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Reduce acceleration without reducing top speed?


TheAdmiester

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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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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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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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  • 8 years later...
PolandMountain

Well, the post is quite old, but I found it by Google searching my problem.

So I am making adjustments to police vehicles on my FiveM server. The thing is that it's really difficult to make a car go 300 kph and not accelerate to 100 kph in less than 3 seconds, as the game was never designed to accommodate that. After 4 hours of struggling, experimenting with mass, the number of gears, fDriveInertia, fInitialDriveForce, nInitialDriveGears, I figured none of it really works. If it was solving one problem, it was creating another. The best I could do was that the car wasn't accelerating faster after exceeding 100 kph (acceleration was reasonable after the first 100 kph), but the problem was either not enough speed, not enough acceleration at the end of the speed limit, or too much acceleration.

So the solution to my issue:

Reducing drag allowed my car to accelerate with lower fInitialDriveForce values. Previously, the car was just hitting a wall while trying to accelerate beyond the speed it reached (around 160 kph). Now it can go even 500 if I set the drag low enough.

 

Also, if you have a better solution to my problem, can you provide me with it? I think I actually want to get into handlings more seriously, and I would like to know a better or 'more legit' way of solving this issue.

The Handling that I had problem with:

Spoiler
<CHandlingDataMgr>
  <HandlingData>
    <Item type="CHandlingData">
      <handlingName>GMC2500</handlingName>
      <fMass value="6000.000" />
      <fInitialDragCoeff value="9.000000" />
      <fPercentSubmerged value="85.000000" />
      <vecCentreOfMassOffset x="0.000000" y="0.0" z="-0.3" />
      <vecInertiaMultiplier x="1.300000" y="1.300000" z="1.300000" />
      <fDriveBiasFront value="0.500000" />
      <nInitialDriveGears value="7" />
      <fInitialDriveForce value="0.30000" />
      <fDriveInertia value="0.3" />
      <fClutchChangeRateScaleUpShift value="0.800000" />
      <fClutchChangeRateScaleDownShift value="0.800000" />
      <fInitialDriveMaxFlatVel value="350.700000" />
      <fBrakeForce value="1.4" />
      <fBrakeBiasFront value="0.650000" />
      <fHandBrakeForce value="0.400000" />
      <fSteeringLock value="36.000000" />
      <fTractionCurveMax value="4.550000" />
      <fTractionCurveMin value="3.300000" />
      <fTractionCurveLateral value="20.000000" />
      <fTractionSpringDeltaMax value="0.130000" />
      <fLowSpeedTractionLossMult value="0.7" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.510000" />
      <fTractionLossMult value="0.1500000" />
      <fSuspensionForce value="0.90000" />
      <fSuspensionCompDamp value="0.400" />
      <fSuspensionReboundDamp value="0.900" />
      <fSuspensionUpperLimit value="0.1500" />
      <fSuspensionLowerLimit value="-0.1500" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.50000" />
      <fAntiRollBarForce value="0.400000" />
      <fAntiRollBarBiasFront value="0.360000" />
      <fRollCentreHeightFront value="0.1500" />
      <fRollCentreHeightRear value="0.1500" />
      <fCollisionDamageMult value="1.100000" />
      <fWeaponDamageMult value="1.000000" />
      <fDeformationDamageMult value="0.200000" />
      <fEngineDamageMult value="1.500000" />
      <fPetrolTankVolume value="65.000000" />
      <fOilVolume value="5.000000" />
      <fSeatOffsetDistX value="-0.100000" />
      <fSeatOffsetDistY value="-0.100000" />
      <fSeatOffsetDistZ value="-0.100000" />
      <nMonetaryValue value="50000" />
      <strModelFlags>220010</strModelFlags>
      <strHandlingFlags>800008</strHandlingFlags>
      <strDamageFlags>0</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="CCarHandlingData">
          <fBackEndPopUpCarImpulseMult value="0.100000" />
          <fBackEndPopUpBuildingImpulseMult value="0.030000" />
          <fBackEndPopUpMaxDeltaSpeed value="0.600000" />
      <strAdvancedFlags>4000000</strAdvancedFlags>
        </Item>
        <Item type="NULL" />
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
  </HandlingData>
</CHandlingDataMgr>

 

Edited by PolandMountain
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