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GTA S. A., Unique Vehicles Guide [Unofficial]


Krawk
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There are Remingtons with a special yellow or black interior at the Lowrider Meeting. You can change the exterior colours of Remingtons at the mod shop, but not the interior colour.

 

The interior colours of the Remington are always the same as the exterior colour in normal trafic, but since there are no yellow or black Remington's in regular traffic, there can be no yellow or black interior normal Remington, thus they are special.

It must be a UC2 color vehicle then, nice finding

Wow, if I really discovered a new visible special colour in a 9 year old game, then that's pretty amazing to me. I never expected that. Really happy to discover a special coloured vehicle in my favourite game of all time. biggrin.gif

 

People probably thought: "Oh you can change all the colours on these Low riders anyway. None of them are special."

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It's confirmed the Remington in the Lowrider challenge is UC2

http://i.imgur.com/Z7pNy9g.jpg

The secondary color is #6 taxi yellow that isn't a regular secondary color for the traffic Remingtons, also it cannot be repainted at the Loco Low Co and it's always available.

 

EDIT: Please, keep images to 640x480 or use LINK. {lw.

Edited by lil weasel
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this Remington might have unique color but they are NOT special , more like Berckley's Van , can be easly obtained at any time and with no real effort dozingoff.gif

 

 

I got that Remington with Tow Truck easy , you just need to shoot a gang member and Mission Failure and snach it

 

 

 

user posted image

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Actually you don't need to fail the mission after it ends sometimes the 2 remingtons stay there just shoot the drivers at that point they will fall from out of the remington and leave the door open, then get it. It's nothing special just UC2 the only difference from most other UC2s is that is visible.

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It looks like the players at gta.ru have already documented the Remington with uc2 taxi yellow. Their documentation is the most complete reference on uc2 vehicles I've seen.

 

Original: http://www.gta.ru/forums/gta_san_andreas/770801/

Bing translated to English: http://www.microsofttranslator.com/bv.aspx...eas%2F770801%2F

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We really need to have one topic about these vehicles, when I was chasing those vehicles for my 100% game I kept thinking I forget about one or other, I really hope I didn't LOLOL. Maybe I'll try to make one after I complete the one about the undrowning glitches and uploading my videos to youtube, but if someone else would like to do it be my guess.

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That Infernus is hard to get damn.

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what's a UC2?

Unique secondary color, apparently.

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Yes UC2 is the secondary color every vehicle has, but most of the vehicles don't show this color, bullet, banshee and phoenix this secondary color is the stripe in the middle of the vehicle, in the case of this remington the secondary color is #6 taxi yellow and it shows up in the interiors. Most of the UC2 are only seen as more of a trophy to get than anything else.

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Someone should just go translate that Russian guide because it looks pretty up to date to me. So the russians beat me to discovering the special interior Remingtons.. My dream is crushed lol.

 

Edit: How do those guys from the russian guide get a car with a stripe down the bottom like this:

http://i026.radikal.ru/1201/32/e2dd75de81de.jpg

http://www.playground.ru/download/gallery/...aaaeba9fd7d.jpg

Edited by gtaxpert
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I'm guessing that's just light effect that happens at certain times of day with certain weather conditions not just with these vehicles if you look close enough to the tow truck on the second picture you see a similar stripe but because of the design of the vehicle it's not so straight.

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I parked the Tractor there and it vanished , the Infernus was in its place after cut scene

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I parked the Tractor there and it vanished , the Infernus was in its place after cut scene

You need to drive the tractor to Glenn park before you fight the ballas, otherwise it will vanish after the cutscene.

 

I have a question: What happens to the Rhino's proofings if you drive it into the marker at gray imports? Will it remain bullet proof? Is the Rhino damageproof?

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Space Cowboy

Rhino is an odd vehicle, it's bulletproof but it isn't the same proofing as normal BP vehicles have. It is programmed to be BP under any circumstances. If you drive to the Gray Imports marker, Rhino won't lose its BP proofing by any means. It will be EP/FP and also BP. Rhino also isn't DP but it has a lot health so destroying it might take quite a while.

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If you drive to the Gray Imports marker, Rhino won't lose its BP proofing by any means. It will be EP/FP and also BP.

Have you double-checked?

 

I was so tired of my Rhino burning that I took it to Gray Imports to make it FP. After that, it was worse than ever, though it had become fireproof. The enemies shot it to pieces during gang wars. I don't understand how it could possibly have been BP after I made it EP/FP. It didn't last longer than a normal car! Plastic tank, duh. suicidal.gif

 

 

Edit: Fixed outdated quote tags.

Edited by OG Viking
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Space Cowboy

Uhh, from what I've heard Rhino's BP proofing is something different than proofing of normal BP cars, but I have to admit that I didn't check it. I'll test it and post the results later.

EDIT: Oh, you are right. Rhino loses its BP property after entering the Gray Imports marker.

Edited by 0909090
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EDIT: Oh, you are right. Rhino loses its BP property after entering the Gray Imports marker.

Lol, that's terrible. What a shame. Would have been amazing with the extra properties.

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Rhino also isn't DP but it has a lot health so destroying it might take quite a while.

I usually think of it as DP because it is always flames that makes it smoke, I never crash it to destruction. But you're quite right, it's not DP. I remembered reading about the Rhino's Collision Damage Multiplier (CDM), I checked now and the multiplier is 0.09. That's very low, for comparison, Firetruck has 0.26, Greenwood 0.54 and Turismo 0.72.

Cars have a multiplier that calculates how much damage it takes when it crash. I have not found any information about HP values, I don't even know if vehicles have HP at all.

 

But I believe it could be possible that different types of vehicles have different amount of HP, because the CDM has nothing to do with weapon damage, and weapons seems to destroy some vehicles quicker than others? I think I have tested weapon damage before, but I don't remember the results, if some cars took damage faster than others or not.

 

 

Edit: Fixed outdated quote tags.

Edited by OG Viking
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I  have not found any information about HP values, I don't even know if vehicles have HP at all.

Vehicles do have HP values.

Some mission vehicles (NRG500, pimping, firefighter, vigilante) does have higher HP values than normal, but the value returns to normal in a garage.

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I have not found any information about HP values, I don't even know if vehicles have HP at all.

Vehicles do have HP values.

Some mission vehicles (NRG500, pimping, firefighter, vigilante) does have higher HP values than normal, but the value returns to normal in a garage.

 

You know it, or is it a qualified guess?

If it is HP, it has to be a number that counts down when damage occurs. If it's not HP, it has to be a counter that counts upwards from zero when damage occurs, it would be natural to call it Damage Points instead of Health Points. If neither of this was true, there would be no point in a CDM because damage could not be calculated.

 

Special mission vehicles could have extra durability regardless of which system was used.

 

 

Edit: Fixed outdated quote tags.

Edited by OG Viking
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Vehicles in SA have a standard of 1000 health points. This property is easy to measure and adjust with trainers. Some missions add extra health to a vehicle. For example, the NRG Challenge sets the bike to 3000 HP. The Broadway used to trigger the Pimping mission gets set to 2000 HP; it can be on fire and toggling the mission will repair it to 200% health. Vigilante will add a small amount of health to the vehicle at the end of every level. This makes it virtually impossible to destroy a Rhino during the mission.

 

I forget the details of the health level when a vehicle begins to smoke, and then billow black smoke. Eventually the health gets low enough that the vehicle will catch fire and burn away the remaining health until it explodes at 0 HP.

 

Save garages don't have a record of vehicle health. All garaged vehicles are spawned with 1000 HP.

 

PnS garages will not deplete extra health, so it's safe to repair the tires without risking the loss of extra health.

Edited by OrionSR
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Great detailed answer, Orion! icon14.gif

 

I like to repair the engine in a Broadway by toggling the mission, but I didn't know about the 200%.

 

The calculation of damage must be complicated, because it's not just the 1000 HP and the Collision Damage Multiplier in the formula, the speed of the crash is vital, and there's also so many different types of objects you can crash into, though most solid objects are probably doing the same damage.

Some non-solid objects like wooden fences and a lamp posts seems to do zero damage, only cosmetic. I have never succeeded in destroying a car that already spewed black smoke against a lamp post.

Damage calculation is perhaps too far beside the topic, I'll try to get back before I annoy people.

 

 

 

 

This is the Unique Vehicle Guide, This post will be updated soon, stay tuned!

The update must have been canceled. Will the project get a second chance? That is the first post in this thread, and still it started something that is alive 10 pages later.

 

Edit: Fixed outdated quote tags.

Edited by OG Viking
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Actually there's a few topics on this already and probably the "Official" Unofficial System Error Guide Updates has a few more details on some vehicles nevertheless it's actually a good alternative to make an open discussion topic on methods on how to get these unique vehicles so maybe lol232 wanted to make an updated version on how to get some vehicles that weren't discussed in the other topic. If I remember correctly a few "new" methods were found back in 2010 and 2011.

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SPECIFIC VEHICLE UPDATES-

**5.02: Parachute Damage instead of trying to flip the Tampa with a forklift

How to get the full immune Tampa without failing the mission (by russian community)

 

 

A toast to the Russian who figured that out! Shifty41s_beerhatsmilie2.gif

But three things are puzzling me and I hope that someone here is able to answer.

 

1. The Tampa is "destroyed" and CJ drives Smoke home. Why is not the Tampa deleted from memory when it sits so far away? PS2 only remembers 12 vehicles, is this number much higher on PC? I'm going to try this on PS2 some time, but I don't believe the Tampa stays in memory long enough, ESPECIALLY when the game thinks it is destroyed.

 

2. On the way from Smoke to the beach, he stopped in the red marker at Binco. Is there a point in stopping in the marker already when he is not entering Binco until later?

 

3. When he has pushed the Tampa to Binco (at 14:23), why destroy the Glendale? I'm thinking it could be to prevent the Tampa from being deleted from memory when CJ enters Binco, but CJ have never been inside the Tampa thus he doesn't "possess" it, so I don't understand how destroying the Glendale is helping keeping the Tampa in memory.

 

 

 

 

**5.03: High Stakes, Low Rider - Use a Tahoma, probably the easiest to drive "lowrider" Use one without hydraulics, drives better

 

Perhaps it is because I play on PS2 and you on PC, but I think Voodoo and Tahoma is pretty equal in performance. Both cars do not spin out of control easily when you hit lamp posts. I think Voodoo has superior grip, it sits like glue. For me, Voodoo draws the longest straw in a lowrider race. But when not racing I prefer Tahoma, but looks and sound is part of the reason.

 

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1. Ok there's a bit difference between being destroyed by drowning and exploding in the exploding you keep the wreck it it's easier I guess for the game to make it vanish and since it's a car that has a role in the mission that makes a the game keep it in it's memory (the same happens with the yellow Burrito and the FI Boxville later in the game).

 

2. I think to avoid the small cutscene that tels you to enter the binco store.

 

3. That step is actually not needed. The funny things is that although you have never enter the Tampa there is a theory that trying to enter it will also make it stay in memory.

 

About the Voodoo and the Tahoma I also prefer the Voodoo, maybe not the fastest actually but the like you said it sticks like glue.

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well I finally managed to get the infernal Infernus alien.gif and luckley the first time it finally tipped a firetruck came in and I could jack it to easly push the wreck to garage

 

I do have small tip to make the missions slighly easier , after arriving in Glenn Park get out of the car move a bit around it then back in and gently run over Sweet and leave the car on him colgate.gif

 

his health meter won't go down at all and you can go get the Tractor and start the gang war without him getting in the way or risk him have killed by Ballas

 

 

BTW in early attempt when Infernus didn't tip this is how the Tractor was left tounge2.gif

 

user posted image

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is there aspecial trick to get Police Car in Reuniting the Families, I never blown the Greenwood before Biker cops cutscene and I aimed at car trunk all the time

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Nope!! It's mostly a question of luck, most times you don't explode and every now and then you get blowned at the right time. I lost count on how many times I tried it but at least like 100-200 tries.

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Something strange happen to me at bike school,the last bike the NRG-500 has UH,normal NRG-500 doesn't do wheelies that easy when accelerating,it has the same top speed but it can do wheelies quite easy.

Also at the boat school,when you use camera hack you will see a strange Police Maverick acting as the camera.

Maybe if you teleport to the start of the lesson and jack the driver out maybe they can be obtain with cleo mods.

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