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Attention:
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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
GTAModding.com : A wiki for everything related to GTA modding, including documentation and tutorials
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(Cancelled) GTASA Handling Overhaul, estimated completion date: 2008
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Cerbera  |
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Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



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GTASA Handling OverhaulIntroductionYou may be familiar with my GTA3 Handling Overhaul and GTAVC Handling Overhaul projects which I finally completed earlier this year after years of work. In GTA3 there are 58 vehicles, in GTAVC there are 107 and in GTASA there are 207. Obviously this means rewriting all the handling in GTASA will be a massive task. On top of the increased number of vehicles, my discovery of a reliable technique to simulate realistic acceleration means that each car takes a lot more testing. This handling overhaul will have an unprecendented degree of realism since the GTASA physics and handling engine is so much more refined and flexible than previous editions. I am only using my CFG Studio to create and develop handling. Notepad is obsolete! Current Version: 2005-09-07| CODE | BANSHEE 1600 3000 1.3 0.0 0.00 -0.10 -1 0.83 0.65 0.49 5 280 26.0 80 R P 4.5 0.60 0 34.0 1.40 0.175 5.0 0.30 -0.10 0.5 0.2 0.15 0 45000 2004 1204003 1 1 1 BULLET 1200.0 2500 1.0 0.0 0.20 -0.20 -1 0.83 0.70 0.45 5 290 21.0 100 R P 4.5 0.60 0 30.0 1.0 0.13 5.0 0.25 -0.10 0.45 0.2 0.15 0 105000 c0002004 1200000 0 0 1 CHEETAH 1200.0 3000 1.0 0.0 0.30 -0.20 -1 0.90 0.85 0.45 5 290 21.0 100 R P 4.7 0.60 0 35.0 0.8 0.20 0.0 0.10 -0.10 0.5 0.3 0.40 0 105000 c0002004 1208000 0 0 1 COMET 1400.0 2200 1.3 0.0 0.10 -0.20 -1 0.78 0.70 0.49 5 280 26.0 80 4 P 4.7 0.60 0 30.0 1.4 0.14 3.0 0.28 -0.10 0.5 0.2 0.25 0 35000 40000800 1000000 1 1 19 INFERNUS 1350 2500 1.0 0.0 0.30 -0.25 -1 0.78 0.70 0.50 5 290 21.0 100 R P 4.7 0.60 0 30.0 1.05 0.140 5.0 0.25 -0.10 0.5 0.2 0.37 0 95000 40002004 1404003 2 2 1 TURISMO 1000 1500 1.0 0.0 0.20 -0.25 -1 0.90 0.85 0.40 5 335 29.0 100 R P 5.0 0.60 0 30.0 1.00 0.125 5.0 0.10 -0.15 0.5 0.5 0.17 0 95000 40112004 1408403 1 1 1 ELEGY 1500 3500 1.1 0.0 0.25 -0.10 -1 0.78 0.70 0.50 5 270 19.0 100 4 P 4.3 0.65 0 35.0 1.0 0.20 2.0 0.28 -0.10 0.5 0.1 0.25 0 35000 40002804 5000001 1 1 1 EUROS 1450 3500 1.1 0.0 0.20 -0.10 -1 0.78 0.70 0.48 5 265 17.0 100 R P 4.2 0.65 0 30.0 1.2 0.15 2.0 0.30 -0.10 0.5 0.1 0.25 0 35000 40002804 1004401 1 1 0 JESTER 1500 3500 1.1 0.0 0.20 -0.05 -1 0.78 0.70 0.48 5 285 19.0 100 R P 4.3 0.65 0 30.0 1.1 0.10 2.0 0.28 -0.15 0.5 0.1 0.25 0 35000 40002804 5000001 1 1 1 SUPERGT 1700 3500 1.2 0.0 0.20 -0.10 -1 0.78 0.70 0.50 5 260 18.0 100 4 P 4.2 0.65 0 30.0 1.0 0.20 2.0 0.25 -0.10 0.5 0.1 0.40 0 105000 40002004 1208001 0 0 1 SULTAN 1300 3500 1.2 0.0 0.20 -0.10 -1 0.78 0.70 0.50 5 255 17.0 100 4 P 4.4 0.65 0 30.0 1.35 0.170 2.0 0.30 -0.15 0.5 0.1 0.25 0 35000 2000 5000001 1 1 0 ZR350 1350 3500 1.1 0.0 0.20 -0.10 -1 0.78 0.70 0.48 5 280 18.0 100 R P 4.3 0.65 0 30.0 1.2 0.10 2.0 0.31 -0.15 0.5 0.1 0.24 0 45000 0 1400001 1 1 0 TAXI 1650 4000 1.5 0.0 0.30 0.20 -1 0.65 0.65 0.50 5 170 12.0 80 F P 3.5 0.70 0 35.0 1.00 0.125 0.0 0.25 -0.15 0.5 0.50 0.2 0 20000 240000 1000000 0 1 0 |
At the moment I'm getting these vehicles to have realistic 0-60 times and top speeds with generic traction, suspension and braking. Make sure you replace the correct handling! I recommend copying and pasting the handling one line at a time. If you are using CFG Studio, you can use the Edit > Move Row Up/Down menu items to rearrange your handling file so that these lines are at the top in this order. The acceleration curve has to become horizontal very progressively for realism but the standard acceleration is the inverse of this. Using the DragMultiplier and EngineInteria settings, the curve can be manipulated. It's just a case of finding the right balance between them, the EngineAcceleration and TopSpeed. The realistic acceleration is only possible when the USE_MAXSPD_LIMIT feature of HandlingFlags is ticked.. Features- Completely re-worked acceleration with the USE_MAXSPD_LIMIT flag to make it more progressive. 0-60mph times are pretty close, as are the 0-100mph times.
- Top speeds match real performance. Turismo just about reaches 200mph if you run it for long enough. Banshee gets about 160mph and the Infernus gets around 170mph.
- Reduced traction settings and changed traction bias to better reflect real performance.
- New spring and damper settings to reflect vehicle roadhoalding.
- Adjusted ride height and suspension travel so that Turismo and Banshee don't look like off-road trucks any more.
- Mass is now closer to the real vehicle settings.
- Braking retuned so that tyres do not stop turning when brakes are applied. If you brake while turning the car will skid a little as the tyres lose grip. Careful use of braking and turning allows for drifting into corners like in serious racing simulators.
These handling lines are not perfect. It's somewhere between Need for Speed 2 in Simulation mode and Gran Turismo 2 in the career mode (not arcade). It's about as good as you can get in GTASA, from what I have found. To get the highest top speeds, drive North from Los Santos International Airport over Mulholland Intersection, across The Mako Span and all the way to the end of Harry Gold Parkway in Las Venturas. R* setups always reach top speed in about 10 seconds, these cars will still be accelerating slightly after a whole minute. Reduced traffic is cheat THGLOJ. All traffic are fast cars is GUSNHDE. Very useful when testing handling. Vehicles which are saved in garages sometimes do not get updated when you change their handling. You might have to steal or spawn a new instance of that model to test the new handling for it. (EDIT) I am basing my judgements about what the real-world vehicles would be on the GTASA Real Life Car List by FORDSUCKS along with my own opinions of the base vehicles. I am using Gran Turismo 2 to get an idea for how these vehicles should acceleration, brake and handle. This post has been edited by Delfi on Feb 12 2006, 13:38
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Cerbera  |
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Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



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I have added a new setup for the Sultan (looks like a Subaru Impreza) and the Taxi. The handling for the Sultan is based on playing with the 1992 Subaru Impreza in Gran Turismo 2 but it accelerates a bit faster. The handling for the Taxi is based on movies, logical deduction from footage of other big old cars and testing old vehicles in GT2. There are a lot of lists which try to match the GTASA vehicles to real-world ones but most of them are rubbish. Is there a topic or website where a really good list is being created or has already been made? | QUOTE (maxtryue @ Aug 21 2005, 18:21) | | what about bike acceleration? |
I intend to overhaul all land vehicles. Air and sea vehicles will probably not be changed or will be changed after all the land vehicles have been done. Motorbikes (including the quad) will be part of this overhaul but bicycles might not be changed. | QUOTE (DemolitionMan @ Aug 21 2005, 18:38) | | Wow great very realistic. Like in NFS. The only thing that needs fixing is the sounds. The cars sounds like it's going 100 km/h when driving 20 km/h |
Unfortunately the way the sounds work is hardcoded. The engine sounds have practically no relationship to vehicle speed; the same is true of GTA3 and GTAVC. In GTA1 and GTA2 the engine sounds and gear changes were related directly to speed and acceleration but in the 3D editions the engine sounds are not dynamic. Bit of a technological leap backwards.  | QUOTE (TheDude5000 @ Aug 21 2005, 18:43) | | Interesting project, has promise... but 2008 dude?! We will have most likely have 2 next gen GTA's in our hands by then! Terminator 4 will have been in theaters(and it probably wont suck!) The live action Transformers movie will be released, and probably even a next gen GameBoy (not including that Micro or NDS)! |
Actually, the next generation of GTA games will be on portable devices like the PSP, such as Liberty City Stories. The next generation of console/PC games in the GTA series probably won't be for a few years. Also, I will be doing the handling of the most frequently used vehicles first and releasing each handling line as soon as I complete it. This means that all the cars people tend to use a lot should be completed much sooner, probably in 2006. All the trucks, vans crappy cars and weird vehicles will be done after that. There are already a few lines in the first post to try out, so it is not like you will have to wait three years until you can try out any new handling lines.  | QUOTE (123abc @ Aug 21 2005, 21:57) | | Would you mind sharing the ratio on which you use to modify the accaleration and top speed? |
I already have written a basic guide to realistic accelerationin GTASA which I linked to in the first post. I intend to write a full, step-by-step guide to creating realistic acceleration and handling in GTASA. It will be a bit like my GTA3 Moonbeam Trials. I might write a guides to this, each concentrating on a different type of car.
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maxtryue  |
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Crackhead

Group: Members
Joined: Mar 20, 2005

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SeaNorris.  |
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Group: BUSTED!
Joined: Jun 18, 2005


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| QUOTE (XDeathX @ Aug 24 2005, 18:46) | | QUOTE | Actually, the next generation of GTA games will be on portable devices like the PSP, such as Liberty City Stories. The next generation of console/PC games in the GTA series probably won't be for a few years. Also, I will be doing the handling of the most frequently used vehicles first and releasing each handling line as soon as I complete it. This means that all the cars people tend to use a lot should be completed much sooner, probably in 2006. All the trucks, vans crappy cars and weird vehicles will be done after that.
There are already a few lines in the first post to try out, so it is not like you will have to wait three years until you can try out any new handling lines. |
And what website made you come to this outragous conclusion? Or is it just a stupid theory made by you. | You won't see the next GTA until PS3 and XBOX360, so he is right.
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SeaNorris.  |
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Group: BUSTED!
Joined: Jun 18, 2005


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| QUOTE (XDeathX @ Aug 25 2005, 19:31) | | But Xbox 360 is coming out this year and the PS3 is coming out this year and he said a few years, not 1 or 2. | You really think RockStar will make the next GTA for 2006, then you are wrong.
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greddy5643  |
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Red Goose

Group: Members
Joined: May 15, 2005


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i'm sure it will be in early to mid 2007 maybe fall like the last few gta releases.
back on topic. wow i cant wait until this is finished. if you need or want help i'm sure there are many people who would love to help with this (as for me, i'm more of a mission coder. ). i would suggest if you do have people help you that you test them to see if they are as good as you. then again, i dont like too much help with my mods. (i'll release most at one time.)
just a suggestion.
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