Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

PC V Car handling refined?


Jimbatron
 Share

Recommended Posts

This will probably make very little sense if you haven't played the last gen console version.

 

Is it me or has the handling for the cars in V had a massive tweak on the PC? It feels much more like a combination of IV on the PC and V on the PS3. The cars feel like they have a bit more grip than in IV, but still better tail out action in fast turns than for V on the PS3.

 

Also I think they have reduced the extent to which hitting another car brings you to a stop like a tree trunk. I expected they would have to do this with increased traffic density to keep it playable.

 

Anyone else think this?

  • Like 1
Link to comment
Share on other sites

I loved the GTA IV driving but this one feels more arcadey. Not complaining

I have not played the console versions so unable to give informed opinion though

Link to comment
Share on other sites

Bitch Ass Bullshit

Might be the extra frames per second warping your experience.

This is think. It is totally different from the crappy handling from IV

Link to comment
Share on other sites

It's true. Car handling has been upgraded with PS4 and XO release.

Link to comment
Share on other sites

TheMostKnowledgable

I have noticed that the complaints of the 4 last gen versions like not being able to push cars at all, weak deformation, and more have been fixed.

 

I also have not noticed any police rubber banding at all, and they behave like IV cops, skidding out in front of you.

 

I like it.

Link to comment
Share on other sites

MajorVienna

After driving my Oracle, Zion & Stratum on PC I agree the handling or sensitivity or something has been changed for PC, and it's not frames per second. I used to be able to drift comfortably round bends at full lock on X360 with these cars but on PC it oversteers and if I try to correct it, it snaps back wildly the other way, hopefully there is a setting to help minimize this, I will look later.

And the crazy zig zag right fishtailing crap you can do in the Zentorno now.. wow..

Link to comment
Share on other sites

This is all placebo. I just compared the handling files for the 360 version and the PC version and they seem to be exactly the same across both.

Link to comment
Share on other sites

TheMostKnowledgable

The handling file alters variables that are for different master vehicle archetypes. Something can change in the EXE and effect every car in the game, without needing to change the handling info.

Link to comment
Share on other sites

Haven't playing it on PC yet but I have played it on PS3, Handling much better on PS3.

Edited by Fenton
Link to comment
Share on other sites

I think it's the increased frame rate. I've noticed I am able to react faster than I was able to on the xbox 360.

Link to comment
Share on other sites

Kaito Katsumi

Thought it looked different than videos of GTA V on last gen consoles (the driving) and was like "maybe i only watched, not played yet" but then now i think its real.

Link to comment
Share on other sites

  • 4 months later...
PublicSecrecy

I'm replying/posting an entry here instead of creating a new thread because this seems to be a pretty general place to address whatever other questions may follow. So, about the handling file on PC. . .

First, taking this into account:

The handling file alters variables that are for different master vehicle archetypes. Something can change in the EXE and effect every car in the game, without needing to change the handling info.

 

(Bold emphasis mine.)

 

Then, hypothetically accepting an answer provided to the question posed in this thread, "Car physics change during police chase?":

No, there are no changes to the physics. If there were, there would be multiple profiles or modifiers in handling.meta. It's all in your head, guys.


However, if we have modified vehicles: where are the settings for those mods, and the vehicles they mod, stored? To what degree do the mods affect the vehicles, ie is there a finite upper limit to which they bound your vehicle's performance, or is it always a proportional improvement? As this thread notes, there is a lot of ambiguity that actually surrounds the seemingly straight-forward handling.meta file and whatever other variables go into determining a vehicle's handling.

 

So, a couple of observations:

 

1) Increasing the weight in kg definitely makes your vehicle ram through traffic much easier, though it doesn't have any bearing on grip and I can't tell if there's any impact to braking. Acceleration is not affected. (I did read this wiki allege that higher weight = higher top speed, though, which is demonstrably false, as the number of bus and tank chases I've engaged in can attest.)

 

2) Police cars with weight that has been extremely reduced doesn't seem to have much affect on how much your own car can ram them. Related to this, their own cars still seem to be able to charge, rear-end, and still with relative effectiveness, attempt PIT maneuvers on you during a police chase. When my character is in a police vehicle, however, I notice the opposite: they are easily knocked around, flipped, and stopped. A 3000kg truck should completely smash through a 2-car roadblock of 200kg cruisers, and yet it is not the case. Is one of the "inertia" values to blame?

 

I guess my questions are, is anyone aware of a second, maybe modifying or overriding file, that controls certain vehicles or their variables? In certain missions, for example, when the AI take over, there are examples where their vehicles become 'infinite' in their weight, ie are unstoppable, by other mass-bearing objects. They simply plow through them. This was common in the GTA3 to SA years, and were usually simple path scripts or something similar that would revert back to unique vehicles after the mission or cutscene. I feel like I've noticed this in V a couple of times but cannot be sure.

 

My second question is, can anyone else verify modifying the weight of the police vehicles and having the effects only subjectively-applied (ie only affecting the user-driven vehicle)? If so, this would have wider implications for modding. As the thread noted above reveals, some others clearly suspect something is going on.

 

Could the issue could be that weight, as a calculable physics variable, is only being continuously employed when under certain types of interaction with the user? I did notice something to this effect in GTA:SA, as

in
, where the Mass multiplier (in those cases, over 100,000kg, causing the suspension to explode the car skyward) only 'activates' when the user comes into interaction with the NPC vehicle—could the phenomenon I'm describing be an extension of this principle, perhaps to preserve game consistency?

 

Another Wiki has some information about particular variables, but some of it is illegible/obtuse/incorrect etc.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.