Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Killatomate

[V|REL] Realistic Driving V

Recommended Posts

Killatomate

I noticed planes fly like they're on a ball

its because the game doesnt allow for elevator trim. The lack of trimmming and the lack of AI adjustments made me drop support for airplanes. i removed modified planes from my mod several weeks ago.

Flying is very uncomfortable without trimming and the AI cannot be tweaked enough to pilot modified planes. AI often crashed when attempting to land. The game also spawns airplanes -in air- at low initial speed, causing some AI planes to stall and drop a few feet, making them hit poles and power lines. Also modded planes cause problems with some missions that include planes.

Share this post


Link to post
Share on other sites
Claude_Lib

Maybe you could just remove the turbulence effects then, please? They're really annoying.

Share this post


Link to post
Share on other sites
Killatomate

Maybe you could just remove the turbulence effects then, please? They're really annoying.

good idea. added to my 'to do' list.

Share this post


Link to post
Share on other sites
nkjellman

 

Maybe you could just remove the turbulence effects then, please? They're really annoying.

good idea. added to my 'to do' list.

 

Just do a little turbulence. No turbulence is unrealistic.

Share this post


Link to post
Share on other sites
Killatomate

Writing documentation and changelog for update 2.0 is taking days. days. i have been working on v2.0 for 12 months and made more than a thousand changes in this time frame. Also my computer and two hard drives were destroyed. Some documentation was lost. Right now i am trying to put 11 month old pieces together. At some point i switched from making notes on paper to making notes in my head. My head is a mess. its a lot of work. i spend more time on documentation than some modders spend on their entire mod :-/

I also counted the number of handlings created from scratch for v2.0:

182 unique handlings, 470 hours. in addition i did about 100h of research and testing before i could even start that rework. Add 30h for researching and testing new bike handling parameter combinations. 35 hours for a complete rework of the properties of all driveable surfaces. 20 hours for testing AI and making AI tweaks. 40 hours to create the "Scaled Topspeed" version of this mod (314 vehicles had to be converted!).

Ouch. My calculator says "695" hours for creating update 2.0

 

 

preliminary (incomplete) changelog for update 2.0:

 

New:
-created 182 new unique car handlings from scratch, each one taking between 2 and 14 hours to create (470h total).
Improvements include: Proper downforce, reduced understeer, more realistic drifting, more realistic suspension,
more realistic rollovers, more detailed handling characteristics and a complete rework of motorcycles:
Super: 27/27
Sports: 38/39
Coupe: 13/13
Sedan: 28/28
Compact: 2/7
Classic: 2
SUV: 25/26
Off-Road: 3
Van: 2
Utility: 2
Police: 3/9
Sports Bikes: 19/19
Touring Bikes: 5/5
Choppers: 13/13

-added 2 vehicles from the JANUARY2016 DLC: Banshee 900R, Sultan RS
-added 1 vehicle from the VALENTINE DLC: Roosevelt Custom
-added 8 vehicles from the FURTHER ADVENTURES DLC:
Super: FMJ, Pfister811, Reaper, X80
Sports: Bestia GTS, Seven70
Other: Windsor Drop, XLS
-added 13 vehicles from the CUNNING STUNTS DLC:
Super: ETR1, RE-7B, Tyrus
Sports: Drift Tampa, Lynx, Omnis, Tropos Rallye
Other: Brioso R/A, Cliffhanger, Contender, Desert Raid, Gargoyle, Trophy Truck
-added 12 vehicles from the BIKERS DLC:
Sports Bikes: Defiler, Hakuchou Drag, Shotaro, Vortex
Choppers: Avarus, Daemon2, Nightblade, RatBike, Sanctus, Wolfsbane, Zombie Bobber, Zombie Chopper
-added 15 vehicles from the IMPORT/EXPORT DLC:
Super: ItaliGTB, ItaliGTB Custom, Nero, Nero Custom, Penetrator, Rocket Voltic, Tempesta
Sports: Comet Retro, Elegy Retro, Specter, Specter Custom
Motorcycles: Diabolous, Diabolous Custom, FCR 1000, FCR 1000 Custom

-created "Scaled Topspeed" version of this mod, converting the unique handling for each of the 314 vehicles to new specs.
Speed is scaled to vanilla GTAV levels while all features of this mod (realistic grip, realistic cornering,
realistic acceleration, realistic brakes, realistic suspension, downforce, PIT-maneuver...)
are preserved. Even the acceleration and topspeed advantages of each car remain intact.

-added proper downforce to each individual car. The increase in force/grip closely resembles
that of each car's corresponding real life counterpart.

-new tire grip settings reduce understeer while increasing the need for counter-steer during drifts
-car suspension saves more potential energy during compression, even small bumps will affect handling now
-cars are pushed upwards and suffer minor loss of stabilty when driving over curbs
-reworked the properties of all driveable surfaces (significant improvements to all sorts of on-road and off-road terrain.
Also includes adjustments to wet surfaces and shallow water)
-removed the 130kmh speed cap on dirt roads and runways (rally cars can go up to 220kmh now)
-increased drag and tire sink-in in swampy areas (cars can actually get stuck)
-improved collision with foliage (small bushes apply less force to car)
-small AI improvement: normal traffic and racing AI handle sharp turns better. Also applies to motorcycles.
-wheels can lock up. Removed ABS from a handful of cars.
-all car handlings created from scratch for version 2.0 feature more realistic collisions and rollovers

Changes:
-removed realistic propeller plane handlings from this mod (due to incompatibility with AI, missions
and the lack of proper elevator trim)
-increased weight transfer during cornering, braking, accelerating
-improved center of mass. Cars are more likely to roll over during collisions and hillclimb
-increased compatibility with story missions.
-fixed faulty tire physics that R* gave the latest DLC cars (meadows and sand offering MORE GRIP than tarmac)
-changed engine and transmission settings of electric cars in order to achieve more realistic acceleration curve.
-made adjustments to how quickly transmissions can change gears.
-improved z-axis pivot point coordinates for cars and bikes.
-small increase in tire squeal when braking
-tweaked police cars to work better with AI limitations
-tweaked car handling in heavy rain

Other:
-Police3 (Police Cruiser) physics are still screwed up. Rockstar did this and there is nothing i can do about it.
Its hardcoded and ignores config files, only the idiots at Rockstar can fix this bug.

 

 

 

compressing hundreds of notes into a few lines of text is hard work.

Share this post


Link to post
Share on other sites
Cyron43

 

I noticed planes fly like they're on a ball

its because the game doesnt allow for elevator trim. The lack of trimmming and the lack of AI adjustments made me drop support for airplanes. i removed modified planes from my mod several weeks ago.

Flying is very uncomfortable without trimming and the AI cannot be tweaked enough to pilot modified planes. AI often crashed when attempting to land. The game also spawns airplanes -in air- at low initial speed, causing some AI planes to stall and drop a few feet, making them hit poles and power lines. Also modded planes cause problems with some missions that include planes.

 

I thought so. Proper aerodynamics simulation is a huge field of programming. Just look at those professional aircraft simulators. Also I believe the average GTA V player would be unable to cope with the handling as realistic aerodynamics require realistic handling (and therefore a full blown cockpit). You can't do a looping with a 747 and a nose down landing would cause a fatal crash. I flew with Microsoft Flight Simulator until Version 2004 and it's really a big thing on it's own to learn all the things. That simulator was used for training by professional pilots for a reason. Lastly this would blow the scope of GTA V out of proportions. Edited by Cyron43

Share this post


Link to post
Share on other sites
Remix1994PL

@Killatomate Big thanks and respect for the inserted and the work performed. You are great!

Small question: Is mods is included to control vehicles on the snow?

Yes I know there is no snow in the single player mode, but you can turn it on by trainer for fun. I wonder if the mod version v.1.1 has set the settings under the snow or not, and if not whether it can be configured in the future.

Share this post


Link to post
Share on other sites
Killatomate

@Killatomate Big thanks and respect for the inserted and the work performed. You are great!

 

Small question: Is mods is included to control vehicles on the snow?

 

Yes I know there is no snow in the single player mode, but you can turn it on by trainer for fun. I wonder if the mod version v.1.1 has set the settings under the snow or not, and if not whether it can be configured in the future.

 

Simple Trainer 4.4 and Menyoo only change the visuals. Surface properties are not changed. Tarmac with snow on top still has tarmac grip. The only map where surface properties are set to "snow" and "ice" categories is probably the one you see in GTA V's intro.

 

Edit:

open Simple Trainer 4.4 and select "teleport to North Yankton"

Edited by Killatomate

Share this post


Link to post
Share on other sites
Claude_Lib

Then these trainers must be missing something, because I remember when R* activated snow in Online, it was harder to drive, it wasn't only visual. Just saying.

Share this post


Link to post
Share on other sites
nkjellman

I thiught the trainers had snow traction. They do have the particles and tire effects.

 

I guess a work around is the sliddy cars cheat.

 

Also, a lot of hard work has been put into this. Keep it up!

Edited by nkjellman

Share this post


Link to post
Share on other sites
Killatomate

Release 2.0, Status:

 

-mod core content finished: 97%

-documentation: 50%

-installer: 95%

Share this post


Link to post
Share on other sites
Cyron43

Release 2.0, Status:

 

-mod core content finished: 97%

-documentation: 50%

-installer: 95%

W00t W00t! :D

Share this post


Link to post
Share on other sites
Killatomate

i created handling for 2 more cars. Also added armor plates to the Ruiner 2000, as the car seems to be more vulnerable to gunfire than the average car, which is kinda wierd. Also gave it armored runflat tires. losing the entire tire of your high-tech combat car to a single pistol bullet didnt seem right. And i decreased the chances of the car blowing itself up with its own rockets. where is the fun in that?

 

also finished the surface rework teaser video. You can get a first glance at:

-snow surface rework

-wet tarmac traction

-dirt/gravel surface rework

-swamp/mud/shallowWater rework

-Scaled Topspeed version

-Specter Custom handling

-Comet Retro handling

-Ruiner 2000

 

 

 

happy new year!

Share this post


Link to post
Share on other sites
Cyron43

You know I have the greatest respect for your work. How about utility vehicles? I haven't seen them in your list.

Edited by Cyron43

Share this post


Link to post
Share on other sites
Remix1994PL

 

 

 

He knows someone on this strange effect / problem stopping vehicles? 24-25 sec. Perhaps goes some way to fix it and remove this not the desired effect shift?

 

This error occurs from the beginning of GTA V of the original. It seems to me that in GTA IV there was no such thing, or not bothered so much.

Edited by Remix1994PL

Share this post


Link to post
Share on other sites
Killatomate

i created 5 more vehicle handlings for update 2.0

-Minivan

-Minivan Custom (lowrider)

-SabreGT Turbo

-SabreGT Turbo Custom (lowrider)

-Taxi 2

...raising the total amount of new vehicle handlings from 184 to 189. Also did minor tweaks to some 30 vehicles not on the list.

(Reduced airplane turbulences by 70% on average. Turbulences are still there, but they are subtle and in no way annoying)

 

update 2.0 status:

-mod core content: 99%

-documentation: 70%

-installer: 95%

Share this post


Link to post
Share on other sites
Remix1994PL

Are v2.0 there is a place for realistic driving trucks and weight and behavior of semi-trailers, trailers? ;)

Share this post


Link to post
Share on other sites
TheAdmiester

Question: Is the hardcoding of police3 based on the model itself?

 

As in, modifying police3's handling line might not have any effect, but what if you made a new line ("interceptor" or whatever) and edited police3 in vehicles.meta to use that?

Share this post


Link to post
Share on other sites
Claude_Lib

Or maybe create it's perfect clone, call it "police9" of something like that so it wont conflict with RDE, create a handling config for it and make the game use it instead of "police3" during pursuits and whatnot.

Share this post


Link to post
Share on other sites
Killatomate

Question: Is the hardcoding of police3 based on the model itself?

 

i suspect that it has got to do with the model file. So you would have to add a new police3 car as addon and then edit lots of game files to make the game use the addon car instead of the original one.

that's too much work for a hunch. And even if that method was sure to work - editing that many game files would make this mod incompatible with a lot of other mods and also add the risk of game crashes.

Share this post


Link to post
Share on other sites
TactileBiscuit4

 

Question: Is the hardcoding of police3 based on the model itself?

 

i suspect that it has got to do with the model file. So you would have to add a new police3 car as addon and then edit lots of game files to make the game use the addon car instead of the original one.

that's too much work for a hunch. And even if that method was sure to work - editing that many game files would make this mod incompatible with a lot of other mods and also add the risk of game crashes.

 

I use a 2013 FPIU in the slot so I just changed vehicles.meta to have police 3 use the granger handling line and it works a lot better, I just gave up on using the police 3 handling line a long time ago.

Share this post


Link to post
Share on other sites
Killatomate

Does anyone here have an older (outdated) version of the game backed up on one of his hard drives? i need to know whether version 2.0 REQUIRES all recent DLCs to be installed. If you have an outdated version of the game and can check for me whether the game crashes to desktop, send me a PM.

Share this post


Link to post
Share on other sites
nkjellman

i created 5 more vehicle handlings for update 2.0

-Minivan

-Minivan Custom (lowrider)

-SabreGT Turbo

-SabreGT Turbo Custom (lowrider)

-Taxi 2

...raising the total amount of new vehicle handlings from 184 to 189. Also did minor tweaks to some 30 vehicles not on the list.

(Reduced airplane turbulences by 70% on average. Turbulences are still there, but they are subtle and in no way annoying)

 

update 2.0 status:

-mod core content: 99%

-documentation: 70%

-installer: 95%

A 70% turbulence decrease sounds good. Any chance that you could increase their speeds?

Share this post


Link to post
Share on other sites
Remix1994PL

I have install Gameconfig (1.0.944.2) for Limitless Add-On Vehicles 5.0 to increase the movement of cars and people in the city. Everything works fine, there are more cars on the road but the driver AI are very stupid and enter into each other in the rear bumper and ahead on the head-on collision. Is there any way to improve intelligence AI and more conservative braking at intersections, etc.?

Edited by Remix1994PL

Share this post


Link to post
Share on other sites
Cyron43

I have install Gameconfig (1.0.944.2) for Limitless Add-On Vehicles 5.0 to increase the movement of cars and people in the city. Everything works fine, there are more cars on the road but the driver AI are very stupid and enter into each other in the rear bumper and ahead on the head-on collision. Is there any way to improve intelligence AI and more conservative braking at intersections, etc.?

That's just logical. The vanilla handling of GTA V makes the vehicles almost instantly come to a halt. The AI is programmed for this unrealistic behavior. The NPC cars crashed also with older versions of this mod but I don't care. The benefit of realistic vehicles handling outshines it and is totally worth it.

 

@Killatomate: Thanks a 1000 times for this. The download servers are currently overloaded but I have expected nothing else. :)

Edited by Cyron43

Share this post


Link to post
Share on other sites
Claude_Lib

Mirror

Thanks, Killatomate!

Share this post


Link to post
Share on other sites
Killatomate

So, whats your first impression/feedback on the new "Scaled Topspeed" version of this mod?

and choose your words carefully, i worked 730 hours on update 2.0 :p

Share this post


Link to post
Share on other sites
Claude_Lib

I've been driving around pointlessly for about 4 hours. The game has never been so entertaining. You're the master!

P.S. I've been using Real Speed version, but I'm gonna switch to the Scaled one.

Share this post


Link to post
Share on other sites
ikt

Real speed is so satisfying, especially offroading now is great.

 

Thanks for the hard work!

 

Still have to try with a controller, been using a wheel. Haven't tried the scaled version yet.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.