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Killatomate

[V|REL] Realistic Driving V

Recommended Posts

Cyron43

 

I'm totally for an optional version with scaled down topspeed. While I understand that people want the realism, and don't want limitations - I like to keep the illusion of map size/scale that is given to the player because of the topspeed limits.

See, I like realistic top speeds. I feel like the map is large with the real top speeds, and more fun to drive around.

 

Also, map expansions are right around the corner as tools improve.

 

As for planes, I like their speeds to be relatively realistic because of the top speed limits.

 

The problem with modified top speeds of planes is that the runways in the game are way too short for realistic speeds. A typical realistic landing speed for jet airplanes is around 128 Kts, which is 147 Mph.

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Killatomate

Progress:

 

supercars 20/20

sports cars 31/35

coupes 13/13

sedans 28/28

compact 2/7

 

94 unique handlings so far.

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PhillBellic

You're remaking all the Handling Lines?

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ikt

Speed scaling can be considered done, methinks ;)

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Killatomate

Progress:

 

Supercars: 20/20

Sports cars: 34/35

Coupes: 13/13

Sedans: 28/28

Compacts: 2/7

 

Sports bikes: 15/15

Touring bikes: 5/5

Choppers: 13/13

 

 

 

No, your eyes are not deceiving you. Brand new bikes! i spent 40 bloody hours testing parameters (and looking at hundreds of loading screens) in order to determine what each bike parameter does exactly. After finishing the battery of boring tests i went on to bust my ass for 3 days creating new bike handlings from scratch. I had to measure tire grip individually for each bike and tweak multiplicators accordingly. because base grip multiplicator =/= actual grip. i had to measure bikes on a skidpad for dozens of hours. because grip =/= cornering. and since bikes lean so much the only reliable way to determine cornering is manual skidpad testing. then i had to manually adjust brake settings for each bike individually. add 8 hours of tweaking animation speeds to that. animations had to be tweaked for each bike's settings individually to match different phases of leaning/cornering properly. and the most important part, fixing the slidey front wheels at low speeds... the one thing that i couldnt fix in the original release... it turned out to be very complex. Hours and hours of testing different parameter combinations, finding the best compromise, the least painful sacrifice. and finally i did it. i fixed it all. =)

 

Changes to bikes:

-slightly reduced acceleration in some cases (so that idiots who cant let go of the throttle live a few milliseconds longer)

-improved cornering (actually after redoing handlings the cornering turned out to be exactly the same, but it feels much better due to animation tweaks)

-improved agility (bikes react faster, bringing them in line with GTA gameplay)

-massively improved turning at 15 kmh ! oh wee! better animations at 15 kmh too (proper lean angle)

-improved brakes (lots of tweaks, 10% more braking on average, suits GTA gameplay better)

-improved tire physics (cornering scales better with lean angle)

-improved center of mass (vanilla bikes are awful. no accuracy. no polish)

-transmission improvements

-suspension improvements

-added most of the new DLC bikes (sports and choppers. and offroad choppers.)

 

Thats not all. Also there will be a perfectly polished "scaled topspeed" version of this mod. I created an accurate conversion formula and ikt wrote the script required for the automation of the process.

Despite being a realism fanatic, i happen to like the scaled topspeed version more. all of the realistic elements (acceleration, cornering, braking, downforce, wheelspin) are preserved. except for the topspeed, obviously. I even managed to preserve 100% of the unique handling characteristics of each vehicle. no detail is lost in the scaled topspeed version.

 

currently i am trying to find a way to convert the new bikes for this scaled version.

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ikt

Oh wow, I thought you were still busy with the bikes. Really impressed here, I wonder how it'll play later on :)

 

Has acceleration curve, suspension and grip levels at slow speed on tarmac changed a lot, for regular cars? I'm fundamentally changing the force feedback calculation for my mod but I can't get the feeling right, so I'd appreciate a good approximation of the (new) tire model for me to model a force feedback further on :)

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Claude_Lib

This is bloody awesome! And it looks like we're less than a week from 1.20 release, right?

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Omarock

Whoa! Sounds like a great improvement over the last release. Looking forward to the update. :cookie:

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Cyron43

 

 

 

Progress:

 

Supercars: 20/20

Sports cars: 34/35

Coupes: 13/13

Sedans: 28/28

Compacts: 2/7

 

Sports bikes: 15/15

Touring bikes: 5/5

Choppers: 13/13

 

 

 

No, your eyes are not deceiving you. Brand new bikes! i spent 40 bloody hours testing parameters (and looking at hundreds of loading screens) in order to determine what each bike parameter does exactly. After finishing the battery of boring tests i went on to bust my ass for 3 days creating new bike handlings from scratch. I had to measure tire grip individually for each bike and tweak multiplicators accordingly. because base grip multiplicator =/= actual grip. i had to measure bikes on a skidpad for dozens of hours. because grip =/= cornering. and since bikes lean so much the only reliable way to determine cornering is manual skidpad testing. then i had to manually adjust brake settings for each bike individually. add 8 hours of tweaking animation speeds to that. animations had to be tweaked for each bike's settings individually to match different phases of leaning/cornering properly. and the most important part, fixing the slidey front wheels at low speeds... the one thing that i couldnt fix in the original release... it turned out to be very complex. Hours and hours of testing different parameter combinations, finding the best compromise, the least painful sacrifice. and finally i did it. i fixed it all. =)

 

Changes to bikes:

-slightly reduced acceleration in some cases (so that idiots who cant let go of the throttle live a few milliseconds longer)

-improved cornering (actually after redoing handlings the cornering turned out to be exactly the same, but it feels much better due to animation tweaks)

-improved agility (bikes react faster, bringing them in line with GTA gameplay)

-massively improved turning at 15 kmh ! oh wee! better animations at 15 kmh too (proper lean angle)

-improved brakes (lots of tweaks, 10% more braking on average, suits GTA gameplay better)

-improved tire physics (cornering scales better with lean angle)

-improved center of mass (vanilla bikes are awful. no accuracy. no polish)

-transmission improvements

-suspension improvements

-added most of the new DLC bikes (sports and choppers. and offroad choppers.)

 

Thats not all. Also there will be a perfectly polished "scaled topspeed" version of this mod. I created an accurate conversion formula and ikt wrote the script required for the automation of the process.

Despite being a realism fanatic, i happen to like the scaled topspeed version more. all of the realistic elements (acceleration, cornering, braking, downforce, wheelspin) are preserved. except for the topspeed, obviously. I even managed to preserve 100% of the unique handling characteristics of each vehicle. no detail is lost in the scaled topspeed version.

 

currently i am trying to find a way to convert the new bikes for this scaled version.

 

Sorry for the dumb question but what is "scaled top speed"?

Besides that my jaw dropped in the face of the huge amount of work you've put into this.

Edited by Cyron43

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Killatomate

The next release is only a few weeks away. All Supercars, sports cars, coupes and sedans got completely new handling created from scratch. All sports bikes, touring bikes and choppers got completely reworked from scratch, all problems have been fixed. about 80% of DLC vehicles release in the past 12 months got added as well. each of the 140 new handlings has been tweaked for 2-14 hours to give each vehicle handling characteristics similar to that of the real life counterparts. (eg Coquette has a loose rear end, low stability while braking and power oversteer. TurismoR has understeery brakes, good mid-turn grip and massive power oversteer. Tyrus has low weight, good rear downforce and no ABS. NineF has zero rear downforce and easy corner exit due to AWD). All cars have proper downforce, the gain in grip matches that of real life counterparts (goodbye Adder. Hello T20!).

 

In addition to that there will be a "scaled topspeed" version with speeds almost as low as in the original handling, but all features of this mod (realistic grip, acceleration, braking, downforce, handling characteristics...) are preserved. The best of both worlds!

 

There is no 'increased deformation' version yet. not enough time on my hands.

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Cyron43

@Killatomate thanks for explaining. I am from the "realistic top speed" fraction (aircrafts excluded for known reasons). I'm telling just in case one day you want to evaluate how many people each fraction has anyway. I can picture these two versions vastly increase the amount of work and you probably consider if it's worth it.

Edited by Cyron43

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Killatomate

I can picture these two versions vastly increase the amount of work and you probably consider if it's worth it.

 

After 7 days of hard work the 'scaled topspeed' version is basically finished at this point.

The damage / work has been done already :p

 

Cars in the 'scaled topspeed' version have the same realistic tire grip, same downforce, same cornering, same brakes, same unique handling characteristics. Even the differences in acceleration and speed have been preserved. EntityXF (Koenigsegg) still beats the Cheetah (Enzo Ferrari) driving in a straight line. Cheetah on the other hand wins on tracks with a lot of corners due to its superior downforce. TurismoR still has superior acceleration compared to T20 and Pfister811 but produces slightly less downforce.

 

These are the changes to topspeeds (no engine upgrades), each vehicle keeps its acceleration/topspeed advantages:

 

420kmh -> 236 Adder

380kmh -> 233 EntityXF

365kmh -> 231 Prototipo

365kmh -> 230 TurismoR

350kmh -> 226 T20

334kmh -> 226 Tyrus

340kmh -> 222 Infernus

315kmh -> 212 Coquette

285kmh -> 211 Schafter2

265kmh -> 198 Zion

232kmh -> 190 Primo

230kmh -> 179 Cavcade

210kmh -> 178 Futo

190kmh -> 166 Landstalker

175kmh -> 166 Dilettante

 

295 -> 221 Hakuchou

290 -> 221 Bati

230 -> 196 Defiler

220 -> 194 PCJ

218 -> 191 Akuma

210 -> 190 Hexer

205 -> 185 Bagger

191 -> 178 Daemon

185 -> 172 Vindicator

 

still plenty of speed left to kill yourself in all kinds of ways.

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Cyron43

still plenty of speed left to kill yourself in all kinds of ways.

True, I once tried the Adder at 420 KM/h. There's just one place anyway where we can go that fast (the almost straight part of the freeway at the East, between the waterpower plant and Sandy Shores). Boy that road ain't so straight anymore when you go at that speed! Pure insanity! :D

Edited by Cyron43

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nkjellman

Glad to see you have been making excellent progress. I hope that you will be able to get the next batch of vehicles coming in the next update.

 

Also, how come you can't use handling injector? It will let you inject new handling lines into the game while it is running so you don't have to keep reloading it. It will make your work go much faster and it won't be so tedious.

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Killatomate

Progress:

 

Supercars: 20/20

Sports cars: 34/35

Coupes: 13/13

Sedans: 28/28

Compacts: 2/7

SUVs: 14/26

 

Sports bikes: 15/15

Touring bikes: 5/5

Choppers: 13/13

 

Scaled Topspeed version 1/1

 

it took a while to tweak the wheelie/stoppie mechanics of each individual sports bike and chopper to work with scaled speed. Scaled version is now finished.

Also added 14 SUVs over the past 4 days. work never stops.

Edited by Killatomate

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Cyron43

Progress:

 

Supercars: 20/20

Sports cars: 34/35

Coupes: 13/13

Sedans: 28/28

Compacts: 2/7

SUVs: 14/26

 

Sports bikes: 15/15

Touring bikes: 5/5

Choppers: 13/13

 

Scaled Topspeed version 1/1

 

it took a while to tweak the wheelie/stoppie mechanics of each individual sports bike and chopper to work with scaled speed. Scaled version is now finished.

Also added 14 SUVs over the past 4 days. work never stops.

1 sports cars, 4 compacts and 12 SUVs left. That looks great! What about vans, trucks and utility? Will you do them also? I am asking because I'm not a sports car freak but rather play delivery missions.

Edited by Cyron43

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ikt

Scaled Topspeed version 1/1

 

it took a while to tweak the wheelie/stoppie mechanics of each individual sports bike and chopper to work with scaled speed. Scaled version is now finished.

Also added 14 SUVs over the past 4 days. work never stops.

Were the rules applied okay this/previous time? The fixed version for bike prefixes doesn't show any downloads.

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Killatomate

any idea what the Tempesta represents? front and rear are from Lotus Esprit 2014 Prototype, side intakes and rims from the Centenario.

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Cyron43

any idea what the Tempesta represents? front and rear are from Lotus Esprit 2014 Prototype, side intakes and rims from the Centenario.

How about calculating the arithmetic mean values of both and take them? :)

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Killatomate

i am leaning towards Lotus Esprit. The car has more Esprit elements. also, the game has enough AWD Lambos already. Vacca, Infernus, Zentorno.

i would prefer a moderate performance RWD car over another Zentorno clone.

Edited by Killatomate

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Quaiv

It definitely doesn't look as extreme as the Centenario. My first association was the Huracan because it looks like a smaller modern Lambo, but im with you, we do not need a Vacca 2.

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Killatomate

Import/Export DLC progress:

 

ItaliGTB (McLaren 570GT): finished

ItaliGTB2 (McLaren 570S, facelift): finished

Nero (Bugatti Chiron 2016): finished

Nero2 (Bugatti Vision Grand Turismo 2016 Concept): finished

Penetrator (Jaguar XJ-220): finished

Tempesta (Lotus Esprit 2014 Prototype): finished

 

Elegy Retro (Nissan Skyline R33 GT-R Nismo 400R 1997): finished

Comet3: -

Specter: -

Specter2: -

Voltic2: -

 

Diablous (Ducati Diavel): finished

Diablous2 (Ducati XDiavel): finished

FCR1000: finished

FCR1000 custom: finished

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Killatomate

i made a video showcasing the Import/Export cars, all handling created from scratch

 

 

 

Also first footage of the new bike handling. hint hint.

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Remix1994PL

 

 

20-21 sec.

 

My question is, is there a way to change the sound of suspension for another more mild or to silence him?

It appears too often when we drive a sports car with low suspension or truck trailer = TIR. The sound always irritates me and I think it is hard not realistic.

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Killatomate

i finished handlings for Comet Retro, Voltic Rocket, Specter1 and Specter2. Comet3 had plenty of physics issues and took 11 hours of tweaking to get done. It didnt look promising in the beginning but i kept on it and it turned out great. The new handling is pretty accurate. it rewards skill and punishes bad drivers. They didnt call the car "widowmaker" for no reason.

I also reworked 12 additional vehicles and gave bikes a final polish. And i finished the grip and properties rework of all surfaces which i started a while ago.

 

Surface properties rework

There is now a distinct difference between dirt road and off road surfaces. Leaving the road is punished more. Grip on compact sand was generally increased while muddy areas, wet meadows and swamps got their tire grip lowered to a proper level and also resistance to motion added. same for shallow water. dont drive your FWD car into the swamps during heavy rain. you will get stuck. i also lowered the grip of loose sand and cobblestone surfaces. they happen to have max possible tire grip in vanilla GTA V. DUH.

and i removed the 130kph speed cap for dirt roads and offroad surfaces. Tuned RALLY cars can drive at proper speeds now. More ways to kill yourself. yaay!

Wet surfaces got their grip modifiers reworked also. Leaving gravel/dirt roads during heavy rain is punished more.

 

 

Import/Export DLC progress:

 

finished cars:

-ItaliGTB (McLaren 570GT)

-ItaliGTB2 (McLaren 570S, facelift)

-Nero (Bugatti Chiron 2016)

-Nero2 (Bugatti Vision Gran Turismo 2016 Concept)

-Penetrator (Jaguar XJ-220)

-Tempesta (Lotus Esprit 2014 Prototype)

-Elegy Retro (Nissan Skyline R33 GT-R Nismo 400R 1997)

-Comet3 (Porsche 934 RSR 3.0 1976, modified)

-Specter (Aston Martin DB10 Custom 2015)

-Specter2 (Aston Martin DB10 Custom 2015, widebody, tuned)

-Voltic2 (dumbass rocket car, jet engine has no air intake, DUH!)

-Diablous (Ducati Diavel)

-Diablous2 (Ducati XDiavel)

-FCR1000

-FCR1000 custom

 

not finished:

-Ruiner2 2000

-Wastelander

-wedge vehicles

 

 

there a way to change the sound of suspension for another more mild or to silence him?

It appears too often when we drive a sports car with low suspension or truck trailer = TIR. The sound always irritates me and I think it is hard not realistic.

it seems that R* gave a lot of recently released vehicles this suspension sound effect.

Version 2.0 of my mod has completely different suspension settings. there is much more tire noise when driving at the limit and the annoying suspension effect is much less frequent.

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Cyron43

Merry Christmas @Killatomate. :)

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nkjellman

i finished handlings for Comet Retro, Voltic Rocket, Specter1 and Specter2. Comet3 had plenty of physics issues and took 11 hours of tweaking to get done. It didnt look promising in the beginning but i kept on it and it turned out great. The new handling is pretty accurate. it rewards skill and punishes bad drivers. They didnt call the car "widowmaker" for no reason.

I also reworked 12 additional vehicles and gave bikes a final polish. And i finished the grip and properties rework of all surfaces which i started a while ago.

 

Surface properties rework

There is now a distinct difference between dirt road and off road surfaces. Leaving the road is punished more. Grip on compact sand was generally increased while muddy areas, wet meadows and swamps got their tire grip lowered to a proper level and also resistance to motion added. same for shallow water. dont drive your FWD car into the swamps during heavy rain. you will get stuck. i also lowered the grip of loose sand and cobblestone surfaces. they happen to have max possible tire grip in vanilla GTA V. DUH.

and i removed the 130kph speed cap for dirt roads and offroad surfaces. Tuned RALLY cars can drive at proper speeds now. More ways to kill yourself. yaay!

Wet surfaces got their grip modifiers reworked also. Leaving gravel/dirt roads during heavy rain is punished more.

 

 

Import/Export DLC progress:

 

finished cars:

-ItaliGTB (McLaren 570GT)

-ItaliGTB2 (McLaren 570S, facelift)

-Nero (Bugatti Chiron 2016)

-Nero2 (Bugatti Vision Gran Turismo 2016 Concept)

-Penetrator (Jaguar XJ-220)

-Tempesta (Lotus Esprit 2014 Prototype)

-Elegy Retro (Nissan Skyline R33 GT-R Nismo 400R 1997)

-Comet3 (Porsche 934 RSR 3.0 1976, modified)

-Specter (Aston Martin DB10 Custom 2015)

-Specter2 (Aston Martin DB10 Custom 2015, widebody, tuned)

-Voltic2 (dumbass rocket car, jet engine has no air intake, DUH!)

-Diablous (Ducati Diavel)

-Diablous2 (Ducati XDiavel)

-FCR1000

-FCR1000 custom

 

not finished:

-Ruiner2 2000

-Wastelander

-wedge vehicles

 

 

there a way to change the sound of suspension for another more mild or to silence him?

 

It appears too often when we drive a sports car with low suspension or truck trailer = TIR. The sound always irritates me and I think it is hard not realistic.

it seems that R* gave a lot of recently released vehicles this suspension sound effect.

Version 2.0 of my mod has completely different suspension settings. there is much more tire noise when driving at the limit and the annoying suspension effect is much less frequent.

Glad to hear that there is an update coming soon and I look forward to it.

 

But, I hope that the breaks will work a little better in this version. They were too weak on the last one to be realistic.

 

I am also hoping that the aircraft speeds can be increased too. In my opinion, the plane speeds should be scaled. This is due to the max speed cap. In the last version, you made the propeller planes realistic, but the jets were untouched. This made the propeller planes faster than the jets, and I hated that. lol. But at least you don't get rid of turbulence like other mods do. After all, in the real world, there is wind and it does affect aircraft.

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Cyron43

 

i finished handlings for Comet Retro, Voltic Rocket, Specter1 and Specter2. Comet3 had plenty of physics issues and took 11 hours of tweaking to get done. It didnt look promising in the beginning but i kept on it and it turned out great. The new handling is pretty accurate. it rewards skill and punishes bad drivers. They didnt call the car "widowmaker" for no reason.

I also reworked 12 additional vehicles and gave bikes a final polish. And i finished the grip and properties rework of all surfaces which i started a while ago.

 

Surface properties rework

There is now a distinct difference between dirt road and off road surfaces. Leaving the road is punished more. Grip on compact sand was generally increased while muddy areas, wet meadows and swamps got their tire grip lowered to a proper level and also resistance to motion added. same for shallow water. dont drive your FWD car into the swamps during heavy rain. you will get stuck. i also lowered the grip of loose sand and cobblestone surfaces. they happen to have max possible tire grip in vanilla GTA V. DUH.

and i removed the 130kph speed cap for dirt roads and offroad surfaces. Tuned RALLY cars can drive at proper speeds now. More ways to kill yourself. yaay!

Wet surfaces got their grip modifiers reworked also. Leaving gravel/dirt roads during heavy rain is punished more.

 

 

 

Import/Export DLC progress:

 

finished cars:

-ItaliGTB (McLaren 570GT)

-ItaliGTB2 (McLaren 570S, facelift)

-Nero (Bugatti Chiron 2016)

-Nero2 (Bugatti Vision Gran Turismo 2016 Concept)

-Penetrator (Jaguar XJ-220)

-Tempesta (Lotus Esprit 2014 Prototype)

-Elegy Retro (Nissan Skyline R33 GT-R Nismo 400R 1997)

-Comet3 (Porsche 934 RSR 3.0 1976, modified)

-Specter (Aston Martin DB10 Custom 2015)

-Specter2 (Aston Martin DB10 Custom 2015, widebody, tuned)

-Voltic2 (dumbass rocket car, jet engine has no air intake, DUH!)

-Diablous (Ducati Diavel)

-Diablous2 (Ducati XDiavel)

-FCR1000

-FCR1000 custom

 

 

not finished:

-Ruiner2 2000

-Wastelander

-wedge vehicles

 

 

there a way to change the sound of suspension for another more mild or to silence him?

 

It appears too often when we drive a sports car with low suspension or truck trailer = TIR. The sound always irritates me and I think it is hard not realistic.

it seems that R* gave a lot of recently released vehicles this suspension sound effect.

Version 2.0 of my mod has completely different suspension settings. there is much more tire noise when driving at the limit and the annoying suspension effect is much less frequent.

 

Glad to hear that there is an update coming soon and I look forward to it.

 

But, I hope that the breaks will work a little better in this version. They were too weak on the last one to be realistic.

 

I am also hoping that the aircraft speeds can be increased too. In my opinion, the plane speeds should be scaled. This is due to the max speed cap. In the last version, you made the propeller planes realistic, but the jets were untouched. This made the propeller planes faster than the jets, and I hated that. lol. But at least you don't get rid of turbulence like other mods do. After all, in the real world, there is wind and it does affect aircraft.

 

The problem with realistic airplane speeds is that the runways are too short for a smooth landing. Civil jet airplanes have a landing speed of approx. 128Kts in RL and fighter jets even 140 to 160kts! Edited by Cyron43

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nkjellman

 

 

i finished handlings for Comet Retro, Voltic Rocket, Specter1 and Specter2. Comet3 had plenty of physics issues and took 11 hours of tweaking to get done. It didnt look promising in the beginning but i kept on it and it turned out great. The new handling is pretty accurate. it rewards skill and punishes bad drivers. They didnt call the car "widowmaker" for no reason.I also reworked 12 additional vehicles and gave bikes a final polish. And i finished the grip and properties rework of all surfaces which i started a while ago. Surface properties reworkThere is now a distinct difference between dirt road and off road surfaces. Leaving the road is punished more. Grip on compact sand was generally increased while muddy areas, wet meadows and swamps got their tire grip lowered to a proper level and also resistance to motion added. same for shallow water. dont drive your FWD car into the swamps during heavy rain. you will get stuck. i also lowered the grip of loose sand and cobblestone surfaces. they happen to have max possible tire grip in vanilla GTA V. DUH.and i removed the 130kph speed cap for dirt roads and offroad surfaces. Tuned RALLY cars can drive at proper speeds now. More ways to kill yourself. yaay!Wet surfaces got their grip modifiers reworked also. Leaving gravel/dirt roads during heavy rain is punished more. Import/Export DLC progress: finished cars:-ItaliGTB (McLaren 570GT)-ItaliGTB2 (McLaren 570S, facelift)-Nero (Bugatti Chiron 2016)-Nero2 (Bugatti Vision Gran Turismo 2016 Concept)-Penetrator (Jaguar XJ-220)-Tempesta (Lotus Esprit 2014 Prototype)-Elegy Retro (Nissan Skyline R33 GT-R Nismo 400R 1997)-Comet3 (Porsche 934 RSR 3.0 1976, modified)-Specter (Aston Martin DB10 Custom 2015)-Specter2 (Aston Martin DB10 Custom 2015, widebody, tuned)-Voltic2 (dumbass rocket car, jet engine has no air intake, DUH!)-Diablous (Ducati Diavel)-Diablous2 (Ducati XDiavel)-FCR1000-FCR1000 custom not finished:-Ruiner2 2000-Wastelander-wedge vehicles

there a way to change the sound of suspension for another more mild or to silence him?It appears too often when we drive a sports car with low suspension or truck trailer = TIR. The sound always irritates me and I think it is hard not realistic.

it seems that R* gave a lot of recently released vehicles this suspension sound effect.Version 2.0 of my mod has completely different suspension settings. there is much more tire noise when driving at the limit and the annoying suspension effect is much less frequent.
Glad to hear that there is an update coming soon and I look forward to it. But, I hope that the breaks will work a little better in this version. They were too weak on the last one to be realistic. I am also hoping that the aircraft speeds can be increased too. In my opinion, the plane speeds should be scaled. This is due to the max speed cap. In the last version, you made the propeller planes realistic, but the jets were untouched. This made the propeller planes faster than the jets, and I hated that. lol. But at least you don't get rid of turbulence like other mods do. After all, in the real world, there is wind and it does affect aircraft.The problem with realistic airplane speeds is that the runways are too short for a smooth landing. Civil jet airplanes have a landing speed of approx. 128Kts in RL and fighter jets even 140 to 160kts!Another reason why the plane speeds should be scaled. Car speeds shouldn't be though.

 

Propeller planes should have top speeds around 150 mph.

Jets should have top speeds around 260 mph.

Fighter jets should have top speeds around 350 mph.

 

Note: These speeds aree when the aircraft is at a high altitude and flying perfectly level.

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PacketOverload_x64bit

Havent' tried this yet but wanted to ask: have you reworked the flying as well? I noticed planes fly like they're on a ball, rather than flying like they glide through the air using propulsion. Is it considered or already worked on?

Love these functionality mods - make the GTA series so much better. Thanks.

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