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Does using the slidey car cheat glitch the game up?


MonsterCockDude
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MonsterCockDude

Haven't used cheats in this game, but if I remember on older GTA games if you used a cheat it would save into the game or it would advise you not to save the game, also it would save into your phone in GTA IV as well.


Basically I would like to try out the cheat code, but only if it doesn't change or affect my save or game at all and doesn't glitch anything up.


Also for anyone who used it I have seen videos of it and maybe the people who drive look like they suck, but does it really bring in similar handling to GTA IV+ the lack of a speed cap and better collisions and pushing vehicles in a crash, or is it just a silly cheat that makes it so cars spin out easily?

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TheGoodSgtScooter

It disables trophies/achievements, so just make a copy of a save.

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oCrapaCreeper

All cheats do is disable achievements/trophies for that session. If you reload the game they will be enabled again.

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MonsterCockDude

It disables trophies/achievements, so just make a copy of a save.

 

 

All cheats do is disable achievements/trophies for that session. If you reload the game they will be enabled again.

What if I goof around and don't save the game?

 

Does it save that I used a cheat code on the profile for the game ( which saves the players options and all that ) so it could still potentially cause a glitch or things to be disabled or not work properly later?

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Once you get the hang of it, it's different to IVs driving but it's very rewarding.

 

You'll notice while cruising, more prominent in some cars that there's a certain point on RT compression where the cars decel instead of accel, it's almost a bit like an engine brake which can be very useful. Braking needs to be done a lot earlier than before and in most cars they're very bad, try higher end cars and just start driving very casually to get used to it and then start pushing your limits.

 

Driving line through corners matters, don't forget it.

 

It does remove the speed cap, but it appears to come back into play at around 198ish mph you can get around this with franklins ability but I hate using it.

 

Dying sometimes but not always removes the cheat and it won't affect the game until a save is re loaded, switching characters can do the same. In saying that for some strange reason I had a full day of luck and only a couple of times did the cheat become 'dead'.

 

When property management missions show up, beware of hyper speed traffic in the area, it's comical and you'll know it when you see it.

 

Enjoy how GTA V was meant to be driven.

 

EDIT:

 

DONT DRIVE:

The quad

Motorbikes

Smart cars

Police cars (general response ones)

Possibly bicycles

 

As these all lock normal physics back on until a save is re loaded, I think there's some more I'm not too sure.

Edited by Mr Tomato
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Wayne Daniels

I remember once in Vice City I messed around with cheats After completing the game just for fun, saved the game and the bridges to the next island were locked down again. Glad nothing that drastic happens now days...

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Gnocchi Flip Flops

Once you get the hang of it, it's different to IVs driving but it's very rewarding.

 

You'll notice while cruising, more prominent in some cars that there's a certain point on RT compression where the cars decel instead of accel, it's almost a bit like an engine brake which can be very useful. Braking needs to be done a lot earlier than before and in most cars they're very bad, try higher end cars and just start driving very casually to get used to it and then start pushing your limits.

 

Driving line through corners matters, don't forget it.

 

It does remove the speed cap, but it appears to come back into play at around 198ish mph you can get around this with franklins ability but I hate using it.

 

Dying sometimes but not always removes the cheat and it won't affect the game until a save is re loaded, switching characters can do the same. In saying that for some strange reason I had a full day of luck and only a couple of times did the cheat become 'dead'.

 

When property management missions show up, beware of hyper speed traffic in the area, it's comical and you'll know it when you see it.

 

Enjoy how GTA V was meant to be driven.

 

EDIT:

 

DONT DRIVE:

The quad

Motorbikes

Smart cars

Police cars (general response ones)

Possibly bicycles

 

As these all lock normal physics back on until a save is re loaded, I think there's some more I'm not too sure.

Sounds enjoyable. I'm going to try it out cruising with my Carbonizzare.

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oCrapaCreeper

 

It disables trophies/achievements, so just make a copy of a save.

 

 

All cheats do is disable achievements/trophies for that session. If you reload the game they will be enabled again.

What if I goof around and don't save the game?

 

Does it save that I used a cheat code on the profile for the game ( which saves the players options and all that ) so it could still potentially cause a glitch or things to be disabled or not work properly later?

 

By "enabled again" I meant achievements/trophies turn back on. All cheats turn off after the session. So even if you save the game with the slidely car cheat on, it will turn back off when you reload. They're not persistent.

Edited by oCrapaCreeper
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MonsterCockDude

Once you get the hang of it, it's different to IVs driving but it's very rewarding.

 

You'll notice while cruising, more prominent in some cars that there's a certain point on RT compression where the cars decel instead of accel, it's almost a bit like an engine brake which can be very useful. Braking needs to be done a lot earlier than before and in most cars they're very bad, try higher end cars and just start driving very casually to get used to it and then start pushing your limits.

 

Driving line through corners matters, don't forget it.

 

It does remove the speed cap, but it appears to come back into play at around 198ish mph you can get around this with franklins ability but I hate using it.

 

Dying sometimes but not always removes the cheat and it won't affect the game until a save is re loaded, switching characters can do the same. In saying that for some strange reason I had a full day of luck and only a couple of times did the cheat become 'dead'.

 

When property management missions show up, beware of hyper speed traffic in the area, it's comical and you'll know it when you see it.

 

Enjoy how GTA V was meant to be driven.

 

EDIT:

 

DONT DRIVE:

The quad

Motorbikes

Smart cars

Police cars (general response ones)

Possibly bicycles

 

As these all lock normal physics back on until a save is re loaded, I think there's some more I'm not too sure.

 

Wasn't planning on saving and have auto save off anyway.

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It's not saving that's the problem, I'm saying that you need to not drive those cars and avoid dying or switching as it can disable the SC effect wether or not the game says it's active, at which point if you want to continue using the cheat, you must re load the game to reset whatever issue caused the SC cheat to become ineffective.

 

I try to use slidey cars as much as I can, I quick save and reload when it stops working, then re enter the cheat and continue playing, I do this through story mode and I haven't had any real problems (minus one complete freeze up but that was some 200mph+ flipping through city streets in fpv, Xbone couldn't handle it ha)

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Crimson Flam3s

Just gonna repeat what I have said in the driving thread:

 

I really like the cheat because of the added challenge but it's the effect is way too strong.

 

It's ok at lower speeds but for me, once it goes past the 60's the handling is waay to unrealistic and slipppery(duh!) lol

 

I wonder, if hackers ever messed with the cheat code files and found out what values this one changes? If this cheat could be lowered to 50% of its actual state, it would be amazing.

 

Another cool thing is that crashes are better, since cars feel much heavier while driving and braking.

 

One last thing, if you use this cheat with a car that has 100% upgraded engine and brakes, it's gonna be a better experience in terms of braking and taking off but will still be super slippery on curves and such.

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You just haven't got the hang of it

 

Could do with a lil more traction but not 50% more. It's actually quite alright how it is, it's just unforgiving which is how driving really is when you drive like a maniac. Plus controller input is not really ideal if you could use a wheel it would be even better

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Crimson Flam3s

You just haven't got the hang of it

 

Could do with a lil more traction but not 50% more. It's actually quite alright how it is, it's just unforgiving which is how driving really is when you drive like a maniac. Plus controller input is not really ideal if you could use a wheel it would be even better

I have been using it on and off even in LG.

 

Yeah it takes more skill and it's closer to IV which makes it more fun but I'm damn sure a 40-50% traction increase would make it perfect.

 

Compare stopping distances between IV, and V. This cheat's is way higher than iv but I think bringing it down that much would make it similar and the handling better.

 

It's fun for drifting but goes way out of control even in low speeds.

 

Keep in mind I see this cheat as a way to get my IV fix, so the closer it is the better.

 

The actual handling is not too bad and wouldn't need such a drastic adjustment but like I said we don't know if it only changes traction values or if it goes deeper than that.

Edited by Crimson Flam3s
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MonsterCockDude

Just tried it out, in first person the camera glitches and shakes a bit also vehicles accelerate and go way to fast a van went from like 0 to 130 mph within a few seconds when flooring the pedal.


In all honesty I don't like the speed cap, but I would rather have the speed cap on if cars have a more realistic 0 to 60 speed and traffic spawns more compared to being able to floor it at 140 in a typical sedan on an empty freeway.



Guess, this just shows that the PC version with maxed out traffic density, a mod that makes it so cars all hit realistic top speeds, 0-60 times, have realistic braking times and realistic weight and suspension and a mod that makes it so the cars get damaged quicker and a mod for seatbelt and airbags should be the definitive driving experience.

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Oh yeah I kept forgetting to mention that the accel in pretty much all the cars is way way OT, especially in trucks and vans.

 

the camera shake issue sh*t me to tears at first but I forget it's even really there now. I like to roleplay as a truckie from time to time and I use normal physics for that.

 

But all in all id rather have OT accel than stupidly underpowered speed capped cars.

 

@crimsonflames it does more than lower the traction values, it's dancing around in plain sight for everyone to see but no one seems to be able to see it, so much happens when you activate slidey cars and I have a theory as to what/why.

 

I mean maybe because I did a metric sh*t ton of playing around with the handling.dat file on SA it is more obvious to me (I had a little dabble with IV on a mates computer but never had the chance to get in depth)

 

But what I seem to think is going on is some sort of scripted change to the way vehicles behave.

 

So you've got your normal handling lines that would be in handling.dat that works with the games physics to bring you a thing that drives like a car. This is then interpreted by a script (probably using script wrong but you get my point and I do not care) which is most likely boils down to something like this:

 

If truck

If van

If utility

If classic

If sport

If luxury

 

So on and so forth. These would be scripts that are implemented on top of the results of the combination of the physics and the handling lines, cloaking them in a way.

 

They now govern the maximum and minimum values of the vehicle, which includes the brilliant speed cap, the toned down accelaration to match, the nuts traction the ridiculous braking and the stupid way cars lose control.

 

They seem to be a one size fits all vehicles of a particular class shoe if you will, the handling lines from handling.dat still come into play which is where the vehicles get their unique characteristics, but they're so heavily cloaked by what I'll call for now the twel-V friendly driving script that they all feel more or less the same.

 

The handling lines have been adjusted where necessary to work within the twel-V system which is why things are a bit out of hand and whacky when you remove it (activate SC) Take braking for example, it's so pathetic with SC active and I believe this is because the twel-V system has such over the top values when it comes to stopping a vehicle that the value in the handling.dat file which deals with braking had to be reduced substantially otherwise you really would just instantly stop while braking without SC active.

 

I'm probably not right, but this is what I feel like May be going on. I'll be damned if it isn't a similar story when we figure out the true reason behind the mess that is driving in V.

Edited by Mr Tomato
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I have to go with Crimson on this one, the cheat would be alot better if it were around 50% more grip.

 

Right now its fun, but its also a bit balls to wall in a sense that driving near top speed with a slidey car requires alot of luck too. I know it's not a realistic game but super cars and sports cars today are rather planted creatures at high speeds.

 

Hopefully maybe perhaps someone will make a hack version of this cheat for PS4/xbone versions.

 

As for TC's question, no the cheats do not usually glitch the game. I do have encountered glitches here and there while under a session using cheats, but I also have encountered glitches in a normal session too.

 

It's a rarity honestly.

Edited by Datguy8925
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Crimson Flam3s

What you are saying is that the normal handling lines have such a low traction value to compensate for the high one scripted for cars yes?

 

So removing the Noob script basically lets the handling lines do as it pleases thus bypassing all the rules previously set by the script? Or wouldn't it need a script to work? For example, this cheat code could have a simpler one that dgaf about the type of vehicle you are driving, all rules set by it are true to every vehicle.

 

Interesting way of seeing it, meaning that the fastest way to alter handling would be to simply change the limit's values on the original script or the altered SC one, instead of messing with the all the handling files altogether, if this is the exact way it works, of course.

Edited by Crimson Flam3s
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I more so mean that there's a noob script added to an already perfectly good system, like the ones from previous gta games, activating SC drops it all together, meaning that the best way to get decent driving back in the game is to perma-bypass that noob script and then re adjust the handling lines to make the cars handle better.

 

The vehicles handle like you would imagine they do by looking at them when SC is activated which to me screams that there's sophistication in there it's just been buried.

 

I think what happened was back in the dark ages when they were developing this they had a more traditional IV feeling less forgiving driving but some cock head up top said it was too hard and to change it, so they just made a bunch of simple scripts to cloak the original unfinished physics, then altered the handling lines to work.

 

Some cars just feel so much more refined with slidey cars active and those, I feel like might have been favourable cars to devs when testing the driving physics.

 

Of course all speculation but I just can't imagine that the devs who have us IV were okay with how driving is in V, there had to be an intervention somewhere.

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I haven't played with it much, not at all in new gen...but I always just thought it was the same as wet weather traction, guess not.

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Get on it then verti. The blade handles surprisingly well with it, I'd recommend it

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Crimson Flam3s

I see and yeah some aspects of the driving feel complex but toned down.

 

If that system works that way then that's why bikes aren't affected since they might use different handling lines.

 

Btw using this cheat with cars upgraded to the max in acceleration and brakes helps a lot. Too bad C* doesn't have a decent tracker and insurance system offline.

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I tried this today and I gotta say: HOLY f*ck!!!!!
The Zentorno fully tuned goes CRAZY with this on, it shifts gears in nanoseconds and when you realise you are already way past the 300km/h mark.
I haven't tried the Adder fully tuned yet, but I will soon as possible, I love how the speed cap gets erased and for the record: i haven't got one single freeze yet, also I love the new braking, it's much more realistic, not 100% perfect but it's better than before.
This new kind of handling praises good drivers who knows how to maintain a proper racing line and know how to brake before a turn.
If this handling was the game's official handling than racing in online would be improved by A LOT!
The only problem with this is that every car gets a ridiculous acceleration boost, almost like every car is on permanent NOS, even the Surfer!
When PC version gets released, modders who want to fix game's handling will have a good base to start it up.

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