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[handling.dat] Explained


JZersche

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Meh I still can't get it to work, I've tried a lot of things.

 

It's true that the Tb and Thb values have the opposite effect right?

Edit: Oh, they don't, then how is your Taxi's Thb of 0.0 funny?

 

Also a problem is that the vehicle falls over when driving sidewards and breaking, how can I prevent this?

Edit: OK, multiplying both 'Sf' and 'Scd' by 4 seems to help allot.

Edited by L0uNGeR
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centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?

 

 

Edit: Care to type up info about all of the suspension fields you know about? scd etc.. what they do and so forth

Edited by ToxicNinjaX
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centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?

Ok will also try the centreofmass values.

About the taxi, yes it didn't brake, while I thought that flipping over was the actual fun.

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Well I've tried allot but it's still not as I want it to be.

It seems that it's impossible to do, since every value-change has a downside to it.

 

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.

Can you check it out to see if you can make it jump less?

 

 

FELTZER    999999.0  0.1   85	0.0 0.1 -0.24  	0.0  5  0.50  1.0 500.0	0.6  0.50 0.7  35.0  1.30 2.80 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000  	440010  0    0

 

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KickyMcAssington

 

Well I've tried allot but it's still not as I want it to be.

It seems that it's impossible to do, since every value-change has a downside to it.

 

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.

Can you check it out to see if you can make it jump less?

 

 

FELTZER    999999.0  0.1   85	0.0 0.1 -0.24  	0.0  5  0.50  1.0 500.0	0.6  0.50 0.7  35.0  1.30 2.80 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000  	440010  0    0

 

You've got your Wc+ ( the m_fTractionCurveMax setting) and Wc- (the m_fTractionCurveMin setting) reversed.

So you've got a higher minimum traction then your maximum traction.

That's bound to mess something up biggrin.gif

 

1.30 2.80 need to be reversed, so:

 

FELTZER    999999.0  0.1   85	0.0 0.1 -0.24  	0.0  5  0.50  1.0 500.0	0.6  0.50 0.7  35.0  2.80 1.30 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000  	440010  0    0

 

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The setting is wrong, I agree, but it has nothing to do with my jumping car.

The Sf value of 15 is probably too high.

 

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Ppl, try this 1 biggrin.gif

 

 

 

TURISMO   60000.0  7.0   85 0.0 -0.06 -0.18  0.0  5  0.23  1.0 160.0 0.34 0.65 0.7  35.0  1.50 1.25 13.5 0.12 0.48    2.0  1.3  1.3  0.12 -0.13 0.0  0.5    0.0 0.0 0.0 0.0  0.0  110000  440010  1    1

 

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(Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h.

no velocity is, inertia is the acceleration curve. rly low should mean instant speed, while rly high should be a sluggish smooth band of power tounge.gif

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Would it be possble to have a wallclimbing setup for a vehicle..? colgate.gif I have been messing with this file a bit, but still not sure what about some of it does. Im sure I have read somewhere about a modified handling.dat that allows a vehicle to blast up a vertical wall.!

 

Anybody..? mercie_blink.gif

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well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall tounge.gif

I dont want it to stick to a wall, rather, have the acceleration/power/traction/balance to climb the vertical wall. It also will be affected by centre of mass and other factors like weight and drag..Just editing handling.dat could do all this I am sure. Didnt SA/VC have a wall climb mod.?

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[Help?] I'm trying to modify my COQUETTE car into a car that is fast, heavy, and immune to guns and RPG etc.. but no luck... Original code

COQUETTE     1600.0  7.0   85	0.0 0.0 -0.05  0.0  5  0.25  1.0 160.0	0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    1.0 1.0 0.6 1.5  0.0  41000  	440010  0    0

 

to my moded version

COQUETTE     9999.0  9.0   85	0.0 0.0 -0.05  0.0  5  0.55  1.0 360.0	0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0 1000000  440010  0    0

But it damages easily still and everthing I cant seem to figure it out ><

would anyone mind giving suggestions or showing me how to do it I was using as aResource

translated with http://translate.google.com/ Language:Italian

?

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even not immune it didn't even change the amount of damage it takes by lowering it /shrug

you'd think it'd have a difference if

* (Dc) m_fCollisionDamageMult - Damage to the collision, the "quantity" of damage suffered in shock.    * (Dw) m_fWeaponDamageMult - Damage to bullets, the resistance of the vehicle with firearms.    * (Dd) m_fDeformationDamageMult - Deformation for collisions, namely the "quantity" of deformation of the vehicle depending on the strength of the impact.    * (De) m_fEngineDamageMult - Damage to the engine, namely the "quantity" of damage suffered by the engine in shock. 

 

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ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast?

 

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif

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i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

 

 

ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast? 

 

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif

I'm only setting a higher value on '''[Wc-] m_fTractionCurveMin'''

My Feltzer had '''1.05''' and I changed it to '''2.20''' while having a '''[C] fDragMult of 0.1''' and a '''[Tf] m_fDriveForce of 0.43'''

 

From my experience, these values control most of acceleration and traction that has impact on it.

 

[C] fDragMult

[Tf] m_fDriveForce

[Wc-] m_fTractionCurveMin

 

Edited by L0uNGeR
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i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

Share please! smile.gif

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i dont think there is a way to make a car immnue to damage.

Yes there is a way to make a car immune to damage this is how

 

 

in the handeling.dat there are 4 different damage modifers

 

Dc Dw Dd De

 

here is an example of the 4 in handeling.dat 1.0 1.0 0.8 1.5

 

Dc = 1.0 m_fCollisionDamageMult (this is the modifer that calculates damage from collision)

 

Dw = 1.0 m_fWeaponDamageMult (this is the modifer that calculates damage from weapons)

 

Dd = 0.8 m_fDeformationDamageMult (this is the modifer that calculates deformation from collision)

 

De = 1.5 m_fEngineDamageMult (this is the modifer that calculates engine damge from collision or weapons)

 

so in order to make your car immune to all damage simply change all the modifier values to 0.0

 

a fun thing i'v done is made the police cars take massive ammouts of collision damage and deformation damage while keeping the engine damage default so you can crush them like tin cans without them exploading.

Edited by vend3r
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