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VCS : D1


darlo_famlies
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lol,now its too flippy

how's it too flippy?

is it flipping over for you? because I never had a problem with it flipping.

 

or is it slidding too much? you want it to slide though, I want to get it to where it'll go as far sideways around a turn as possible. I'd demonstrate my current status of the car but trying to drift while recording is a pain.

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when hitting on curbs with a high speed,you flip.

well avoid curbs tounge.gif

I'm designing a drift course at the airport. so far it's coming along nicely. It'll have a real smooth professional look to it. I'm really taking my time biggrin.gif

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ill give you a tip,make it not at the jet landing spot/take off

it's going to be there, I'm just going to delete the planes with the "no traffic" cheat.

I've got a lot of it done and it looks great.

 

I'm using a technicue I devised a while ago to make perfect circles, and lines in game that match up prefectly. The track flows REALLY nicely.

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lol,i didn't know the no traffic cheat was gonna be effected on planes.

yep, iot removes all cehicles currenlty loaded, and unlike cars, the planes aren't re-loaded into the game.

I'm abuot halfway done, and the game has slowdown greatly. I'm going to make it in two parts, and just join them at the end.

 

I just tested it, and it's great. the only thing is messing up, and hitting one of the markers tracing it may cause the game to slow down. depending on where you are. but I may be able to fix that small nuisance.

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check out the cheat development,vettefan,some cool stuff i posted.

 

ouch,great slowdown.

thats not good

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well, I finished the track.

one problem though...

the game crashes in it. there are WAY too many pieces making it up. and it sucks because it took a lot of time.

I'll probably cut back on it and try again. or just go with my original idea of just making some practice pieces just scattered about with different turns in them.

 

well anyways here it is, but remember it'll probably crash your game at some point, and it's HUGE.

 

I shrunk the text size so it doesn't stretdch the page much. just copy and paste it into a text file if you want to test it.

#cheat Drift Course

moveto(-1749.55,-988.80,14.37); object(0x1CB6,180,0,270);

move(0.08,1.49,0.00); object(0x1CB6,180,0,276);

move(0.26,1.58,0.00); object(0x1CB6,180,0,283);

move(0.39,1.40,0.00); object(0x1CB6,180,0,288);

move(0.55,1.39,0.00); object(0x1CB6,180,0,295);

move(0.67,1.28,0.00); object(0x1CB6,180,0,300);

move(0.88,1.31,0.00); object(0x1CB6,180,0,307);

move(0.92,1.10,0.00); object(0x1CB6,180,0,313);

move(1.04,1.02,0.00); object(0x1CB6,180,0,319);

move(1.24,0.97,0.00); object(0x1CB6,180,0,325);

move(1.27,0.78,0.00); object(0x1CB6,180,0,331);

move(1.36,0.65,0.00); object(0x1CB6,180,0,338);

move(1.44,0.51,0.00); object(0x1CB6,180,0,344);

move(1.46,0.34,0.00); object(0x1CB6,180,0,350);

move(1.55,0.19,0.00); object(0x1CB6,180,0,356);

move(1.52,0.02,0.00); object(0x1CB6,180,0,2);

move(1.53,-0.15,0.00); object(0x1CB6,180,0,9);

move(1.57,-0.34,0.00); object(0x1CB6,180,0,15);

move(1.27,-0.41,0.00); object(0x1CB6,180,0,21);

move(1.45,-0.65,0.00); object(0x1CB6,180,0,27);

move(1.47,-0.88,0.00); object(0x1CB6,180,0,34);

move(1.34,-1.04,0.00); object(0x1CB6,180,0,41);

move(1.11,-1.09,0.00); object(0x1CB6,180,0,48);

move(0.96,-1.18,0.00); object(0x1CB6,180,0,54);

move(0.83,-1.27,0.00); object(0x1CB6,180,0,60);

move(0.68,-1.34,0.00); object(0x1CB6,180,0,66);

move(0.52,-1.37,0.00); object(0x1CB6,180,0,72);

move(0.32,-1.15,0.00); object(0x1CB6,180,0,77);

move(0.22,-1.19,0.00); object(0x1CB6,180,0,82);

move(0.12,-1.42,0.00); object(0x1CB6,180,0,88);

move(-15.09,-0.52,0.00); object(0x1CB6,180,0,270);

move(0.62,1.00,0.00); object(0x1CB6,180,0,334);

move(0.98,-0.01,0.00); object(0x1CB6,180,0,27);

move(0.60,-0.98,0.00); object(0x1CB6,180,0,90);

move(13.08,-20.31,0.00); object(0x1CB6,180,0,270);

move(0.17,-1.47,0.00); object(0x1CB6,180,0,258);

move(0.51,-1.52,0.00); object(0x1CB6,180,0,245);

move(0.82,-1.35,0.00); object(0x1CB6,180,0,233);

move(1.09,-1.16,0.00); object(0x1CB6,180,0,220);

move(1.12,-0.80,0.00); object(0x1CB6,180,0,210);

move(1.29,-0.57,0.00); object(0x1CB6,180,0,198);

move(1.39,-0.32,0.00); object(0x1CB6,180,0,187);

move(0.89,-0.06,0.00); object(0x1CB6,180,0,180);

move(-20.50,7.23,0.00); object(0x1CB6,180,0,270);

move(0.05,-1.41,0.00); object(0x1CB6,180,0,266);

move(0.15,-1.54,0.00); object(0x1CB6,180,0,263);

move(0.23,-1.46,0.00); object(0x1CB6,180,0,259);

move(0.36,-1.60,0.00); object(0x1CB6,180,0,255);

move(0.41,-1.40,0.00); object(0x1CB6,180,0,252);

move(0.51,-1.43,0.00); object(0x1CB6,180,0,248);

move(0.57,-1.34,0.00); object(0x1CB6,180,0,245);

move(0.74,-1.46,0.00); object(0x1CB6,180,0,241);

move(0.79,-1.34,0.00); object(0x1CB6,180,0,238);

move(0.86,-1.26,0.00); object(0x1CB6,180,0,234);

move(0.88,-1.13,0.00); object(0x1CB6,180,0,231);

move(0.84,-0.97,0.00); object(0x1CB6,180,0,228);

move(0.91,-0.95,0.00); object(0x1CB6,180,0,225);

move(1.04,-0.97,0.00); object(0x1CB6,180,0,221);

move(1.14,-0.94,0.00); object(0x1CB6,180,0,218);

move(1.32,-0.95,0.00); object(0x1CB6,180,0,214);

move(1.37,-0.86,0.00); object(0x1CB6,180,0,210);

move(1.19,-0.65,0.00); object(0x1CB6,180,0,207);

move(1.35,-0.64,0.00); object(0x1CB6,180,0,204);

move(1.34,-0.54,0.00); object(0x1CB6,180,0,200);

move(1.33,-0.45,0.00); object(0x1CB6,180,0,197);

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move(1.57,-0.24,0.00); object(0x1CB6,180,0,187);

move(1.31,-0.12,0.00); object(0x1CB6,180,0,184);

move(1.51,-0.05,0.00); object(0x1CB6,180,0,180);

move(1.58,0.05,0.00); object(0x1CB6,180,0,176);

move(1.49,0.14,0.00); object(0x1CB6,180,0,173);

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move(1.38,0.29,0.00); object(0x1CB6,180,0,166);

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move(-0.01,-1.00,0.00); object(0x1CB6,180,0,0);

move(-0.01,-1.00,0.00); object(0x1CB6,180,0,0);

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move(-0.01,-1.00,0.00); object(0x1CB6,180,0,0);

move(-0.01,-1.00,0.00); object(0x1CB6,180,0,0);

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move(13.18,18.28,0.00); object(0x1CB6,180,0,0);

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move(-0.01,-1.54,0.00); object(0x1CB6,180,0,0);

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move(0.63,-1.11,0.00); object(0x1CB6,180,0,237);

move(0.90,-1.16,0.00); object(0x1CB6,180,0,228);

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move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.00,0.10,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(15.59,-93.84,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.80,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.40,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.40,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.40,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.40,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.40,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.80,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.80,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.80,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.80,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.60,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.70,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.90,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.01,1.50,0.00); object(0x1CB6,180,0,270);

move(-0.00,0.20,0.00); object(0x1CB6,180,0,270);

moveto(-1719.65,-1071.28,14.47); object(0x1CB6,180,0,90);

move(0.02,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.70,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.80,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.30,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.70,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(-0.08,-1.40,0.00); object(0x1CB6,180,0,90);

move(-0.17,-1.50,0.00); object(0x1CB6,180,0,90);

move(-0.45,-1.10,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(-0.06,-1.40,0.00); object(0x1CB6,180,0,90);

move(-0.15,-1.60,0.00); object(0x1CB6,180,0,90);

move(-0.00,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.40,0.00); object(0x1CB6,180,0,90);

move(-0.22,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.02,-1.60,0.00); object(0x1CB6,180,0,90);

move(-14.39,43.59,0.00); object(0x1CB6,180,0,90);

move(-0.29,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(-0.09,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.30,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.70,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(-0.15,-1.50,0.00); object(0x1CB6,180,0,90);

move(-0.12,-1.60,0.00); object(0x1CB6,180,0,90);

move(-0.07,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.40,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(-0.03,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.60,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.50,0.00); object(0x1CB6,180,0,90);

move(0.01,-1.40,0.00); object(0x1CB6,180,0,90);

off()

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holy crud thats sme giant amount of damn text

 

ill use my trademark cer,blue and red phoenix

 

oh **** it crashed the crap out of ma psp

oh s*** it always crash

Edited by creeepers
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holy crud thats sme giant amount of damn text

I just did a quick search for the word "move" and it appears 912 times. so that means theres 912 objects in it.

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stupid crashin

well, all hope may not be lost.

since CD has the scripting feature I may be able to make it so the track is built as you go through it.

 

It's comprised of about 7 different constructions put together to form one. I can make it so that when the player is in one area it loads the track piece in that area, and when the person is in another area it loads another piece.

 

with, only 3 or so pieces being loaded at once.

 

I'll give it a shot tomorrow. I just need to get the coordinates together and put the whole code together. but I'm not sure what kind of slowdown will come from the code constantly being on, I'm sure since it won't be constantly doing the code it's shouldn't be too bad, but I'll have to find a way to make it so it only loads an area once. instead of repeatedly.

 

or, again, just make some random turns thoughout the airport.

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well here's some gifs I made drifitng. I can't really get the timing right when recording a video becasuse everythign slows down too much and I can'ts get a good feel for my speed but these are the best I got.

 

these were made using the my current version of the deluxo (currently unreleased)

I plan on editing it even more to make it perfect.

user posted image

 

user posted image

 

I'll try to get some more decent ones.

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hey vette,use dumpsters.

they are 2 times bigger than water buckets.thats like a half lesser items

and if you space it by bucket,it gets smaller by a forth.

and no crashes

 

 

vette,can i borrow your phoenix?

i want to modify it a bit.

Edited by creeepers
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hey

can anyone tell me or point me towards a guide on how to pimp some vcs cars please?

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darlo_famlies

hi im back sorry i took so long, got deleyed sad.gif well i read all the posts and i was just checking something, Vette you said you can put it on air it has to be on a surface already in the game right? well i was figuring something out:

-1041.73(X), -761.80(Y), 11.57(Z), 90(Angle)

 

If Z is like height its spawned at couldnt it be spawnd at said .20 above? because if i build something on the road, when i spawn a car if its where i built what ever it lands ontop of it, not going through, maybe it would work?

 

ill try it, i spent 4hours of work on my garage/flat, i saw the game getting slower and slower, once i finished he took 1min to take one step, i exited the game and when i loaded it, and reloaded the base/flat/garage the game locked up and my psp shut down, so i need to make a smaller version. with 2 floors, but.. on LCS there was an Army Base on the airport with a roof, a Hunter that spawned on the roof well Vette you the expert lol, once i got atleast One floor built (the 1st floor not ground) ill try to spawn a car on it bbl

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it'll most likely spawn on the road below. I think the Z coordinate is only there for multi level objects. like car garages, or like how LCS had the tunnels under the ground, the Z coordinate would make sure they spawned on the land.

 

it doesn't really have a use in VCS.

 

and some more crappy vids:

user posted image

user posted image

user posted image

Edited by vettefan88
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Vicecitystories
it'll most likely spawn on the road below. I think the Z coordinate is only there for multi level objects. like car garages, or like how LCS had the tunnels under the ground, the Z coordinate would make sure they spawned on the land.

 

it doesn't really have a use in VCS.

Yeah the Z coordinate is for level control. it does matter if your spawning vehicles on a bridge check the Z coordinate when changing levels basically. there is differences is height on roads but for the most part there the same. remember you cannot spawn a vehicle on a construction to wink.gif

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wonder's whats better:

user posted image

user posted image

 

vette,here's this flippy moments:

user posted image

 

here are vids that almost me,gonna flip:

user posted image

user posted image

Edited by creeepers
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are you hitting the ebrake before the turns? or just turning real hard into them?

I've never had a problem flipping. what version of it are you using? the one I originally posted or the newer one?

Edited by vettefan88
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flippy moments:

 

user posted image

user posted image

user posted image

 

 

if you want high quality,go for my album:

 

link

Edited by creeepers
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the album is password protected.

set it so that anyone can view it.

 

and the videos up top aren't really drifts. they're just turning really hard and skidding.

a drift is when you get sideways in the turn, and slide around it. then have to turn the other way to straighten out. what your doing is just taking the turn fast, but not getting sideways at all. your sliding, but your sliding wrong.

 

if you look here:

user posted image

I get almost perpendicular to the road in the apex, and have to turn the other way to get parallel to the other road and continue.

 

in all your videos you constantly parallel to the turn.

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darlo_famlies

hi im back, Everytime i build something it freezes my game cus im trying to add to many things sad.gif well if some one could build the house/garage i can then add my car codes to it, to spawn where ever, how do people ad cars to there 2nd levels of there car "showrooms"? ill work a plan out or something of the garage and maybe some one could make/build it? ill do a sketchup and some images

 

to drift for real your ment to approach the corner at 90+ loose accel, hit clutch change down turn steering wheel towards the corner as you get to the apex then flick the steering wheel to the oposite direction whilst still acceling, can be hand/E-braked too, oh and heres my design for the showroom would be cool if it was able to be built but it probably wont be

user posted image

with gta you have approach with a left hand corner its left handbrake breifly then hold ur anolog stick right to guide the rear end to folow the front around the corner thus allowing you to flick it back, with a right hand corner its the same jsut flipped

Edited by darlo_famlies
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hi im back, Everytime i build something it freezes my game cus im trying to add to many things sad.gif well if some one could build the house/garage i can then add my car codes to it, to spawn where ever, how do people ad cars to there 2nd levels of there car "showrooms"? ill work a plan out or something of the garage and maybe some one could make/build it? ill do a sketchup and some images

 

to drift for real your ment to approach the corner at 90+ loose accel, hit clutch change down turn steering wheel towards the corner as you get to the apex then flick the steering wheel to the oposite direction whilst still acceling, can be hand/E-braked too, oh and heres my design for the showroom would be cool if it was able to be built but it probably wont be

user posted image

with gta you have approach with a left hand corner its left handbrake breifly then hold ur anolog stick right to guide the rear end to folow the front around the corner thus allowing you to flick it back, with a right hand corner its the same jsut flipped

to put cars on the second floor you'd need that floor to be an already existing game platform.

 

I'll look around VC for a spot that'll work.

I have an idea on an ideal location, I just have to check it out. to see if anything would be in the way.

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