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[OTHER | IV] GTA IV Real Car Handling RC7 & RC7SC

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also ive been tryin to figure out how to get the rear end of the car to lift up when going to launch

im assuming you mean so that cars dont flip going over ramps. im guessing that would be center of mass.

i think i have a biff saved somewhere to test it

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the biff can be found in the construction site under the east borough brige in south bohan. it roll a little

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Definitely looking forward to RC3

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Acceleration(Tf) = (kilometers/second -2)/100

example is the Viper gts goes from 0-60mph(96km) in 4 seconds so it would be (96/4) = 24 -2 = 22 /100 =.22

will fix the acceleration problem.

Edited by ThePinkPanzer

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Have a slight problem with the boats in RC3

Doing the mission for Derrick McReary - "Babysitting";

The Reefer and Dinghy are outrunning my boat, which I think is a Squalo? I'm unable to keep up or catch up to them, which results in a mission fail.

ALso in the mission "Truck Hustle" for Phil Bell, the Steed (Box Truck) tips over on the first corner as you climb the back of it with the NPC driving it.

Edited by Anach

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ALso in the mission "Truck Hustle" for Phil Bell, the Steed (Box Truck) tips over on the first corner as you climb the back of it with the NPC driving it.

i had that problem also i fixed it by cp the tire stats from the biff? or something

Edited by ThePinkPanzer

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Have a slight problem with the boats in RC3

Doing the mission for Derrick McReary - "Babysitting";

The Reefer and Dinghy are outrunning my boat, which I think is a Squalo? I'm unable to keep up or catch up to them, which results in a mission fail.

ALso in the mission "Truck Hustle" for Phil Bell, the Steed (Box Truck) tips over on the first corner as you climb the back of it with the NPC driving it.

thanks for the heads up, ill look into it tonite. i just got up to those mission, so ill have the boat and box truck issue fix by morning

fire truck rolls

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ALso in the mission "Truck Hustle" for Phil Bell, the Steed (Box Truck) tips over on the first corner as you climb the back of it with the NPC driving it.

i had that problem also i fixed it by cp the tire stats from the biff? or something

I've simply restored default settings to that truck for now, but have yet to try the mission again.

I can drive the truck correctly, it just seems NPC cant

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oddly the truck still tips over at the same corner even after replacing the original settings for that truck. Im wondering if it's something to do with my actions in the quest.

Im going to try it without the mod installed and see how i go.

*edit*

Ok just tried it without the mod. It seems the truck goes a lot slower without the mod installed. So either I edited the wrong truck, or it's speed settings are somewhere else?

So it was possibly the speed at which it was cornering in the mission that was causing it to tip?

I still forgot to look at the name of the truck when i was actually in it

Edited by Anach

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As much of a shame it would be, i'm beginning to think that it might be wise to recommend people dont use this mod until they finish the game, as there are just too many things that could go wrong.

Here is another one for you.

During "Pegorino's Pride" mission, the Intruder that the bad guys are driving (when you are chasing them), keeps catching on fire from all the jumps and ramming it does, which results in a mission fail. It's mean to have a scripted crash, so you can kill the guys and recover the goods, but it usually blows up before it gets there.

If only quest/mission cars had different settings than standard cars.

On another note. The Huntley Sport is far too soft and bouncy. The Range Rover sport models actually handle very well, and probably better than a lot of cars.

Edited by Anach

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Its the MULE, not the STEED. In the mission where you climb on the back of the Truck which was tipping over. From the back they look the same, but the actual truck is the MULE.

The Steed seems to be perfectly fine, so i'd just copy the config from the Steed and put it on the Mule

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Acceleration(Tf) = (kilometers/second -2)/100

example is the Viper gts goes from 0-60mph(96km) in 4 seconds so it would be (96/4) = 24 -2 = 22 /100 =.22

will fix the acceleration problem.

i thought (TF) meant torque force hence why the numbers are close to what their real life counter parts are, but i do see what you mean. this could be usefull for a keyboard version of the mod with less wheel spin but still keeping accurate top speeds. also where can i find a fire truck to test it out?

@ anach - ill look into that tipping issue there with the box truck and the huntley, and about the scripted crash thing ill get to work on making a version of the mod with out the damage mod

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i thought (TF) meant torque force hence why the numbers are close to what their real life counter parts are, but i do see what you mean. this could be usefull for a keyboard version of the mod with less wheel spin but still keeping accurate top speeds. also where can i find a fire truck to test it out?

well the acceleration init at all realistic right now cuz the vehicles top out about the time they should hit 100km/h

cross the bridge into alderney its on the left down the street a bit.

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This will be crazy fun once a controller mod is released.

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This will be crazy fun once a controller mod is released.

there is one. i use my ps2 controller and wheel.

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Yep I'm using my rumblepad wireless controller and it works perfectly. ( http://www.gtaforums.com/index.php?showtopic=379477 )

@hazeyo, thanks for the awesome mod! I was wondering if you could increase the braking power of the cars? Since the speed are changed, the brakes feel pretty weak.

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@hazeyo, thanks for the awesome mod! I was wondering if you could increase the braking power of the cars? Since the speed are changed, the brakes feel pretty weak.

yeah that should help with traffic crashing all the time

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@hazeyo, thanks for the awesome mod! I was wondering if you could increase the braking power of the cars? Since the speed are changed, the brakes feel pretty weak.

yeah that should help with traffic crashing all the time

agreed, ill do some testing tonight to figure out the perfect brake values to include it in the release along with the other fixes ive been working on

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I have tested the newest rc3 version of your mod, and must say that its awesome

The only problems i see:

- too easy rollover for some higher cars and trucks

- a little bit too comfortable suspension for the most of them... real cars doesnt act this much like a ship on sea...

- regarding the double damage mod... i think its a bit too much. Some missions are extremely hard this way. Some 25-30% damage increase is good, but not double...

- unable to play with keyboard... just burnout on all cars when pressing W... FWD is uncontrollable right away, since the steering wheels spin, and RWD cars are only able to drift....

This may be good with an analog controller, but it sucks with keyboard. Maybe a separate mod version for keyboard players?

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thx hazeyo you save all of us in suffering in car handling

that stupid rockstar never care about this problem,

i can't believe how can rockstar release this gta iv with horrible car handling, what a shame.

dear hazeyo can you please build little tool for us to easy set the car handling

thanks bro

Edited by bullghost

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Btw, is it normal, that in the vehicles.ide that comes with this mod, the comet, blista, and sentinel is renamed to sultan rs?

(look at each cars line, the Game Name column is always Sultanrs)

This causes the game to name the comet (911 looking car) and the others false to Sultan RS, for example in Brucies race mission.

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Btw, is it normal, that in the vehicles.ide that comes with this mod, the comet, blista, and sentinel is renamed to sultan rs?

(look at each cars line, the Game Name column is always Sultanrs)

This causes the game to name the comet (911 looking car) and the others false to Sultan RS, for example in Brucies race mission.

yea ive notice that too, but there is no way around the bug since the car sounds are controlled by games visual car names

This may be good with an analog controller, but it sucks with keyboard. Maybe a separate mod version for keyboard players?

i am working on one to be released after i finish up the standard mod, along with a normal damage version for those having problems with scripted car events

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Those folks having probs with keyboards. The author recommends an analogue control for this mod, however, I wasnt too keen on a controller and have got used to using a keyboard quite effectively. Try tapping the key or holding it for short bursts until you get up to speed, this should almost eliminate wheel spin, except for when you first take off.

If wheel spin was eliminated entirely, most the fun would be gone. Just need a bit of practice to get used to controlling the cars differently and you'll find it's not too bad.

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upon further testing the acceleration is just km/sec /100

also the packer rolls

Edited by ThePinkPanzer

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yea ive notice that too, but there is no way around the bug since the car sounds are controlled by games visual car names

i am working on one to be released after i finish up the standard mod, along with a normal damage version for those having problems with scripted car events

What if you release it with an american.gxt also modded? For example, the real car names mod. Its american.gxt could be modified, so that it corrects the "errors" in the vehicles.ide. This two files could work together, so that at the end there are everywhere correct names.

And i am looking forward for the keyboard version of your mod

I dont think, that a normal damage version is needed. The beefed up damage is good, its just a bit too much at x2...

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As much of a shame it would be, i'm beginning to think that it might be wise to recommend people dont use this mod until they finish the game, as there are just too many things that could go wrong.

Here is another one for you.

During "Pegorino's Pride" mission, the Intruder that the bad guys are driving (when you are chasing them), keeps catching on fire from all the jumps and ramming it does, which results in a mission fail. It's mean to have a scripted crash, so you can kill the guys and recover the goods, but it usually blows up before it gets there

i modded the acceleration(Mm/s) which fixes this i had done this for a mission before so i didnt notice it till now.

really tho fixing the acceleration will fix this mod. it will stop you from flying stupid far off ramps. launching you through the air when you crash or get hit. it makes it so that you can use a keyboard and you will accelerate faster cuz your tires will actually have a change to grip the road. from what ive seen you can still drift if you want to.

Edited by ThePinkPanzer

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i just finsihed working on the latest version which fixes the boats speed differences, fixed the softness with some of the cars suspension and reworked the SUV handling once again(now suspension is stiffer and less prone to roll overs). better brakes for all vehicles and bikes also:^: ^:

@panzer - im working on a version with less accel tonite to have it posted in the morning

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@panzer - im working on a version with less accel tonite to have it posted in the morning

cool

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i posted a keyboard version of RC4 for those who dont have controllers, im just waiting for it to be approved on GTA garage enjoy

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