JZersche Posted December 9, 2008 Share Posted December 9, 2008 (edited) Old graphical table I made in 2008, where I attempted to explain the different handling attributes. It was never finished, but the thread gained some popularity, and maybe one day just for the sake of updating it. I may one day finish it. Image URL's Fixed 02/17/2011@6:52PM Est Center of mass explanation, Edited November 28, 2024 by JZersche YoJamesYo and UltraGizmo64 2 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/ Share on other sites More sharing options...
khyshen Posted December 9, 2008 Share Posted December 9, 2008 That's actually a pretty good idea. But I guess it's better to just have a topic to that file instead of a huge table... I don't know, preference I guess. But it would be neater if you did it on the forums. Boy.... Bouyancy - how bouyant the vehicle will be when in water. Minimum value 10, maximum value 100. 10 to float, 100 to sink. qq1040058283 1 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734270 Share on other sites More sharing options...
Fabio206 Posted December 9, 2008 Share Posted December 9, 2008 I've created a tutorial but it's in italian language.. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734285 Share on other sites More sharing options...
khyshen Posted December 9, 2008 Share Posted December 9, 2008 Maybe you could translate it? Even use translate.google.com if you can't be bothered Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734297 Share on other sites More sharing options...
Dup Posted December 9, 2008 Share Posted December 9, 2008 I've created a tutorial but it's in italian language.. Have you got a link? I'm sure a Google translate will wok well enough. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734298 Share on other sites More sharing options...
JZersche Posted December 9, 2008 Author Share Posted December 9, 2008 (edited) images/thread updated. Edited December 10, 2008 by ToxicNinjaX Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734725 Share on other sites More sharing options...
Shof Posted December 10, 2008 Share Posted December 10, 2008 Hey man, nice work its amazing and helpful Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734795 Share on other sites More sharing options...
BliND123 Posted December 10, 2008 Share Posted December 10, 2008 For center of mass, E would be the distance from the center of the car going left (-#) and right(+#) the weight is placed, F would be the distance from center of the car going back (-#) and forward (+#), and G would be the distance from the center the weight is placed going up (+#) and down (-#). And the wheel traction I just figured out that the first Wc- is how much grip the tires get. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058734960 Share on other sites More sharing options...
zinklesmesh Posted December 10, 2008 Share Posted December 10, 2008 The weight is in kg, not lbs. Drag is aerodynamic drag. The higher the drag, the more wind resistance, thus having reduced top end By the way, IT SAYS IN THE TOP OF HANDLING.DAT what every command means Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058735337 Share on other sites More sharing options...
DuKtape Posted December 10, 2008 Share Posted December 10, 2008 http://projectcerbera.com/gta/sa/tutorials/handling i use this.. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058735644 Share on other sites More sharing options...
zinklesmesh Posted December 10, 2008 Share Posted December 10, 2008 http://projectcerbera.com/gta/sa/tutorials/handlingi use this.. wrong game, idiot suicidehummer and Gta IV Madlad 1 1 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058735988 Share on other sites More sharing options...
L0uNGeR Posted December 10, 2008 Share Posted December 10, 2008 It's the wrong game, but that's also what I used yesterday to mod my car in GTA4. The list of functions is not the same, but project cerbera helped my ALLOT more than this thread. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058736093 Share on other sites More sharing options...
JZersche Posted December 10, 2008 Author Share Posted December 10, 2008 Image updated once again.. still have yet to add in the drag part though.. First of all I know it says what each field is at the top of handling.dat, But this is meant to be more in depth and explain it more for the people who don't exactly know what something like SuspensionReboundDamp does.. and it does not actully explain them.. if it explained them it would speak actual english sentences like I said this is supposed to be more in depth.. Me and a friend made this image based off our experimentations with centreofmass... http://img257.imageshack.us/img257/4340/we...lanationvm9.png If this thread didn't help you sorry. Its 5% finished.. And you came to it knowing what the stuff that was explained in the image was already to begin with so how would it help you? This is meant for newbs.. I prolly could of done better if i would of just made an html table out of it which i plan on doing eventually... but meh.. this is still neat.. and savable to a hard drive.. I plan on adding in some vehicle handling stats in all those rows... like Optimized for: drifting Name(Car it was tested on) then the stats on how to get the handling effect. So nonetheless a good idea to me, I made this for newbs and myself.. and so far its coming in handy to me. If you don't find it useful sorry. How would I make it more useful? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058736155 Share on other sites More sharing options...
L0uNGeR Posted December 10, 2008 Share Posted December 10, 2008 (edited) It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then. The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better. The CentreOfMass testing images are exactly the things that I am looking for. I won't call myself a newb but my knowledge of handling data has never been that good. I hope you have seen this page though, it could help allot: http://projectcerbera.com/gta/sa/tutorials/handling My tips for creating insane cars: (B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration (C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed. (Tf) m_fDriveForce............... Higher values means faster acceleration (Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration. (Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting. (Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more. (Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage. (Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage. (Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options. (De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options. NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect. Will add more after more testing.. Edited December 10, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058736233 Share on other sites More sharing options...
ikt Posted December 10, 2008 Share Posted December 10, 2008 It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then.The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better. The CentreOfMass testing images are exactly the things that I am looking for. I won't call myself a newb but my knowledge of handling data has never been that good. I hope you have seen this page though, it could help allot: http://projectcerbera.com/gta/sa/tutorials/handling My tips for creating insane cars: (B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration (C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed. (Tf) m_fDriveForce............... Higher values means faster acceleration (Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration. (Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting. (Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more. (Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage. (Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage. (Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options. (De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options. NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect. Will add more after more testing.. (Dd) m_fDeformationDamageMult.... Amount of car deformation multiplier. Set this to 0 and collisions will only scratsh your car. (De) m_fEngineDamageMult......... Dunno. Maybe weapon damage from smashing the car into things etc. Or smash things into cars. Btw, settings all these options to 0 will still make your car vulnerable to explosions direct on the car. (RPG, grenades) Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058737195 Share on other sites More sharing options...
Fabio206 Posted December 10, 2008 Share Posted December 10, 2008 I've created a tutorial but it's in italian language.. Have you got a link? I'm sure a Google translate will wok well enough. My "english to italian" is very good, but my "italian to english" is sh*t, sorry Ok, My tutorials are those: Handling.dat: http://www.gta-expert.com/index.php/index....odding_handling Vehicles.ide: http://www.gta-expert.com/index.php/index....odding_vehicles Cargrp.dat: http://www.gta-expert.com/index.php/index...._modding_cargrp WeaponsInfo.xml: http://forum.gta-expert.com/index.php?showtopic=22890 When I have much free time I'll try to translate part of them Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058737237 Share on other sites More sharing options...
DuKtape Posted December 10, 2008 Share Posted December 10, 2008 wrong game, idiot get a clue, idiot Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058737577 Share on other sites More sharing options...
JZersche Posted December 10, 2008 Author Share Posted December 10, 2008 (edited) Thanks fab appreicate it, Yeah the centre of mass pictures took us quite some time of experimenting. yeah so there quite a few errors in my table which i am fixing.. now heres the correct format: name [A]mass drag [C] boy [D] centreofmass [E,F,G] transmission [Tt,Tg,Tf,Ti,Tv] brakes [Tb,Tbb,Thb] steer [Ts] wheel traction [Wc+,Wc-,Wc-,Ws+,Wbias] suspension [sf,Scd,Srd,Su,Sl,Sr,Sb] damage [Dc,Dw,Dd,De] seat val [Ms,Mv] mFlags [Mmf] hFlags [Mhf] anim [Ma] Edited December 10, 2008 by ToxicNinjaX Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058737586 Share on other sites More sharing options...
pinky Posted December 10, 2008 Share Posted December 10, 2008 wrong game, idiot get a clue, idiot Hmmm, you wont last long here. Gta IV Madlad 1 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058738423 Share on other sites More sharing options...
JZersche Posted December 10, 2008 Author Share Posted December 10, 2008 more testing has been done.. i have a pretty great explanation for most of the stuff especially the brakes. should have it up soon. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058739203 Share on other sites More sharing options...
DuKtape Posted December 10, 2008 Share Posted December 10, 2008 wrong game, idiot get a clue, idiot Hmmm, you wont last long here. and why's that? seeing as my reply was structured exactly like his, just proving i can be as e-hard Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058739382 Share on other sites More sharing options...
L0uNGeR Posted December 10, 2008 Share Posted December 10, 2008 (edited) Tb doesn't seem to have any effect on my car. I put in 8.00 but nothing How much would Tb be, and I want ultra brakes? B = 999999.0 Kg Tv = 500.0 (Wc-) m_fTractionCurveMin = 2.50 Edited December 10, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058739985 Share on other sites More sharing options...
JZersche Posted December 10, 2008 Author Share Posted December 10, 2008 From what i have experimented with... 0.0 Tb would be very very bad brakes... the higher the number the better the hgiher the brake pressure.. put it at 1.00 and your wheels should lock up.. depending on your wheel traction. updated by the way! Oh if you want ultra good brakes.. it think it would be a good idea to set Tbb.. Tire Brake Bias to 0.50 and Tb to 0.30 or 0.25 any higher and it would/should skid. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058739995 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 (edited) oooww, so 8 is a little high Edit: Doesn't seem to work. Well I'm posting it since I can't get it to work ; A B C D E F G Tt Tg Tf Ti Tv Tb Tbb Thb TsFELTZER 999999.0 0.1 85 0.0 0.1 -0.24 0.0 5 0.50 1.0 500.0 0.3 0.50 0.7 35.0Wc+ Wc- Wc- Ws+ Wbias Sf Scd Srd Su Sl Sr Sb Dc Dw Dd De Ms Mv Mmf Mhf Ma1.30 2.50 13.0 0.15 0.48 2.5 2.5 1.5 0.08 -0.10 0.0 0.5 0.0 0.0 0.0 0.0 0.0 30000 440010 0 0 Edited December 11, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740007 Share on other sites More sharing options...
JZersche Posted December 11, 2008 Author Share Posted December 11, 2008 yeah what should work for good brakes would be set all 4 tires for the bias so that you have front and rear brakes that brake at the same with with just enough pressure to NOT make it skid but to stop it rather fast. experiment with it on the taxi... good idea to set the same stats for Taxi1 and Taxi2 unless you know which taxi is which. TAXI 1700.0 5.0 85 0.0 0.0 0.0 0.0 5 0.15 1.0 135.0 0.25 0.50 0.0 35.0 1.2 0.95 14.5 0.15 0.48 1.5 0.9 0.9 0.14 -0.18 0.0 0.5 1.0 1.0 0.8 1.5 0.0 25000 440000 0 0 Paste that into your TAXI and TAXI2 lines and steal a taxi and drive with the w button and brake with the s button and if you want to have a laugh hit the handbrake once. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740026 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 Maybe Drag also has an impact on the brakes? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740088 Share on other sites More sharing options...
JZersche Posted December 11, 2008 Author Share Posted December 11, 2008 (edited) We'll find out in a second.. i am gonna test your blueprint now.. EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop. maybe tool around with your traction more and do a little less brake pressure and more tire traction. Edited December 11, 2008 by ToxicNinjaX Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740115 Share on other sites More sharing options...
link626 Posted December 11, 2008 Share Posted December 11, 2008 crap the handling.dat makes no difference in car handling. esp acceleration. i used the phone cheat to gimme the comet car i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same. but the car runs the same. if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars. i know the handling.dat is loaded because my weapons.xml is loaded successfully. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740121 Share on other sites More sharing options...
JZersche Posted December 11, 2008 Author Share Posted December 11, 2008 crap the handling.dat makes no difference in car handling. esp acceleration. i used the phone cheat to gimme the comet car i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same. but the car runs the same. if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars. i know the handling.dat is loaded because my weapons.xml is loaded successfully. link..check and make sure that you have a filelist.pak that is 8 bytes & a filelist.pak.magic that is 13,329 Kb... in \Rockstar Games\Grand Theft Auto IV\pc\data if you do.. i would suggest deleting handling.dat then make a copy of handling.dat.magic and rename the copy to handling.dat and then try to do it again.. and edit it. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740156 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 We'll find out in a second.. i am gonna test your blueprint now.. EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop. maybe tool around with your traction more and do a little less brake pressure and more tire traction. Thanks, I also like it, especially on vehicle density 100 Gonna try your suggestions now Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740200 Share on other sites More sharing options...
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