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[REL|FINAL] Realistic Driving


Killatomate

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I was wondering, have you considered doing the handling for the 1986 Chevrolet Suburban and the 1994 Dodge Ram 2500? The models are great, but the handling could use some improvement in my opinion.

 

BTW, this mod is great! I've had it since I got GTA IV a few months ago and enjoy the more realistic handling. Thank you for all your work Killatomate. icon14.gif

 

 

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what's wrong with you guys?

pleeease give me some feedback! pleeease!

suicidal.gif

i am going nuts, i have already startet hurting people.

Link

biggrin.gifbiggrin.gifbiggrin.gif

 

they were right, GTA modding community is dying... confused.gif

 

 

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i just dont like the F1 car ;S

unless you tell me the reason why you dont like the Formula 1 car your feedback is useless to me.

bored.gif

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I'd give some feedback but I'm just waiting for the next version of your default-car handling. Sorry, just don't have much interest in the custom cars... They're really flashy and I think they'd make Liberty City look like a race track.

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i have got some good and some bad news for you.

the bad news: i have dropped my latest "Realistic Driving" release candidate.

the good news: i am working on a new version wink.gif

 

here is an overview of dropped RCs:

 

Realistic Driving 2.1

status: 80% done

dropped on 21.may.2009

 

Realistic Driving 2.2

status: 75% done

dropped on 14.june.2009

 

Realistic Driving 2.2 Arcade

status: 95%

dropped on 18.june.2009

 

Realistic Driving 2.3

status: 75% done

dropped on 25.aug.2009

 

(the downside of being a perfectionist...)

 

 

work in progress:

 

Realistic Driving 2.5

status: 65% done

 

all handlings done from scratch - again...

 

new features:

-realistic weight distribution (front/rear)

-more realistic center of mass

-more realistic suspension

-easier handling (less oversteer/drift)

 

version 2.5 is supposed to be easier to play than 2.0

this is achieved by:

-speed is adjusted to fit oinkoink's speedometer (speed -10%)

-traction is raised to 110%

-brakeforce is raised to 110%

-oversteer is reduced by 20%

 

 

rolleyes.gif

Edited by Killatomate
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just a little comment

 

the dukes with the blower say's on the hood it has 750bhp

 

yr handeling is good , but not for a 750 hp car

also the patriot is vry bouncy on normal roads but i think u can't realy fix that bcouse it wont handle good on rough terrain then

 

but the Bobcat is a V10 truck i think u might wanna use the info of the dodge ram srt10 wich is also a V10 truck

 

hope u upgrade the bobcat (The main attraction of the SRT-10 is its engine, which is an 8.3 Liter V10 Viper Engine. This is the largest displacement engine ever put into a production truck. This engine produces 500 bhp (373 kW; 507 PS) at 5,600 rpm and 525 lb·ft (712 N·m) of torque at 4,200 rpm. The regular cab, with a total wet weight of 5,100 lb (2,300 kg), making the truck reach a top speed of 155 mph (249 km/h), and can accelerate the regular cab SRT-10 from 0 to 60 mph (97 km/h) in 4.8 seconds and the Quad Cab version in 4.9 seconds. It runs the 1/4 mile in 13.19 sec @ 105 mph MT. Pounds per horsepower = 10.1.) copied of wikipedia

i beg u to se this pls pls pls

 

but make it 4WD

 

it would realy fit the bobcat

 

 

also burnouts with most muscle cars and such aren't as mutch fun , a burnout with the peyote (for example) u hear the engine go full power but with other cars u hear the engine just go like @ half power could u fix this or will this fck up the handeling?

 

otherwise i have mutch fun using ur handeling it's great (but u asked for feedback tounge.gif )

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also burnouts with most muscle cars and such aren't as mutch fun

sorry, there will be no burnouts in version 2.5

R* built in this mechanism which prevents full throttle at low speeds.

now that the center of mass and the suspension is realistic, the rear wheels have realistic traction and therefore wont spin.

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Realistic Driving n Flying 2.5

Status: 75% completed

 

these handlings have been created from scratch in the past days:

 

Comet

Infernus

SuperGT

Turismo

==============

Banshee

Feltzer

SultanRS

Coquette

==============

Blista

Fortune

Futo

Ruiner

Sentinel

Uranus

==============

Admiral

Chav

Cognos

DF8

Dilett

Feroci

Habanero

Hakumai

Ingot

Intruder

Lokus

Oracle

Merit

Minivan

Moonbeam

Perennial

Pinnacle

PMP600

Premier

Primo

Rebla

Romero

Schafter

Solair

Stratum

Stretch

Sultan

Vincent

Washington

Presidente

==============

Sabre

Sabre2

SabreGT

Stallion

Vigero

Vigero2

Dukes

==============

Roman

Esperanto

Buccaneer

Emperor

Emperor2

Marbella

Manana

Peyote

Virgo

Voodoo

Willard

Faction

 

smile.gif

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also burnouts with most muscle cars and such aren't as mutch fun

sorry, there will be no burnouts in version 2.5

R* built in this mechanism which prevents full throttle at low speeds.

now that the center of mass and the suspension is realistic, the rear wheels have realistic traction and therefore wont spin.

to bad ,but i understand and thx for tellin'

 

what do you think of the bobcat handeling?

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what do you think of the bobcat handeling?

 

i did increase bobcat engine power to about 380 PS, 0-60 now takes 7.5 seconds. top speed is raised to 200 kph.

i think thats fast enough. most players dont like exaggerated speed.

i wouldnt want to go faster than 200 kph in a pickup truck anyway biggrin.gif

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what do you think of the bobcat handeling?

 

i did increase bobcat engine power to about 380 PS, 0-60 now takes 7.5 seconds. top speed is raised to 200 kph.

i think thats fast enough. most players dont like exaggerated speed.

i wouldnt want to go faster than 200 kph in a pickup truck anyway biggrin.gif

thx man

the top speed fits good bcouse the airodynamics of the ram are way better then the bobcat's

thought i like the older truck smile.gif

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Realistic Driving 2.5

Status: 90% completed

100 out of 111 vehicle handlings done. will be in beta status soon.

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Realistic Driving n Flying 2.5

Status: beta, 95% completed

111 out of 111 vehicle handlings done.

left to do: beta testing, some minor changes, update readme files.

Version 2.5 might be released in a few days. smile.gif

 

 

Edit:

Beta test completed.

development status: 98%

moto_whistle.gif

Edited by Killatomate
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Realistic Driving n Flying 2.5

Status: final, 100% completed

all 114 vehicles have been tested successfully.

now i have to create the readme file and all the other stuff that has to be included in the download.

smile.gif

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SLAYERMAGGOT

Great, your effort into this mod is awesome. icon14.gif

Can't wait to test the new version tounge.gif

Keep it up! wink.gif

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Would be nice if there will be a youtube-vid showing the new features.

that's what i am working on right now. everything else is done.

but i am not really in the mood to make a video... bored.gif

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Would be nice if there will be a youtube-vid showing the new features.

that's what i am working on right now. everything else is done.

but i am not really in the mood to make a video... bored.gif

Hell, forget the video then! Just release it!

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Realistic Driving n Flying 2.5 released!

 

 

user posted image

 

Video:

 

 

 

 

new features:

-all car handlings done from scratch

-realistic weight distribution (front/rear)

-more realistic flipping

-easier handling

 

there are 3 handling files included:

-normal

-high car damage (cars take realistic damage)

-cruise handling (Niko drives slower and more careful)

 

 

Changelog:

 

Cars:

all car handlings have been done from scratch again

-speed scale adjusted to fit Aru's scripthook / oinkoink's speedometer (speed -13%)

-more realistic center of mass for all vehicles (-> more realistic flipping)

-realistic weight distribution (front / rear)

-more realistic suspension

-car handling feels less "slippery"

-cars easier to handle / less oversteer

-traction raised to 110%

-brakeforce raised to 110%

-police cars crash less frequently

 

Bikes:

-speed scale adjusted to fit Aru's scripthook / oinkoink's speedometer (speed -13%)

-traction adjustments

-brake adjustments

 

Helicopters:

-speed scale adjusted to fit Aru's scripthook / oinkoink's speedometer (speed -13%)

-easier handling

-more skillful police pilots (avoid buildings more successful)

-Helitours-pilots dont crash into buildings any longer

 

 

 

Download: Link

 

this is supposed to be the final version smile.gif

Edited by Killatomate
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own2pwn2pwnage

 

 

Btw. I love you for making realistic handling! To bad its the final version sad.gif

Edited by own2pwn2pwnage
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Well i don't think it'll be the last version.

All the rusty cars bounce forward. Is this normal?

Or if it is normal, how do i uninstall that feature without installing all of it.

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Current version is bugged. SABRE kinda bounces back and forward when you drive it, really odd.

if you dont like the sabre2 suspension, i could tell you how to fix it.

i dont like it either wink.gif

 

open handling.dat with notepad and replace the following line (normal damage version):

SABRE2 1600.0 0.00 85 0.0 0.03 -0.12 0.0 4 0.167 1.0 150.0 0.19 0.67 0.35 35.0 1.25 1.10 14.0 0.15 0.4835 2.4 0.5 0.6 0.11 -0.14 0.0 0.50 1.0 0.6 1.1 1.5 0.0 20000 440000 0 0

Edited by Killatomate
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EduardKoeleJuck

I don't see the point in 'higher jumps', since that's not really realistic. If a car makes a high jump, it will just break in two.

And could you do something about the crashed? Now when you fall, the cars kinda go in slow-mo. A bike crash looks like

.
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