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Help with editing handling


Corleone11

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Hi,

 

I was wondering if someone could kindly assist me in editing

my handling. I've read the handling guide by ToxicNinjaX which

helped to an extent, but i'm still having some trouble.

 

What i want to do is increase my top speed and acceleration, without

having the car skid and spin out of control when i press the gas sad.gif .

Any help would be greatly appreciated!

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Hi,

 

I was wondering if someone could kindly assist me in editing

my handling. I've read the handling guide by ToxicNinjaX which

helped to an extent, but i'm still having some trouble.

 

What i want to do is increase my top speed and acceleration, without

having the car skid and spin out of control when i press the gas sad.gif .

Any help would be greatly appreciated!

Umm, I'm still new to deciphering exactly how the settings relate to GTA:3/VC/SA (It's been a while) but I can give you a hint. Essentially you need to understand the physics related to driving a real car. The reason why your super hot new dragster skids and spins out of control is that although it has enough grip to gain speed, it doesn't have enough to handle it when you turn / brake etc.

 

The handling.dat does specify attributes you need to modify, most essentially:

 

WHEEL TRACTION

; (Wc+) m_fTractionCurveMax (formerly fTractionMult)

; (Wc-) m_fTractionCurveMin (formerly fTractionLoss)

; (Wc-) m_fTractionCurveLateral (shape of lateral traction curve (peak traction position in degrees)

; (Wc|) m_fTractionCurveLongitudinal (shape of longituduinal traction curve (peak traction position in degrees)

; (Ws+) m_fTractionSpringDeltaMax (max dist for traction spring)

 

I'm still in the process of learning how to tune those my self, but increasing CurveMin and CurveMax increases grip while turning, the three other variables are new and adjust tire grip while it is moving and at an angle. A more sophisticated physics engine.

 

and

 

; (Wh) m_fTractionBias

 

is a bit self-evident as a variable, but not as to what to do with it. i.e. if your car tends to spin out with it's ass first into a pole, moving grip bias towards the front will help. Also, making the car four wheel drive by shifting a part of the power to the front might help

 

; TRANSMISSION

; (Tt) m_nDriveBias 1.0 = front wheel drive, 0.0 = rear wheel drive

 

i.e. 0.2 would be a 20/80 powersplit with 20% going to front.

 

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Hi,

 

I was wondering if someone could kindly assist me in editing

my handling. I've read the handling guide by ToxicNinjaX which

helped to an extent, but i'm still having some trouble.

 

What i want to do is increase my top speed and acceleration, without

having the car skid and spin out of control when i press the gas sad.gif .

Any help would be greatly appreciated!

Umm, I'm still new to deciphering exactly how the settings relate to GTA:3/VC/SA (It's been a while) but I can give you a hint. Essentially you need to understand the physics related to driving a real car. The reason why your super hot new dragster skids and spins out of control is that although it has enough grip to gain speed, it doesn't have enough to handle it when you turn / brake etc.

 

The handling.dat does specify attributes you need to modify, most essentially:

 

WHEEL TRACTION

; (Wc+) m_fTractionCurveMax (formerly fTractionMult)

; (Wc-) m_fTractionCurveMin (formerly fTractionLoss)

; (Wc-) m_fTractionCurveLateral (shape of lateral traction curve (peak traction position in degrees)

; (Wc|) m_fTractionCurveLongitudinal (shape of longituduinal traction curve (peak traction position in degrees)

; (Ws+) m_fTractionSpringDeltaMax (max dist for traction spring)

 

I'm still in the process of learning how to tune those my self, but increasing CurveMin and CurveMax increases grip while turning, the three other variables are new and adjust tire grip while it is moving and at an angle. A more sophisticated physics engine.

 

and

 

; (Wh) m_fTractionBias

 

is a bit self-evident as a variable, but not as to what to do with it. i.e. if your car tends to spin out with it's ass first into a pole, moving grip bias towards the front will help. Also, making the car four wheel drive by shifting a part of the power to the front might help

 

; TRANSMISSION

; (Tt) m_nDriveBias 1.0 = front wheel drive, 0.0 = rear wheel drive

 

i.e. 0.2 would be a 20/80 powersplit with 20% going to front.

Wow, never comprehended the realism, R* went all out!

I had a feeling it was something to do with the traction, just

Wasn't sure where to begin confused.gif

 

So if i'm not mistaken, i also have to take into account the even weight

distribution whilst tweaking the different variables? I suppose it will

be a trial and error situation, but at least i know where to start now icon14.gif

Thank you very much for your detailed reply, i appreciate it.

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Hello. What i have to modify in handling for making a vehicle rarely appear in game?Because i want just to spawn-it with trainer.

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You can't do this in handling. Handling is file where you can edit: Mass, Center of mass, % submerged, drag, RWD/FWD/AWD power of engine, geras (1,2,3,4,5,6,7,8,9 etc.) Max speed, RPM, brakes strenght etc, max turn, traction, traction balans F/R, suspension strenght and up/down height limit, height of suspension, suspension absorption, power of collision bullets damage value, deformation bodz car and suspension, engine damage value, distance to pick up in vechicle, and this:

 

MODEL FLAGS - written HEX for easier reading of flags

; 1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG

; 2nd digit 1: ABS_STD 2: ABS_OPTION 4: ABS_ALT_STD 8: ABS_ALT_OPTION

; 3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: N/A

; 4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR

; 5th digit 1: AXLE_F_NOTILT 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: AXLE_F_REVERSE

; 6th digit 1: AXLE_R_NOTILT 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: AXLE_R_REVERSE

; 7th digit 1: IS_BIKE 2: IS_HELI 4: IS_PLANE 8: IS_BOAT

; 8th digit 1: BOUNCE_PANELS 2: DOUBLE_RWHEELS 4: FORCE_GROUND_CLEARANCE 8: IS_HATCHBACK

;

; HANDLING FLAGS - written HEX for easier reading of flags

; 1st digit 1: SMOOTH_COMPRESN 2: N/A 4: NPC_ANTI_ROLL 8: NPC_NEUTRAL_HANDL

; 2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: ALT_STEER_OPT

; 3rd digit 1: WHEEL_F_NARROW2 2: WHEEL_F_NARROW 4: WHEEL_F_WIDE 8: WHEEL_F_WIDE2

; 4th digit 1: WHEEL_R_NARROW2 2: WHEEL_R_NARROW 4: WHEEL_R_WIDE 8: WHEEL_R_WIDE2

; 5th digit 1: HYDRAULIC_GEOM 2: HYDRAULIC_INST 4: HYDRAULIC_NONE 8: NOS_INST

; 6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HALOGEN_LIGHTS 8: PROC_REARWHEEL_1ST

; 7th digit 1: USE_MAXSP_LIMIT 2: LOW_RIDER 4: STREET_RACER

; 8th digit 1: SWINGING_CHASSIS 2: OLD_PHYSICS

 

Nothing other.

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Hello. What i have to modify in handling for making a vehicle rarely appear in game?Because i want just to spawn-it with trainer.

Not in handling.dat, as the guy above told you. You can tweak that things in vehicles.ide (Frq, Maxnum) and cargrp.dat

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