jano10 Posted November 10, 2008 Share Posted November 10, 2008 Hi Can someone convert this handling line from GTA 4 to SA?????? NRG900 250.0 9.0 85 0.0 0.0 -0.1 0.0 5 0.25 1.0 150.0 0.6 0.85 0.5 35.0 1.55 1.30 14.0 0.13 0.48 4.0 2.5 2.5 0.20 -0.15 0.0 0.5 0.5 1.0 0.8 1.5 0.0 25000 440800 1 0 Plz i got this handling line from GTA 4 Xbox 360 Link to comment Share on other sites More sharing options...
Darecki Posted November 10, 2008 Share Posted November 10, 2008 When anyone will convert it into SA, then It won't be like gta4 handling anymore. Link to comment Share on other sites More sharing options...
jano10 Posted November 11, 2008 Author Share Posted November 11, 2008 When anyone will convert it into SA, then It won't be like gta4 handling anymore. but can someone do it???? PLEASE Link to comment Share on other sites More sharing options...
Suction Testicle Man Posted November 11, 2008 Share Posted November 11, 2008 Once converted it will most likely be very similar to the superbikes in SA. What feature are you specifically wanting to transfer between the games? Will may be able to help you if you tell us. If at first you don't succeed, you fail, and the test will be terminated. Link to comment Share on other sites More sharing options...
jano10 Posted November 11, 2008 Author Share Posted November 11, 2008 Once converted it will most likely be very similar to the superbikes in SA. What feature are you specifically wanting to transfer between the games? Will may be able to help you if you tell us. In GTA 4 I feel the NRG heavy can you do that???? Link to comment Share on other sites More sharing options...
Suction Testicle Man Posted November 11, 2008 Share Posted November 11, 2008 OK, this is very simple to change yourself. If you open up your handling.cfg file, you'll see the following key: ; > FIELD DESCRIPTIONS x > 20.0]; (D) fDragMult //was////Dimensions.y [0.0 > x > 20.0]; (E) (not used) //was////Dimensions.z, [0.0 > x > 20.0]; (F) CentreOfMass.x [-10.0 > x > 10.0]; (G) CentreOfMass.y [-10.0 > x > 10.0]; (H) CentreOfMass.z [-10.0 > x > 10.0]; (I) nPercentSubmerged [10 to 120]; (J) fTractionMultiplier [0.5 to 2.0]; (K) fTractionLoss [0.0 > x > 1.0]; (L) fTractionBias [0.0 > x > 1.0]; (M) TransmissionData.nNumberOfGears [1 to 4]; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]; (P) TransmissionData.fEngineInertia [0.0 to 50.0]; (Q) TransmissionData.nDriveType [F/R/4]; ® TransmissionData.nEngineType [P/D/E]; (S) fBrakeDeceleration [0.1 to 10.0]; (T) fBrakeBias [0.0 > x > 1.0]; (U) bABS [0/1]; (V) fSteeringLock [10.0 to 40.0];; (a) fSuspensionForceLevel not [L/M/H]; (b) fSuspensionDampingLevel not [L/M/H]; © fSuspensionHighSpdComDamp often zero - 200.0 or more for bouncy vehicles; (d) suspension upper limit; (e) suspension lower limit; (f) suspension bias between front and rear; (g) suspension anti-dive multiplier;; (aa) fSeatOffsetDistance // ped seat position offset towards centre of car; (ab) fCollisionDamageMultiplier [0.2 to 5.0]; (ac) nMonetaryValue [1 to 100000];; (af) modelFlags!!! WARNING - Now written HEX for easier reading of flags;; (ag) handlingFlags - written in HEX;; (ah) front lights (0 = long, 1 = small, 2 = big, 3 = tall); (ai) rear lights (0 = long, 1 = small, 2 = big, 3 = tall); (aj) vehicle anim group In a handling line, each value is separated by whitespace (either a space or a tab). It starts by naming the line, in this case NRG900. In the key, you see this labelled as (A). The next value will be a number, its column is labelled B, so look up (B) in the key. It tells you it is 'fMass', which must be the mass of the vehicle. I can tell you this is measured in kg. So simply increase this value as you please, then save the file and load up the game to test. You can see a lot of information on what each field does here. It doesn't have anything on SA yet, but the fields for VC and GTA3 are identical, SA just has a few extra ones. Don't expect to be able to make the handling as good as it is in IV though - IV has a new physics engine which helps add to the playability and handling. If at first you don't succeed, you fail, and the test will be terminated. Link to comment Share on other sites More sharing options...
jano10 Posted November 11, 2008 Author Share Posted November 11, 2008 OK, this is very simple to change yourself. If you open up your handling.cfg file, you'll see the following key: ; > FIELD DESCRIPTIONS <; ----------------------; (A) vehicle identifier [14 characters max]; (B) fMass [1.0 to 50000.0]; © fTurnMass //was////Dimensions.x [0.0 > x > 20.0]; (D) fDragMult //was////Dimensions.y [0.0 > x > 20.0]; (E) (not used) //was////Dimensions.z, [0.0 > x > 20.0]; (F) CentreOfMass.x [-10.0 > x > 10.0]; (G) CentreOfMass.y [-10.0 > x > 10.0]; (H) CentreOfMass.z [-10.0 > x > 10.0]; (I) nPercentSubmerged [10 to 120]; (J) fTractionMultiplier [0.5 to 2.0]; (K) fTractionLoss [0.0 > x > 1.0]; (L) fTractionBias [0.0 > x > 1.0]; (M) TransmissionData.nNumberOfGears [1 to 4]; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]; (P) TransmissionData.fEngineInertia [0.0 to 50.0]; (Q) TransmissionData.nDriveType [F/R/4]; ® TransmissionData.nEngineType [P/D/E]; (S) fBrakeDeceleration [0.1 to 10.0]; (T) fBrakeBias [0.0 > x > 1.0]; (U) bABS [0/1]; (V) fSteeringLock [10.0 to 40.0];; (a) fSuspensionForceLevel not [L/M/H]; (b) fSuspensionDampingLevel not [L/M/H]; © fSuspensionHighSpdComDamp often zero - 200.0 or more for bouncy vehicles; (d) suspension upper limit; (e) suspension lower limit; (f) suspension bias between front and rear; (g) suspension anti-dive multiplier;; (aa) fSeatOffsetDistance // ped seat position offset towards centre of car; (ab) fCollisionDamageMultiplier [0.2 to 5.0]; (ac) nMonetaryValue [1 to 100000];; (af) modelFlags!!! WARNING - Now written HEX for easier reading of flags;; (ag) handlingFlags - written in HEX;; (ah) front lights (0 = long, 1 = small, 2 = big, 3 = tall); (ai) rear lights (0 = long, 1 = small, 2 = big, 3 = tall); (aj) vehicle anim group In a handling line, each value is separated by whitespace (either a space or a tab). It starts by naming the line, in this case NRG900. In the key, you see this labelled as (A). The next value will be a number, its column is labelled B, so look up (B) in the key. It tells you it is 'fMass', which must be the mass of the vehicle. I can tell you this is measured in kg. So simply increase this value as you please, then save the file and load up the game to test. You can see a lot of information on what each field does here. It doesn't have anything on SA yet, but the fields for VC and GTA3 are identical, SA just has a few extra ones. Don't expect to be able to make the handling as good as it is in IV though - IV has a new physics engine which helps add to the playability and handling. Thanks I will try it Have a gazillion of cookies!!! .............. Link to comment Share on other sites More sharing options...
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