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GTA Modification Forums
[handling.dat] Explained graphical interface showing the options!
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ToxicNinjaX  |
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Square Civilian

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Joined: Dec 2, 2008

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I made a graphical table in Photoshop, that when finished will show what each option does, for the row under transmission,suspension and so fourth. It took me a good hour and a half. What I am thinking we could do is, I could add another row to the left that says "Type or Mode" or something, and put in what the vehicle handles like. E.G. Street racer, good for drifting, heavy and slow, heavy and fast, etc. So lets begin trying to figure out what each option does and post here on what they do and I'll update the image Image Updated! 12/10/2008@9:02PM Est Image URL's Fixed 02/17/2011@6:52PM Est  And for the image of the centreofmass explanation, Its  This post has been edited by ToxicNinjaX on Friday, Feb 18 2011, 00:12
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DuKtape  |
Posted: Wednesday, Dec 10 2008, 04:40
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Player Hater

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Joined: Dec 5, 2008

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Kitteh  |
Posted: Wednesday, Dec 10 2008, 06:50
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^___________^

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Joined: Jan 3, 2004


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ToxicNinjaX  |
Posted: Wednesday, Dec 10 2008, 08:23
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Square Civilian

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Image updated once again.. still have yet to add in the drag part though.. First of all I know it says what each field is at the top of handling.dat, But this is meant to be more in depth and explain it more for the people who don't exactly know what something like SuspensionReboundDamp does.. and it does not actully explain them.. if it explained them it would speak actual english sentences like I said this is supposed to be more in depth.. Me and a friend made this image based off our experimentations with centreofmass... http://img257.imageshack.us/img257/4340/we...lanationvm9.pngIf this thread didn't help you sorry. Its 5% finished.. And you came to it knowing what the stuff that was explained in the image was already to begin with so how would it help you? This is meant for newbs.. I prolly could of done better if i would of just made an html table out of it which i plan on doing eventually... but meh.. this is still neat.. and savable to a hard drive.. I plan on adding in some vehicle handling stats in all those rows... like Optimized for: drifting Name(Car it was tested on) then the stats on how to get the handling effect. So nonetheless a good idea to me, I made this for newbs and myself.. and so far its coming in handy to me. If you don't find it useful sorry. How would I make it more useful?
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L0uNGeR  |
Posted: Wednesday, Dec 10 2008, 08:52
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Ya, that's what I said.

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Joined: Dec 3, 2008


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It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then. The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better. The CentreOfMass testing images are exactly the things that I am looking for. I won't call myself a newb but my knowledge of handling data has never been that good. I hope you have seen this page though, it could help allot: http://projectcerbera.com/gta/sa/tutorials/handlingMy tips for creating insane cars:(B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration (C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed. (Tf) m_fDriveForce............... Higher values means faster acceleration (Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration. (Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting. (Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more. (Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage. (Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage. (Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options. (De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options. NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect. Will add more after more testing.. This post has been edited by L0uNGeR on Wednesday, Dec 10 2008, 13:00
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ikt  |
Posted: Wednesday, Dec 10 2008, 13:46
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Group: Members
Joined: Oct 2, 2006

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| QUOTE (L0uNGeR @ Dec 10 2008, 08:52) | It's true that it didn't help me, but this doesn't take away that I keep an eye on this thread now and then. The explanations on Project Cerbera are a little too advanced in some cases, so a real explanation with images and all works allot better. The CentreOfMass testing images are exactly the things that I am looking for. I won't call myself a newb but my knowledge of handling data has never been that good.
I hope you have seen this page though, it could help allot: http://projectcerbera.com/gta/sa/tutorials/handling
My tips for creating insane cars:
(B) fMass........................ Higher means easier to smash everything out of your way, higher value slows down acceleration (C ) fDragMult................... This controls the vehicle's resistance, lower value speeds up acceleration and increases top speed. (Tf) m_fDriveForce............... Higher values means faster acceleration (Tv) m_fV..........(velocity).... Controls vehicle's top speed, also affects acceleration. (Wc-) m_fTractionCurveMin........ Make this value higher to have less traction-loss, it means your tires won't loose grip. Increase for good drifting.
(Scd) m_fSuspensionCompDamp...... Higher values make the suspension more stiff, lower make it 'bounce' more.
(Dc) m_fCollisionDamageMult...... Controls vehicle damage from collisions, lower means less damage. (Dw) m_fWeaponDamageMult......... Controls vehicle damage from guns etc, lower means less damage. (Dd) m_fDeformationDamageMult.... Unknown, but modification should have the same effect as above options. (De) m_fEngineDamageMult......... Unknown, but modification should have the same effect as above options.
NOTE: 'Mult' options are Multipliers, they require little modification to have a great effect.
Will add more after more testing.. | (Dd) m_fDeformationDamageMult.... Amount of car deformation multiplier. Set this to 0 and collisions will only scratsh your car. (De) m_fEngineDamageMult......... Dunno. Maybe weapon damage from smashing the car into things etc. Or smash things into cars. Btw, settings all these options to 0 will still make your car vulnerable to explosions direct on the car. (RPG, grenades)
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ToxicNinjaX  |
Posted: Wednesday, Dec 10 2008, 15:31
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Square Civilian

Group: Members
Joined: Dec 2, 2008

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Thanks fab appreicate it, Yeah the centre of mass pictures took us quite some time of experimenting. yeah so there quite a few errors in my table which i am fixing.. now heres the correct format: | QUOTE | name [A] mass [B] drag [C] boy [D] centreofmass [E,F,G] transmission [Tt,Tg,Tf,Ti,Tv] brakes [Tb,Tbb,Thb] steer [Ts] wheel traction [Wc+,Wc-,Wc-,Ws+,Wbias] suspension [Sf,Scd,Srd,Su,Sl,Sr,Sb] damage [Dc,Dw,Dd,De] seat val [Ms,Mv] mFlags [Mmf] hFlags [Mhf] anim [Ma] | This post has been edited by ToxicNinjaX on Wednesday, Dec 10 2008, 16:45
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