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[REL|FINAL] Realistic Driving


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from readme.txt file:

 

 

Installation:

--> backup your files before replacing them!

 

1. In order to make mods work, you need to replace the file "filelist.pak" in the directory  .../GTA IV/pc/data/ 

  with the modified one.

  (make sure you have GTA4 patched to version 1.02 or higher for this to work!)

 

2. to install this mod, replace the file "handling.dat" in the directory  .../GTA IV/common/data/

 

will try to install this at home later on ver 1.01...

 

 

 

will try to install this at home later on ver 1.01...

to make this mod work on version 1.01 you need to apply a "mod patch" first. just search the forums.

 

 

update:

im working on version 1.03 already. im gonna release 1.02 and 1.03 simultaneously.

 

 

Edited by Killatomate
will try to install this at home later on ver 1.01...

to make this mod work on version 1.01 you need to apply a "mod patch" first. just search the forums.

 

 

update:

im working on version 1.03 already. im gonna release 1.02 and 1.03 simultaneously.

Why are 2 versions simultaneously needed?

 

will try to install this at home later on ver 1.01...

to make this mod work on version 1.01 you need to apply a "mod patch" first. just search the forums.

 

 

update:

im working on version 1.03 already. im gonna release 1.02 and 1.03 simultaneously.

 

What do you mean by "apply a mod patch", an Rockstar's patch ? or any your patch ?. I can't fin any sad.gif

Edited by flexible

you need to install either the "magic patch" or the official 1.02 patch.

 

 

Why are 2 versions simultaneously needed?

i spend some hours to create a special version (1.02) which includes 1.03 handling and fixes combined with more GTA-like accelerations of version 1.01. its some kind of hotfix for 1.01.

not everyone can run the game at 50 fps. super fast cars like in version 1.03 are a pain in the ass when the game runs like 15 fps. i just want everyone to be happy smile.gif

Edited by Killatomate

version 1.02 and 1.03 are finished. they just need some quality control before release.

tomorrow is my birthday btw. i hope you bring me some presents smile.gif

 

 

changelog:

 

1.02 --> 1.03

 

major changes:

-realistic acceleration for all cars and bikes (they match the real ones now, be careful with the gas)

-realistic top speed for all cars and bikes

(they kinda match the real ones now, still scaled down to prevent game engine problems)

 

minor changes:

-some handling adjustments (necessary because of acceleration change)

-some suspension adjustments (necessary because of acceleration change)

-some centre of mass adjustments for bikes (necessary because of acceleration change)

-air drag adjusted for all cars to fit new speeds

-real amount of gears for cars and bikes

-more realistic weight for some vehicles

-improved handling for muscle cars

-brake strength adjusted on some cars

 

 

1.01 --> 1.02

 

-SultanRS: new brakes

-SuperGT: lowered centre of mass, stronger suspension

-Banshee: lowered centre of mass

-Bus: lowered centre of mass

-Coquette: lowered centre of mass

-Dukes: more aggressive handling, brakes

-SabreGT: more aggressive handling, racing suspension, new brake force bias

-Sentinel: new centre of mass

-Hakumai: decreased brake strength by 4%

-Fortune: decreased brake strength by 4%, stronger suspension

-Futo: changed centre of mass

 

version 1.02 and 1.03 are finished. they just need some quality control before release.

tomorrow is my birthday btw. i hope you bring me some presents smile.gif

 

All we can do is just to thank you for all your long hours spent on this mod. It is really a great job. Thank you again and wish you all the best !

 

 

 

sorry to bother you guys, but i discovered a problem with version 1.03. that damn sanchez doesnt work with 5 gears and realistic top speed. i had to undo these changes.

 

i have updated the file on the server. if you have downloaded 1.03 already, simply download it again to fix the issue.

 

i am a big banshee driver smile.gif

 

my problems:

1. banshees topspeed is now ~230km/h, but on wikipedia the slowest dodge viper hast a topspeed of 290km/h. Can you take a look at that car? smile.gif

2. if i just scratch the wall a little bit with a fast car (infernus, banshee, comet) my wheel suspension gets broken and i cant drive anymore. perhaps you can lower the cardamage by a few %s...like only 40% more damage instead of 50%?

Car damage level is great for me but the weight of all vehicles is too low. It's kinda funny when you drive a truck and make other cars flying like they were a plastic toys. It's stupid and this is a major disadvantage of all GTA series.

Can you make them a little bit heavier ?

First I want to say: Great work, well done, good job! You see that you have spend a lot of time in this handling-overhaul.

 

But I want to make a few critics:

 

- The police-cars are too slow. 160km/h? I don't know how fast they are in real, but 160km/h seems too little.

In Germany the police-cars are pimped, compared to the "normal" cars (like a BMW, the police BMW is a bit faster than the "normal" BMW). I think you understand what i mean.

 

- The Banshee, the Infernus, the Comet, the Sentinel etc. have a Top-Speed between 205-225km/h.

The "real" versions of these cars are much faster. I don't know the exact values, but it's near 300km/h or between 250-300km/h I think.

The same with the bikes.

Maybe it's too fast for this game, don't even tried this. biggrin.gif

 

I hope you don't understand it in the wrong way. I like, .. no I LOVE your mod, it's a well done handling. I just want to say some points of critic. wink.gif

 

Sorry for my bad english, if it's not understandable. biggrin.gif

 

greetz

JK

Edited by JudgeKyle

you dont need old versions. just install the newest handling.dat

 

now to the police cars:

http://gta.wikia.com is a good source to find out which car is which car in reality

 

Police Cruiser = Ford Crown Victoria (NYPD offical car - modded engine) = 208 km/h

(Top speed is limited to 129 mph and braking distances are very long)

 

Police Patrol = Chevrolet Impala = 200 km/h

(Top speed is limited to 124 mph and braking distances are not so long s the ford)

lets have a look at your issues.

 

 

my problems:

1. banshees topspeed is now ~230km/h, but on wikipedia the slowest dodge viper hast a topspeed of 290km/h. Can you take a look at that car? smile.gif

2. if i just scratch the wall a little bit with a fast car (infernus, banshee, comet) my wheel suspension gets broken and i cant drive anymore. perhaps you can lower the cardamage by a few %s...like only 40% more damage instead of 50%?

1. on my 4ghz dualcore with 4gb memory i encountered serveral times invisible walls on the highway (crash!), which disappeared 2 seconds later when the game finished loading geometry on the horizon. its a problem with memory streaming. this is the main reason i scaled the top speeds down.

 

2. i can hit walls at least 5 times b4 a wheel gets broken.

 

 

It's kinda funny when you drive a truck and make other cars flying like they were a plastic toys.

i could make trucks weight less. but i dont think its an issue.

 

 

The police-cars are too slow. 160km/h? I don't know how fast they are in real, but 160km/h seems too little.

In Germany the police-cars are pimped, compared to the "normal" cars (like a BMW, the police BMW is a bit faster than the "normal" BMW). I think you understand what i mean.

i had them *pimped* in order to make them realistic, but it seemed that the dumb ai wasnt able to cope with that. i would rather have the police a few kph slower than have them keep crashing into walls.

 

 

im gonna have another look onto police cars.

Edited by Killatomate

version 1.04 released!

 

i did the best i could.

i raised the top end of the top speed scale by 25 kph and set new top speeds for every vehicle. this also involved adjusting the air drag for every vehicle.

the police cars are now much faster and challenging.

its now easier to drift with banshee and several other cars got their handling reworked.

 

DL link in my 1st posting.

 

now would you mind if i take a timeout to celebrate my birthday? see ya.

 

 

changelog:

1.03 --> 1.04

 

-new scale for top speeds

-new air drag for all vehicles

-more challenging police pursuits

 

-Police1: new acceleration, transmission, top speed and balance

-Police2: new acceleration, transmission, top speed and balance

-Noose: new acceleration, transmission, top speed and balance

-Infernus: new handling

-Sentinel: new handling, suspension

-Banshee: increased drifting ability

-Patriot: reworked, new weight, suspension, speed, handling

-Polpat: reworked, new weight, suspension, speed, handling

-Contender: new handling, suspension

-Flatbed: reduced weight

-Packer: reduced weight

-Yankee: reduced weight

-Feroci: stronger suspension

-Ruiner: stronger suspension

-Uranus: stronger suspension

-Cavcade: stronger suspension

-Huntley: stronger suspension

-Landstalker: stronger suspension

I think the most cars accelerate tooooo fast.

Cruising is some kind of impossible.

Except for those how say cruising is at a speed of 100kmh...oO

 

The rest seems to be perfect.

Less acceleration would be nice... even if its "not realistic" biggrin.gif

 

It use to happen in some mission that cars are damn tooo fast and it was very tricky to stay on the road...OO

Even with analogbuttons.

Edited by r3df0x

Happy birthday, Killatomate!!

 

Very nice mod, more damage is excellent, not too big but way better than original IV - perfect.

 

I don't like 2 (or maybe 3) things about it:

 

1. Imo acceleration on all vehicles is way too big - I play with a x360 pad so it is not a big deal but still.

2. Weight of cars, right now they feel like they are small toys. With a small vehicle I can flip a police car with ease. Imo they should wieght MORE.

 

(not really sure about it yet) - could you make a version where the cars top speed is default, as in IV ?

 

edit: I will be reverting back to 1.01 soon (due to huge number of missing objects) and if I use this magic program that was needed with 1.01, this mode will still work with no problems, right?

Edited by Cylon

 

edit: I will be reverting back to 1.01 soon (due to huge number of missing objects) and if I use this magic program that was needed with 1.01, this mode will still work with no problems, right?

 

Yes It does work with ver 1.01 of the game with Magic mod.

Weight of cars, right now they feel like they are small toys. With a small vehicle I can flip a police car with ease. Imo they should wieght MORE.

 

could you make a version where the cars top speed is default, as in IV ?

 

If i make all cars heavier, everything will stay the same since the mass proportion of the colliding objects remains the same. i dont think the "toy cars" feel can be fixed. about that car flipping thing: its much harder to flip cars in this mod than in the default game since the centre of mass for all vehicles is lower.

 

default top speeds? you sure about that? i just played the default game. i drove the PCJ600 racing bike downhill on the highway and it took ages to reach its top speed of 115 kph. DOWNHILL! in real life that bike goes 225 kph. uphill. biggrin.gif

i would rather die than play the default game again. wink.gif

 

 

version 1.05 is almost finished btw.

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