Jimbatron Posted April 15, 2015 Share Posted April 15, 2015 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? TheMostKnowledgable 1 Link to comment Share on other sites More sharing options...
K.Walters Posted April 15, 2015 Share Posted April 15, 2015 Yeah. I noticed this as well. The cars feel more nicely to drive Link to comment Share on other sites More sharing options...
marco6158 Posted April 15, 2015 Share Posted April 15, 2015 If only the 5gb finished downloading I could tell you... Link to comment Share on other sites More sharing options...
marmoo Posted April 15, 2015 Share Posted April 15, 2015 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 More sharing options...
MajorVienna Posted April 15, 2015 Share Posted April 15, 2015 Might be the extra frames per second warping your experience. Link to comment Share on other sites More sharing options...
Bitch Ass Bullshit Posted April 15, 2015 Share Posted April 15, 2015 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 More sharing options...
Luuno Posted April 15, 2015 Share Posted April 15, 2015 This is what i noticed aswell i played on ps3 and it feels different. Better! Link to comment Share on other sites More sharing options...
Error2k Posted April 15, 2015 Share Posted April 15, 2015 It's true. Car handling has been upgraded with PS4 and XO release. Link to comment Share on other sites More sharing options...
TheMostKnowledgable Posted April 15, 2015 Share Posted April 15, 2015 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. Jimbatron 1 Link to comment Share on other sites More sharing options...
MajorVienna Posted April 22, 2015 Share Posted April 22, 2015 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 More sharing options...
jdwarfer Posted April 22, 2015 Share Posted April 22, 2015 I have the game on 360, I use a 360 pad to drive on PC and I didn't notice any change. Link to comment Share on other sites More sharing options...
Agni Posted April 22, 2015 Share Posted April 22, 2015 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 More sharing options...
TheMostKnowledgable Posted April 22, 2015 Share Posted April 22, 2015 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 More sharing options...
StellarRunner Posted April 22, 2015 Share Posted April 22, 2015 still the same crap handling. Link to comment Share on other sites More sharing options...
Fenton Posted April 22, 2015 Share Posted April 22, 2015 (edited) Haven't playing it on PC yet but I have played it on PS3, Handling much better on PS3. Edited April 22, 2015 by Fenton Link to comment Share on other sites More sharing options...
TIM74UK Posted April 22, 2015 Share Posted April 22, 2015 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 More sharing options...
Kaito Katsumi Posted April 22, 2015 Share Posted April 22, 2015 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 More sharing options...
PublicSecrecy Posted August 26, 2015 Share Posted August 26, 2015 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 More sharing options...
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