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schnurboy

Handling upside down ?

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schnurboy

Hey guys,

 

it happens more and more often, that cars i replace have a wrong turned handling.

for example if i replace the rocoto with RsMods SQ7.

 

the car lowers the front suspension if i accellerate, should be back susp.

it lowers the back susp if i brake, should be the front.

lowers left side if i turn left, should be right.

and lowers right side if i turn right, should be left.

 

i cant get it fixed, it tried following:

<vecCentreOfMassOffset x="0. 000000" y="0.000000" z="0.000000" />
in this line i edited all values to like this:
<vecCentreOfMassOffset x="-0.100000" y="-0.100000" z="-0.100000" />
nothing changed. than i tried just 1 negativ value. x y or z...nothing changed.
than i tried this lines:
<Item type="CCarHandlingData">
<fBackEndPopUpCarImpulseMult value="0.100000" />
<fBackEndPopUpBuildingImpulseMult value="0.030000" />
<fBackEndPopUpMaxDeltaSpeed value="0.600000" />
</Item>
with negativ values. nothing changed.

i dont know what i can do to get this wrong way handling to the way it should.
some cars have that issue but currently the SQ7 is the only one i cant get to handle correct.
maybe some handling specialists here who can help.
have a nice weekend.

greets

 

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Alaannnn

I believe its due to the way the model was created by the author, so the only way to fix it is to edit the model itself.

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Yinepi

From my experience this seems to be a bug in the game's physic calculations for some cars, even the Rockstar Tyrus car suffers from the bug. Thankfully, there is no need to edit the model at all, as the physics are done client-side. I've found that you can fix it by giving the RollCenterHeight lines in the handling.meta a negative value, like this as an example:

      <fRollCentreHeightFront value="-0.080000" />      <fRollCentreHeightRear value="-0.090000" />

Take note the dash before the 0. Also be cautious that doing this may cause some cars to flip over way too easy, and the only way to fix that is to raise the AntiRollBarForce values into a high range.

Edited by Yinepi

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suicidehummer

From my experience this seems to be a bug in the game's physic calculations for some cars, even the Rockstar Tyrus car suffers from the bug. Thankfully, there is no need to edit the model at all, as the physics are done client-side. I've found that you can fix it by giving the RollCenterHeight lines in the handling.meta a negative value, like this as an example:

      <fRollCentreHeightFront value="-0.080000" />      <fRollCentreHeightRear value="-0.090000" />

Take note the dash before the 0. Also be cautious that doing this may cause some cars to flip over way too easy, and the only way to fix that is to raise the AntiRollBarForce values into a high range.

 

Did this for my Tornado>Volvo 240 mod and it worked, with no flipping issues. The only slight issue is that the car kind of "floats" across bumps like there's moon gravity, although I can't recall if it was that way before or not. Thanks for the info!

Edited by suicidehummer

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suicidehummer

From my experience this seems to be a bug in the game's physic calculations for some cars, even the Rockstar Tyrus car suffers from the bug. Thankfully, there is no need to edit the model at all, as the physics are done client-side. I've found that you can fix it by giving the RollCenterHeight lines in the handling.meta a negative value, like this as an example:

      <fRollCentreHeightFront value="-0.080000" />      <fRollCentreHeightRear value="-0.090000" />

Take note the dash before the 0. Also be cautious that doing this may cause some cars to flip over way too easy, and the only way to fix that is to raise the AntiRollBarForce values into a high range.

 

Okay, so for a different car, it has made it quite tipsy. How much would you recommend increasing the Antirollbarforce by? For this car, it's currently at 0.0

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