Killatomate Posted June 5, 2018 Author Share Posted June 5, 2018 Update 2.5 (1.43) is 95% finished. It will feature 25 new cars and some reworks. Here is some preview footage: Part1 (Doomsday). Part2 (SSA Super Sport Series). i worked for 6 weeks on this update (165 hours). i had to deal with a lot of problems (login problems, downforce changes, Adv Handling Flags, hardcoded flags, electric car problems). just finshed creating the "scaled speed" version of 2.5 RemixPL1994, Cyron43, ikt and 1 other 4 Link to comment Share on other sites More sharing options...
Cyron43 Posted June 5, 2018 Share Posted June 5, 2018 @Killatomate I'd kiss you if you were girl! :D I had lost all hope for an update but here it comes. YAY! RemixPL1994 1 Link to comment Share on other sites More sharing options...
Killatomate Posted June 8, 2018 Author Share Posted June 8, 2018 performance specifications of 25 new cars: --super-- Autarch (SCG 003 Stradale 2017) RWD, 1200 kg, 800hp, 7-speed automated manual DCT 0-100kmh: 2.9s 0-200kmh: 6.9s ? 0-300kmh: 17.0s ? top speed: 375 kmh 120-0 kmh: 13.0 m/s2 ? downforce: 700kg at 250kmh Lat Accel 200ft: ? g Lat Accel speed: 2.0g max Entity2 (XXR)(Koenigsegg Agera R 2013) RWD, 1450kg, 1140hp, 7-speed DCT, drag coefficient 0.37 0-100kmh: 2.9s 0-200kmh: 7.9s 0-300kmh: 14.6s top speed: 439 kmh Downforce: 300kg at 250kmh Lat Accel speed: 1.6g max wgt-distr: 44/56 SC1 (BMW M1 Concept 2009) 4WD, 1550kg, 540hp? (hybrid), 6-speed DCT 0-100kmh: 3.6s ? 0-200kmh: 12.3s ? top speed: 295 kmh ? 200-0 kmh: 11.7 m/s2 ? Taipan (Hennessey Venom F5 2019)(throttled) RWD, 1400 kg, 1600 hp, 6-speed manual, drag coefficient 0.33 0-100kmh: ?s 0-200kmh: ?s 0-300kmh: 13.0s (10.0s) Accel at 300kmh: 0.6g top speed: 470 kmh (484 kmh) Tezeract (Lamborghini Terzo Millennio 2018 Concept) 4WD, 1700? kg, ? hp, 1-speed transmission 0-100kmh: 2.8 s ? 0-200kmh: 7.4 s ? top speed: 340 kmh ? Tyrant (Apollo Arrow 2017) RWD, 1350kg, 1014 hp, early shifting 0-100kmh: 2.9s 0-200kmh: 6.9s ? top speed: 354 kmh downforce: high (600+kg @ 250kmh?) --sports-- Comet4 (Retro SAFARI)(Porsche 953 1984) AWD, 1250kg, 300hp, 5-speed manual, no ABS 0-100kmh: 5.9s ? top speed: 245 kmh Comet5 (Comet SR)(Porsche 911 GT2 RS [997] 2011) RWD, 1400 kg, 620 HP, 6-speed manual, good cornering, good handling 0-100kmh: 3.4s 0-200kmh: 9.4s top speed: 336 kmh Lat Accel 200ft: 1.09g FlashGT (Ford Fiesta RS WRC 2012) 4WD, 1300kg, 380hp, 6-speed automated manual 0-100kmh: 3.0s 0-160kmh: ? top speed: 180-225 kmh (gear ratio) Lat Accel 200ft: 1.02 g GB200 (Ford RS200 1985) AWD, 1150kg, 444 hp, 5-speed manual, no ABS 0-100kmh: 3.9s 0-160kmh: 7.3s top speed: 190-225 kmh (gear ratio) Neon (Porsche Mission E Carrera S 2019) AWD, 2000kg, 536hp, 1-speed transmission 0-100kmh: 3.7s 0-200kmh: 13.0s top speed: 270 kmh ? Pariah (Aston Martin Vanquish Zagato 2017) RWD, 1650? kg, 580 HP, 8-speed automatic single-clutch 0-100kmh: 3.6s 0-200kmh: ? top speed: 310 kmh Raiden (Tesla Model S 70D 2015) 4WD, 2250kg, 329hp, 1-speed transmission 0-100kmh: 5.4s to speed: 225 kmh Revolter (Cadillac Escala Concept 2016) RWD, 2600? kg, 500 hp Twin-Turbo V-8, automatic transmission 0-100kmh: 5.4s ? top speed: 280 kmh ? Hotwing Sabre (Chevrolet Lumina NASCAR 1991) RWD, 1500kg, 700hp, 4-speed transmission 0-100kmh: 3.3s ? 0-200kmh: 9.3s ? top speed: 330 kmh ? Sentinel3 (Sentinel Classic)(BMW M3 E30 Sport 1990) RWD, 1275kg, 235hp, 5-speed manual, ABS 0-100kmh: 6.5s 0-200kmh: 30.5s top speed: 245 kmh wgt-distr: 48/52 Streiter (Mercedes-Benz E-Class All Terrain 4x4² 2017) 4WD, 2050kg, 329 hp, 9-speed automatic 0-100kmh: 6.2s top speed: 250 kmh --sports classic-- Deluxo (DeLorean DMC-12 1982) 1250kg, 130 hp, 5-speed manual, no ABS 0-100kmh: 8.6s top speed: 180 kmh Jester3 (classic)(Toyota Supra JZ A80 (MKIV) Turbo 1993) RWD, 1600kg, 326hp, 6-speed manual, good brakes 0-100kmh: 4.9s 0-160kmh: 12.3s top speed: 285 kmh Wgt-Distr: 53/47 Lat Accel 200ft: 0.95g Savestra (Mazda RX-3 SP (Savanna) Race Car 1976) RWD, 900kg, 240hp (130), 4-speed manual, heavy steering, bad brakes, no ABS 0-100kmh: 6.6s ? (9.9) top speed: 240 kmh ? (185) Stromberg (Lotus Esprit S1 "Wet Nellie" 1976) Distorted TractionBias RWD, 950kg, 162 hp, 5-speed manual, no ABS 0-100kmh: 6.9s top speed: 220 kmh Viseris (De Tomaso Pantera V8 GT5 1980) RWD, 1500kg, 355hp, 5-speed manual, no ABS 0-100kmh: 5.3s top speed: 280 kmh Z190 (Nissan Datsun 240Z 1971) RWD, 1100kg, 151hp, 5-speed manual, no ABS 0-100kmh: 8.3s top speed: 201 kmh --muscle-- Dominator3 (GTX)(Ford Mustang GT 5.0 2015) RWD, 1650kg, 435hp, 6-speed manual 0-100kmh: 5.2s 0-160kmh: 10.7s 0-200kmh: 16.5s top speed: 260+ kmh Ellie (Ford Mustang Shelby GT500 1967) RWD, 1550kg, 360hp, 4-speed manual, no ABS 0-100kmh: 6.5s top speed: 250 kmh RemixPL1994 1 Link to comment Share on other sites More sharing options...
Killatomate Posted June 8, 2018 Author Share Posted June 8, 2018 Version 2.5 has been released! Download: https://www.moddb.com/mods/realistic-driving-v https://www.gta5-mods.com/vehicles/realistic-driving-v Stryfaar, ikt and RemixPL1994 3 Link to comment Share on other sites More sharing options...
Fangog Posted July 31, 2018 Share Posted July 31, 2018 On 6/8/2018 at 6:51 PM, Killatomate said: Version 2.5 has been released! Download: https://www.moddb.com/mods/realistic-driving-v https://www.gta5-mods.com/vehicles/realistic-driving-v Hey Killa, are you planning to update to current version? Your mod is only one that i need ! Link to comment Share on other sites More sharing options...
Killatomate Posted August 5, 2018 Author Share Posted August 5, 2018 i got real life issues to take care of and on top of that some components of my system (memory, hard drives, screen) are dying. I cannot tell when i will finish another update. ikt and RemixPL1994 2 Link to comment Share on other sites More sharing options...
ikt Posted December 27, 2018 Share Posted December 27, 2018 FIY: R* goofed around big time in Arena Wars: Basically everything from the 7th gear on is bugged. Their code can't even handle the 9th gear, causing vehicles using that gear to get stuck until they reverse (which is handled by some other piece of code). Ratios are all over the place too. RemixPL1994 1 Link to comment Share on other sites More sharing options...
nkjellman Posted January 29, 2019 Share Posted January 29, 2019 On 12/27/2018 at 1:27 PM, ikt said: FIY: R* goofed around big time in Arena Wars: Basically everything from the 7th gear on is bugged. Their code can't even handle the 9th gear, causing vehicles using that gear to get stuck until they reverse (which is handled by some other piece of code). Ratios are all over the place too. Didn't Rockstar make the game support higher gears? No doubt that would mess with the gears of this mod. Once fixed, this could be a great thing. Ivan1997GTA 1 Link to comment Share on other sites More sharing options...
tedomedo Posted May 18, 2019 Share Posted May 18, 2019 (edited) I use Scaled Topspeed. With this mod NPCs drive faster but they don't brake enough and they are crashing (i mean hitting barriers and spinning a lot) too fast. No grip and many spins is my driving problem too. Edited May 19, 2019 by tedomedo Link to comment Share on other sites More sharing options...
TWIST_OF_HATE Posted September 2, 2019 Share Posted September 2, 2019 Is this mod fixes behavior when sport cars has great off-road capabilities ? Link to comment Share on other sites More sharing options...
ambivalence Posted July 4, 2020 Share Posted July 4, 2020 On 6/27/2015 at 4:53 PM, Killatomate said: Realistic Driving V version 2.5 please, consider making your mod open-source. this is pretty much the only thing that could make GTA playable and, as far as I know, it's not working now. Link to comment Share on other sites More sharing options...
Cyron43 Posted August 23, 2020 Share Posted August 23, 2020 On 7/4/2020 at 1:48 PM, ambivalence said: please, consider making your mod open-source. this is pretty much the only thing that could make GTA playable and, as far as I know, it's not working now. This is just a modified handling.meta, not encrypted, no nothing. When you know which parameters to change and which values to use then you can do it yourself. That, however, is an art which, to my knowledge only Killatomate has mastered so far. LeeC22 1 Link to comment Share on other sites More sharing options...
ikt Posted August 25, 2020 Share Posted August 25, 2020 (edited) On 8/23/2020 at 9:51 PM, Cyron43 said: This is just a modified handling.meta, not encrypted, no nothing. When you know which parameters to change and which values to use then you can do it yourself. That, however, is an art which, to my knowledge only Killatomate has mastered so far. Most fields now have been properly documented here: https://forums.gta5-mods.com/topic/24280/understanding-and-editing-gtav-s-handling Also there are a handful of handling sets that have really well done suspension work, and further supporting mods can be used to accurately dial in gearing ratios and other things. There's ongoing research on using the downforce modifiers provided by vehicle mods (bumpers, spoilers) and also (from my side) other live-adjustable handling parameters (I'm working on adaptive AWD systems). Still, Killatomates' grip levels (and CoMs) are most accurate, but more handlings can be found that use similar values now (Handlings from this user: https://www.gta5-mods.com/users/Aquaphobic feel pretty good with a wheel ). Edited August 25, 2020 by ikt Cyron43 1 Link to comment Share on other sites More sharing options...
Dr.Feelgood Posted April 13, 2021 Share Posted April 13, 2021 The mod seem to be working fine for me, but can anybody tell why i don't have a speedometer? Link to comment Share on other sites More sharing options...
Magic_Al Posted April 28, 2021 Share Posted April 28, 2021 (edited) On 10/6/2016 at 12:20 AM, Killatomate said: Scaled Down Top Speed All this does is scale down top speed, acceleration curve and gear ratio while keeping everything else as realistic as possible. it's basically an intelligent speed governor, keeping you from driving too fast. So instead of driving 250 kmh in the inner city, losing control and slamming into a concrete wall at 220 kmh you will now lose control at 210 kmh and slam into the building at 180kmh. much better i spent 3 hours testing stuff and found that in order to turn my sophisticated v1.2 handling into a super awesome improved version of vanilla handling you have to make these changes to each applicable (1.2 handling) car individually: fInitialDragCoeff = (fInitialDragCoeff * 1.8) + (fInitialDriveForce * 9.0) + 4.3 fDriveInertia = (fDriveInertia * 0.2) + 0.8 fInitialDriveMaxFlatVel = (fInitialDriveMaxFlatVel * 0.58) + 53 fLowSpeedTractionLossMult = fLowSpeedTractionLossMult * 1.4 fTractionBiasFront = fTractionBiasFront + ( (0.5 - fTractionBiasFront) / 7) fSuspensionForce = fSuspensionForce * 0.89 The result is pretty impressive. Everything except topspeed remains close to real life. But driving 220kmh instead of 300kmh proves to be much less stressful when having realistic tire grip and brakes. Definately a handling option worth having. I'm unaware of there being a scaled-speed version of the older mod for GTA IV. I don't know anything about handling but I can use a spreadsheet well enough to apply formulas to rows of numbers, so I'd like to try applying this formula your GTA IV handling.dat. I know GTAV has different features but these particular variables appear to have counterparts in IV (edit: except there's no fLowSpeedTractionLossMult in IV) I know Killatomate hasn't posted in a couple years but I'm curious if anyone has already done this or any comments about the idea. Edited April 29, 2021 by Magic_Al Link to comment Share on other sites More sharing options...
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