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TheAdmiester

Reduce acceleration without reducing top speed?

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TheAdmiester

I have a handling.meta mod for the Tailgater (here if you want to try it first hand) where it has a more realistic top speed of 156MPH. To achieve this speed I reduced the InitialDrag and increased the InitialDriveForce parameters. The only downside of this is that the car takes off too fast. I've clocked it in as taking around 3.2 seconds to hit 60MPH, which is very unrealistic for the car. Is there any way of making it accelerate slower without reducing the top speed, which is pretty much perfect?

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TaliBong

raise the engine inertia if it still works like that.

 

EDIT: Just looked into the files. you need to lower the value of m_fDriveInertia in both handling.meta and handling.dat if it also exists (DLC archives have both files)

Edited by TaliBong

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TheAdmiester

How much should I lower it to notice a difference? I've already read about what it does but changing it from 1.0 to 0.8 does nothing. Also, I'm editing the Tailgater so I only need to edit the version in update.rpf, not any DLC files.

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TheMatthewbe

How much should I lower it to notice a difference? I've already read about what it does but changing it from 1.0 to 0.8 does nothing. Also, I'm editing the Tailgater so I only need to edit the version in update.rpf, not any DLC files.

Yeah, I'm getting the same thing. There's not a single difference going on for me sadly. I'm trying to raise the Vacca's acceleration to 60 to about 3.9, but it's going at about 2 seconds instead, and have tried everything I could do to change.

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TbirdMan

I am working on a drivetrain mod that I would like to incorperate more realistic top speed/acceleration values into (i.e. like the real cars) I imagine R* set the top speed more on what "fealt fast" then what actually is fast, hence the adder only hitting about 100is on the airfield. I will look into this on my own and see what I can find, but weocome any assistance.

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