link626 Posted December 11, 2008 Share Posted December 11, 2008 nevermind. got it to work now after using the modded filelist.pak. car is fukcing crazy Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740406 Share on other sites More sharing options...
JZersche Posted December 11, 2008 Author Share Posted December 11, 2008 Image updated! Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740475 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 (edited) 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 December 11, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740547 Share on other sites More sharing options...
JZersche Posted December 11, 2008 Author Share Posted December 11, 2008 (edited) 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 December 11, 2008 by ToxicNinjaX Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740611 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 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. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740627 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 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 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058740794 Share on other sites More sharing options...
KickyMcAssington Posted December 11, 2008 Share Posted December 11, 2008 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 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 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058741975 Share on other sites More sharing options...
L0uNGeR Posted December 11, 2008 Share Posted December 11, 2008 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. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058744403 Share on other sites More sharing options...
Fabio206 Posted December 12, 2008 Share Posted December 12, 2008 Ppl, try this 1 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 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058745594 Share on other sites More sharing options...
JZersche Posted December 12, 2008 Author Share Posted December 12, 2008 anyone know what anymore stuff does? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058748778 Share on other sites More sharing options...
L0uNGeR Posted December 13, 2008 Share Posted December 13, 2008 anyone know what anymore stuff does? You were the one teaching newb's right, we have no idea, you tell us Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058751090 Share on other sites More sharing options...
JZersche Posted December 13, 2008 Author Share Posted December 13, 2008 bleh, i guess i'll get back to testing soon. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058754788 Share on other sites More sharing options...
illdan Posted December 13, 2008 Share Posted December 13, 2008 (Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058755622 Share on other sites More sharing options...
DuKtape Posted December 13, 2008 Share Posted December 13, 2008 (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 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058755744 Share on other sites More sharing options...
L0uNGeR Posted December 14, 2008 Share Posted December 14, 2008 (edited) Ignore this. Edited December 14, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058757619 Share on other sites More sharing options...
iristrauma Posted December 14, 2008 Share Posted December 14, 2008 Would it be possble to have a wallclimbing setup for a vehicle..? 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..? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058759298 Share on other sites More sharing options...
illdan Posted December 14, 2008 Share Posted December 14, 2008 well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058759347 Share on other sites More sharing options...
iristrauma Posted December 14, 2008 Share Posted December 14, 2008 well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall 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.? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058759410 Share on other sites More sharing options...
illdan Posted December 14, 2008 Share Posted December 14, 2008 Well u if u learned physics very good and u have the time and the the brain to do it, i salute u Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058759541 Share on other sites More sharing options...
laso49 Posted December 14, 2008 Share Posted December 14, 2008 [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 ? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058760661 Share on other sites More sharing options...
illdan Posted December 14, 2008 Share Posted December 14, 2008 i dont think there is a way to make a car immnue to damage. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058760682 Share on other sites More sharing options...
laso49 Posted December 14, 2008 Share Posted December 14, 2008 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. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058760749 Share on other sites More sharing options...
rebel_36 Posted December 14, 2008 Share Posted December 14, 2008 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 Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058761089 Share on other sites More sharing options...
L0uNGeR Posted December 14, 2008 Share Posted December 14, 2008 (edited) 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. 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 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 December 14, 2008 by L0uNGeR Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058761349 Share on other sites More sharing options...
JZersche Posted December 15, 2008 Author Share Posted December 15, 2008 sorry for lack of updates i've been feeling lazy. Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058762893 Share on other sites More sharing options...
L0uNGeR Posted December 16, 2008 Share Posted December 16, 2008 Don't sweat it, I'm building a handling editor at the moment Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058768447 Share on other sites More sharing options...
patiently Posted December 16, 2008 Share Posted December 16, 2008 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. Share please! Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058768999 Share on other sites More sharing options...
Beady. Posted December 16, 2008 Share Posted December 16, 2008 Don't sweat it, I'm building a handling editor at the moment go go more editors, so we can make more mod's Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058770076 Share on other sites More sharing options...
chin Posted December 16, 2008 Share Posted December 16, 2008 How to set braking correctly? I set "Tb" to 100, does not working. More, what is "thb"? Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058771090 Share on other sites More sharing options...
vend3r Posted December 16, 2008 Share Posted December 16, 2008 (edited) 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 December 16, 2008 by vend3r Link to comment https://gtaforums.com/topic/381895-handlingdat-explained/?do=findComment&comment=1058771219 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now