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[REL|FINAL] Realistic Driving


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Bowserchomp

Okay, I have done a little research and I have found that it's the optional files of the mod (which pertains to traffic spawning) that is causing TBOGT to crash on startup.

 

1. If the "handling.dat" file is modified/replaced with any of the "handling.dat" files supplied in the EFLC Realistic Driving and Flying mod, the game will load up and work just fine with it.

 

2. If the "WeaponInfo.xml" is replaced, the TBOGT-exclusive weapons will not spawn, not even with a trainer.

 

3. If the "cargrp.dat" and/or the "vehicles.ide" are replaced, TBOGT will simply crash on startup.

 

This is rather strange...

  • 5 months later...
Technicallyefficient

So I have Realizm 6.2 IV installed. I can't figure out whether or not your mod is in Realizm 6.2? I've installed your mod and no noticeable changes. Drifting is still pretty much impossible. Constant 180's etc. What's the easiest way to tell if your mod is installed? Are you aware of Realizm 6.2 affecting your mod?

 

EDIT: I clocked NRG at ~130KPH at max distance on the airfield, before hitting the ramp. I'm not sure if it's my speedometer or that this mod isn't working for me. Most cars drive around 25-30 kph on the street, is that right?

Edited by Technicallyefficient
What's the easiest way to tell if your mod is installed?

i think the most obvious differences to other handling mods are:

-massive reduction of bike fishtailing

-bike front wheel doesnt lock when braking

-totally different helicopter handling

  • 1 month later...

I was looking through this recently and its quite impressive. Lost of good handling work has been done here. There are however a few (small) points I thought I would mention.

 

Taxi2 - should be FWD, based on the Merit which is the FWD Chevrolet Impala.

Stretch - Should also be FWD, as although it is based on a RWD vehicle, limos are generally cut, stretched and converted to give more space in the cabin.

 

Pretty awesome mod. I especially like the high damage. icon14.gif

I'm looking for a way to make car fires more rare, but I'm not sure if handling.dat is the right place to look, or if we need a separate mod. I'd really like to just have cars stall out when heavily damaged, and very rarely catch fire (and burn a lot slower).

  • 2 weeks later...
  • 2 weeks later...
Drunk Russian 9

Just reinstalled IV and this mod. Forgot how awesome it was.

 

Now I just need to setup a few autocross and road courses, and find someone to race online with hehe.

 

BTW, are you planning a GTA V release?

 

Oh, the only complaint I have is that there's a lot of body roll at speed with sport cars, you can see it when you use the hood cam.

Edited by Drunk Russian 9
  • 7 months later...
MattyDienhoff

I'm using v2.7 with these options:

 

basic handling, normal car damage, advanced helicopters

 

I love most of the changes but I've noticed the taxis (both sedan types) have exceptionally poor performance compared to most other vehicles in their class, most notably the Merit (which one of the taxis is based on), which performs significantly better. The taxis have weak brakes, poor acceleration and, especially, poor handling around corners. I have to slow down significantly more to take a corner in a taxi than I do in most other vehicles, which is all the more painful because they take longer to speed up again. Even the minivan-based Cabby seems to outperform the sedan taxis.

 

Is there a reason the taxis are so sluggish? If I didn't know better I'd think they had the cruise handling by accident, but I checked and it wasn't that.

 

EDIT: One more thing, it says in the changelog for version 2.7 that the handbrake is enabled for bikes again, but the handbrake didn't work when I was riding bikes to test (I tried the PCJ 600 and Freeway).

Edited by MattyDienhoff
Killatomate

 

I'm using v2.7 with these options:

 

basic handling, normal car damage, advanced helicopters

 

I love most of the changes but I've noticed the taxis (both sedan types) have exceptionally poor performance compared to most other vehicles in their class [...]The taxis have weak brakes, poor acceleration and, especially, poor handling around corners. I have to slow down significantly more to take a corner in a taxi than I do in most other vehicles[...]

Is there a reason the taxis are so sluggish?

3 reasons:

-the handling of the Merit-like taxi is not based on merit, but on another similar looking RL car thats used as taxi in NY.

-taxis drive every day, all day, for years. suspension and brakes are meant to feel "used" (ever used a taxi in russia or some other poor country? biggrin.gifbiggrin.gif )

-the car models used in GTA present mostly fast cars, therefore the average acceleration is higher than in RL on real streets. i thought the game would be boring if 90% of the traffic was "proper getaway cars". by making taxis a little slower you have to go looking for a getaway car.

- 0-60mph in 9.8 seconds - is it really that slow for a taxi? i dont think so

 

you could also try version 1.2 of my mod, its better in every way (but is lacking an easier mode with traction control)

MattyDienhoff

Oh, cool. I didn't realize v1.2 EFLC was also the latest version for GTA IV. I gave it a try and both of my complaints have been resolved in the new version, the taxis are better and bike handbraking works. Cheers!

 

I don't think the new version needs an easier mode. If anything, I find the vehicles to be easier to handle in 'regular' 1.2 than I did in 'easier' 2.7.

  • 7 months later...

 

Is it me or does this cause the AI to crash more often?

depends. the AI is too stupid to brake before making a turn. however, vehicles in missions are scripted and not controlled by AI.

 

scripted brucie works fine:

 

@Killatomate: In most of those missions the AI is following an animated path, so they are not actually physical. That's why they drive fine in those missions.

Compare that to one of the early missions in vanilla IV where you have to chase that dude from a laundromat fleeing in his van. There you might get some AI trouble because he is actually driving and not being animated.

  • 2 months later...

 

Is it me or does this cause the AI to crash more often? The police helis and Brucie racers always seem to lose control easily. Especially the helis. I chose the default heli file.

Yeah, most handling mods will have this happen.

 

Basically they want to accelerate X amount let's say to close gap, those calculations are likely hard-coded in. But with the mod X amount of acceleration will deliver more speed. The calculations then have to compensate for that when braking, however I suspect the game still think you're going "Y" speed based on an unmodded handling.dat, and initiated brake force based on that assumed speed. That, or by the time X acceleration is completed, no amount of brake can stop the car in time.

 

I might be wrong about the specifics, but the general idea I think is right.

 

-------------------------------------------

 

@Killamote - I believe that 9.8s on a 0-60mph might be a bit slow, most 4-cylinder sedans from the early 2000s will hit that in high 7s to mid 8s. Not a big deal though, and overall this mod is icon14.gificon14.gificon14.gif

I especially like how slow the Voodoo is, it's a lot more realistic like that IMO. Granted that model does come in 3.8L V6 as a minimum, no one in their right mind would ever drive a lowered classic like that at anything but achingly slow speeds lol.gif

Edited by Vintage88
  • 2 months later...
  • 2 months later...
  • 3 weeks later...
  • 6 months later...

took 8 hours but now the new landing gear physics for helicopters are finished.

1 out of 12000 users requested realistic helicopter handling and here i am, wasting my precious time... sigh.gif

 

this release is almost finished. All thats missing is detailed readme files. and quality control.

but since no one has reported any installation issues/fixes or helped me in any other way it might actually take a long long time until release.

 

some ways to accelerate the progress:

 

report issues:

if you have/had any problems with the latest release (installation problems, strange behaviour of vehicles), please report them!

 

help me with translating:

if you are a good russian or japanese speaker and want to help me with translating, contact me.

 

Beta testing:

its best to discover issues BEFORE the actual release, so maybe i will release a test version to some chosen ppl.

keep in mind that beta testing consists of monotonous tests rather than having fun.

things to be tested would be: Patch 1.030 compatibility, compatibility with some other 1.030 mods, handling of each vehicle, compatibility with GTA IV missions (especially helicopter missions).

 

Respect , bro . Great work ! But what about throttle control ? Did you ever fly by Bell 206 ( like Maverick in GTA 4 ) in PC game called " X-plane 9.7 " ? Try !.. And it can change all your mind . You can't believe that after i checked helicopter physics of many PC games , i can value GTA 4 of № 2 ( № 1 is " X-plane 9.7 " ) . Yes , exactly , № 2 , but not even № 10 or № 100 ... Why ?! It's too simple . Just because helicopters in GTA 4 have real weight : when you fly , for example , forward , helicopter keeps flying forward even after you release all buttons on keyboard . But in other games exactly at the same case , helicopter immediately stops . But it isn't real : empty Bell 206 , for example , weights about 800 kg . But in all PC games helicopter weights 0 kg .

  • 1 year later...

Hello,

I have this problem for years, with every single patch I've tried. Currently running 1.0.7.0 on PC. (Legal, non-steam version)


In my root GTA IV folder there is: Xlive.dll, scripthook.dll, scripthookdotnet.asi, the 'scripts' folder and few mods, wich don't interfere with the handling.dat - and even if, I've tried it with a fresh install, without any mods but only the handling.dat - handling stays the same. No, I don't even have custom car models.

I tried to delete filelist.pak, replace filelist.pak with the one provided in the folder of the Realistic Driving n Flying-mod, tried other handling mods... handling stays unchanged.

I'm running out of ideas what it could be, but I remember when I was on Patch 1.0.4.0 few years ago, I put 'Filecheckfix.asi' in my root folder and got some weird error code in the Filecheckfix.log:

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

 

(Don't get confused because it says 'Game version is 1.0.4', that was years ago and I still had the log file on my old HD)

I would really appreciate it, if someone here can help me.. I'd be forever grateful, as I have this problem for years and I dislike the default handling very much.

Regards

EDIT:

 

I just found out that if I edit the handling.dat myself with 'Handling Editor', the changes are actually present ingame :O

I added a huge center of mass, higher acceleration etc. and it works! BUT... the tires keep drifting and smoking, anyone got a clue

which line to change in the handling.dat to stop that weird behaviour?

And if i open the handling.dat (The realistic one by Killatomate85), the values for suspension etc. are default (vanilla), so wtf? It's not just

with his handling mod, it's with every single one of them. So can anyone please explain to me WHAT is happening?

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