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[handling.dat] Explained


JZersche
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How to set braking correctly?

 

 

I set "Tb" to 100, does not working.

 

 

More, what is "thb"? orly.gif  orly.gif  orly.gif

Well thats a bit tricky.Just like u said, Thb has no effect as I first saw, and is not

even in the description.

SA had brake force, bais and abs.So my first shot was its abs(which would be great)

but does inpact the hand brake, hence the name , ... dooh.

So the wheels lock up easily which sucks if you'r playing with digital control.

Only way is to set "m_fTractionCurveMin" (Wc-) higher.But that changes also

acceleration grip.

 

btw. I think 1.0 is the max value for "braking force".

Edited by morphadron
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Don't sweat it, I'm building a handling editor at the moment ph34r.gif

go go more editors, so we can make more mod's cool.gif

It's coming, and I think it's gonna be sweet.

Probably not the most respected tool, since "handling.dat" is one of the easiest things to mod in GTA.

Nevertheless, it will have sweet features and should be a relief for less experienced users. For example it will have options saying "Make (All) Vehicle(s) ...% faster/slower", "Make immune" and "Make Drifter".

Ultimately it should have sliders, which will automatically modify multiple values, based on their initial balance, plus easy checkbox-style display for model/handling flags.

 

For whoever wants to know, I have chosen AutoIt as the language to build the tool. This because it's VERY easy to do nearly everything you want in Windows. So yeh, it will probably stay a Windows-only application, though there will also be an x64 version.

In it's current stage it doesn't have editing or saving capabilities yet, just data parsing, display etc.

 

@vend3r

  • That's also how I have created my immune vehicle, I don't understand why people say that it's impossible while they haven't even tried it.

    I've heard that it's not 100% though, it can still take damage from rockets and grenades, I haven't tested this yet.

  • I haven't thought about the vehicle edit only method, sounds like fun though smile.gif
Edited by L0uNGeR
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I would like to know which attribute increases the acceleration of the cars after lets say a sharp curve you get pretty high curbed what really sucks....

 

anyone can help ?

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I would like to know which attribute increases the acceleration of the cars after lets say a sharp curve you get pretty high curbed what really sucks....

 

anyone can help ?

[C] fDragMult: Drag. Lower is less drag, so better speeds. Try 0.1

[Tf] m_fDriveForce: Acceleration power. Try (Default x 3)

 

I have such values on a VERY heavy vehicle though, so watch it tounge.gif

Edited by L0uNGeR
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For whoever wants to know, I have chosen AutoIt as the language to build the tool. This because it's VERY easy to do nearly everything you want in Windows. So yeh, it will probably stay a Windows-only application, though there will also be an x64 version.

In it's current stage it doesn't have editing or saving capabilities yet, just data parsing, display etc.

 

Nice man! Im a AutoIt fan myself biggrin.gif Love that tool. If you need help, let me know would love to help out smile.gif

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nevermind. got it to work now after using the modded filelist.pak.

 

car is fukcing crazy

Could you explain what you did, cause my edits dont work

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i was messing around with the suspension for the cars and these are my findings for ride height and the upper and lower limits

 

(Su) m_fSuspensionUpperLimit: maximum upper limit that the suspension will travel in relation to the height of the car

(Sl) m_fSuspensionLowerLimit: maximum lower limit the suspension will travel in relation to the height of the car

(Sr) m_fSuspensionRaise: actual height of the car (0.0 is default height)

 

and from my findings i have come to believe the multiplyer is set in centimeters (ie a SU of .10 would allow the suspention to tavel about 3 and half inches up from is orginal right height, and SL of -0.15 would allow for about 6 inches of travel down from the cars original ride height, so that would give the car about 10-11 inches of total suspension travel) i like the way R* did this it makes it much easier to adjust right heights and suspension travel for when we start importing cars

lol.gifbiggrin.gif

 

i hope my finding can help out some how

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i want to make a car handle like it's on rails.

 

perfect turns without sliding.

 

can anyone do that?

I basically followed this link :

GTA IV IRL Handling Mod

 

Then did some very small modifications :

 

user posted image

 

It handles quite nicely, has *amazing speed & acceleration*, and has a few problems with small bumps at high speed biggrin.gif

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  • 3 weeks later...

What do i need to change in order to stop my cars from flipping over when turning a corner etc....

 

kinda annoying driving and rolling 6 or 7 times and cant get it over cause its so heavy :S

 

cheers

Gizza

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center of mass =0.3 at the center

what centreofmass am i chaninging? x y or z?

 

atm my cars are flipping over as soon as i start em up :S

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center of mass  =0.3 at the center

what centreofmass am i chaninging? x y or z?

 

atm my cars are flipping over as soon as i start em up :S

You have to increase Z center of mass to stop the car flip.

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Is there any way to raise Sanchez rear suspension? It's "lowrider" at the moment, especially when trying to do some wheelie biggrin.gif.

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no updates?

 

i was hoping someone can help me build a perfect drift car tounge2.gif

 

i saw a vid on youtube. someone drift with supergt while the rear wheel full of smoke... how to do that? really sweet! mercie_blink.gif

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increase the drive force, that will make your wheels burn out more and cause more smoke

yeah... that's the only thing i know how to do... i mean i want a perfect balance while drifting. rite now the car easily turn 360 degress... sad.gif

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some cars have ABS_STD so the wheels don't lock up if m_fBrakeForce is increased

Thb is handbrake force

if CentreOfMass.z is decreased traction in curves is also decreased

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  • 4 weeks later...

hey just came back after a break for several weeks.... seems there is a update for live and now none of my cars r modded.... tried re modding them still nothing.

 

What did the update change?

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  • 5 months later...

I get this error:

 

Started ...

Game version is 1.0.4

Files check started

Incorrect file C:\Program Files\Rockstar Games\Grand Theft Auto IV\common\data\handling.dat - 0x3F19C08A

 

what should i do to get this work? Its the Real Driving and Flying Mod by Killatomate85.

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oooww, so 8 is a little high dozingoff.gif

 

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

 

Have you downloaded Magic Patcher or something like that, before you modded this file... Or else it doesn't have any effects bbq.gifbbq.gifbbq.gifbbq.gifbbq.gifbbq.gif

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  • 3 weeks later...

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