) cool except two or three things:

 

1; The acceleration on some cars ( Like Bullet, ZR-350... ) TOO SLOW

2; The adherence of some cars ( is it normal that my GT-R R32 drift more than my RX-7?! )

 

For the rest, really good.

 

Edit: You should change the braking value of the Elegy of your overhaul ( which is 4.0 ) to 5.0, the wheels doesn't lock ( except when you turn by the same time ) and it's really great to drift: You just arrive into a corner at 90-120 km/h, touch the brakes a little ( not the E-Brake... ) and push the gas another little and it gives that:

 

user posted image

user posted image

This value works great with Euros too:

user posted image

user posted image

 

BTW: You stoole my drift spot lol.

Edited by N00BY

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BenMillard

The braking performance is based on tests I did in Gran Turismo 2, which is very accurate for straight line performance. People are entirely free to tweak or completely rewrite any of these setups; it's your game after all. If you want "sports spec braking", you can do.

 

The people who are complaining about the setups: many of these aren't complete. I'll have a second look at the Bullet and ZR350, since I know I havn't spent quite as long testing those so far. I'm also doing a Cheetah setup and making the Turismo more stable.

 

Please bear in mind that I don't have much spare time to work on this. Each time I make a change, thorough testing takes about an hour per car to get the highest possible levels of realism and accuracy. Well, it's too much fun to be called work...but does take a lot of time! tounge.gif

 

 

(EDIT) Forgot to mention before that the realistic acceleration and top speed makes the cars respond very nicely to Nitro boosts. wink.gif

Edited by Cerbera

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nookadum

The thing about N2O is just right. smile.gif Using the default SA handling lines, using nitro is mostly a hassle to control on RWD cars and will likely make you spin out if you slightly try to turn. However with these new lines, they're a bit more "realistic", in the sense that you won't suddenly spin out like crazy.

 

The Bullet and the ZR350 are REALLY slow, and I do recommend more testing on it. In GT2/GT4, the Ford GT does take over much, much faster than is depicted by the Bullet with your handling line, the same for the ZR350. The RX-7 (13B with twin-turbo) in GT2 takes off much faster, as well.

 

That drifting spot is damn nice. LOL! biggrin.gif

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BenMillard

After a lot of tinkering and testing, I've released an updated Handling Overhaul. The changes aren't massive but they address some of the bigger issues:

  • Banshee has had some tweaks to its balance, it felt too light before. I expect this to be its final setup.
  • Bullet setup is completely revised to match typical performance for a high-quality 1990's Ford GT40 replica. This is probably its final setup.
  • Cheetah only had a test setup before. This has now been refined to what I think will be it's final setup.
  • Turismo has had some suspension and balance tweaks so it doesn't get so wild over crests. I expect this to be its final setup.
As a lot of people have complained about the ZR350, I'll work on that next. smile.gif

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[DRuG]NikT

Awesome work, as we've come to expect from u Cerb..

 

Now if only they made the handling.cfg server side, we could have special cerbera style servers, with everyone sharing the lerve.

 

Thanks again for your help on the Aircraft Carrier - with things settling down on my current work contract, I'm slowly moving back to working on my mods.

Edited by [DRuG]NikT

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BenMillard

After spending a couple of days testing and developing the ZR350 handling, I think I've come up with something which suits it better.

 

Using weight shifting to drift under braking:

user posted image

1024 x 768, 101kB.

 

The new setup has been added to the GTASA Handling Overhaul page. You might need to use Ctrl+F5 when you visit that page to make sure your browser will get the most recent version.

 

0-100km/h for the ZR350 is now between 5 and 6 seconds, with 100mph coming up in around 15 seconds. Top speed is 280km/h which you can reach around the Las Venturas ringroad.

 

 

(EDIT) Cheers NikT, would be cool to get the Aircraft Carrier refined and released.

Edited by Cerbera

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RoxRox

I love this modification, i hated Rockstar's braking-on-a-dime and super fast acceleration... always locking my wheels up, this adds alot of realism and is easy to work with even when being chased by the cops or in fast-paced missions. biggrin.gif

 

Anywho, i have a wee request, would you happen to own GT4? If so... a new sadler handling line would be fantastic, something similar to the Ram in GT4, only not so hemi'd (too fast for an old beater)... but with lots of grip... i would really like to add a line like that to my Sadler C10 for release.

 

Thanks in advance if you do consider it... thanks either way though. smile.gif

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BenMillard

I don't think I'll be doing any pickup truck handling. I don't have GT4 to use a reference point anyway, but thanks for the suggestion.

 

I've made some more updates, with a new NRG 500 handling setup. The cornering is still very close to the R* style because you'd have no chance of controlling a 500cc racing bike with a keyboard. However, the accelerating and braking are a lot more like real-world performance. The bike will pitch much more under braking and accelerating, so it looks more real as well.

 

You can just about top 200mph (323km/h) if you stay tucked behind the fairing and get a really long run from San Fierro to the far end of the Harry Gold Parkway in Las Venturas. R* setups would stop at 120mph (200km/h)!

 

Under braking, the rear wheel gets very light and you'll have to move your weight back when braking downhill. You should stop leaning forward just before you brake when on flat roads, like you'd need to on a real bike.

 

 

This update also includes some reworking of the Turismo and Banshee. I'm using these two vehicles to produce a benchmark from which all the other setups I do will be judged. I've been timing them around a circuit of the Verdant Meadows/Area 69 area and the lap times are now as I want them. I'll probably concentrate on refining the Japanese sports cars next.

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