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Pages: (7) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [handling.dat] Explained

 graphical interface showing the options!
 
ToxicNinjaX  
Posted: Tuesday, Dec 9 2008, 21:18
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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 rolleyes.gif

devil.gif Image Updated! 12/10/2008@9:02PM Est devil.gif
Image URL's Fixed 02/17/2011@6:52PM Est

user posted image

And for the image of the centreofmass explanation, Its
user posted image
user posted image

This post has been edited by ToxicNinjaX on Friday, Feb 18 2011, 00:12
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khyshen  
Posted: Tuesday, Dec 9 2008, 22:05
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That's actually a pretty good idea.
But I guess it's better to just have a topic to that file instead of a huge table...
I don't know, preference I guess.
But it would be neater if you did it on the forums.

Boy.... Bouyancy - how bouyant the vehicle will be when in water. Minimum value 10, maximum value 100. 10 to float, 100 to sink.
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Fabio206  
Posted: Tuesday, Dec 9 2008, 22:08
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I've created a tutorial but it's in italian language.. turn.gif
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khyshen  
Posted: Tuesday, Dec 9 2008, 22:11
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Maybe you could translate it?
Even use translate.google.com if you can't be bothered
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Dup  
Posted: Tuesday, Dec 9 2008, 22:11
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QUOTE (Fabio206 @ Dec 9 2008, 22:08)
I've created a tutorial but it's in italian language.. turn.gif

Have you got a link? I'm sure a Google translate will wok well enough.
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ToxicNinjaX  
Posted: Tuesday, Dec 9 2008, 23:44
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images/thread updated.




This post has been edited by ToxicNinjaX on Wednesday, Dec 10 2008, 08:30
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Shof  
Posted: Wednesday, Dec 10 2008, 00:03
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Hey man, nice work its amazing and helpful
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BliND123  
Posted: Wednesday, Dec 10 2008, 00:46
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For center of mass, E would be the distance from the center of the car going left (-#) and right(+#) the weight is placed, F would be the distance from center of the car going back (-#) and forward (+#), and G would be the distance from the center the weight is placed going up (+#) and down (-#). And the wheel traction I just figured out that the first Wc- is how much grip the tires get.
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Kitteh  
Posted: Wednesday, Dec 10 2008, 02:53
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The weight is in kg, not lbs.

Drag is aerodynamic drag. The higher the drag, the more wind resistance, thus having reduced top end

By the way, IT SAYS IN THE TOP OF HANDLING.DAT what every command means
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DuKtape  
Posted: Wednesday, Dec 10 2008, 04:40
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Kitteh  
Posted: Wednesday, Dec 10 2008, 06:50
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QUOTE (DuKtape @ Dec 9 2008, 20:40)
http://projectcerbera.com/gta/sa/tutorials/handling
i use this..

wrong game, idiot
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L0uNGeR  
Posted: Wednesday, Dec 10 2008, 07:49
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Ya, that's what I said.
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It's the wrong game, but that's also what I used yesterday to mod my car in GTA4.
The list of functions is not the same, but project cerbera helped my ALLOT more than this thread.
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ToxicNinjaX  
Posted: Wednesday, Dec 10 2008, 08:23
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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.png

If 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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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. icon14.gif
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..


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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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. icon14.gif
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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Fabio206  
Posted: Wednesday, Dec 10 2008, 13:56
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QUOTE (Dup @ Dec 9 2008, 23:11)
QUOTE (Fabio206 @ Dec 9 2008, 22:08)
I've created a tutorial but it's in italian language..  turn.gif

Have you got a link? I'm sure a Google translate will wok well enough.



My "english to italian" is very good, but my "italian to english" is sh*t, sorry sad.gif
Ok, My tutorials are those:

Handling.dat:
http://www.gta-expert.com/index.php/index....odding_handling

Vehicles.ide:
http://www.gta-expert.com/index.php/index....odding_vehicles

Cargrp.dat:
http://www.gta-expert.com/index.php/index...._modding_cargrp

WeaponsInfo.xml:
http://forum.gta-expert.com/index.php?showtopic=22890


When I have much free time I'll try to translate part of them smile.gif
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DuKtape  
Posted: Wednesday, Dec 10 2008, 15:29
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QUOTE (Kitteh @ Dec 10 2008, 02:53)
wrong game, idiot

get a clue, idiot
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ToxicNinjaX  
Posted: Wednesday, Dec 10 2008, 15:31
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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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pinky  
Posted: Wednesday, Dec 10 2008, 18:25
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QUOTE (DuKtape @ Dec 10 2008, 16:29)
QUOTE (Kitteh @ Dec 10 2008, 02:53)
wrong game, idiot

get a clue, idiot

Hmmm, you wont last long here. tounge.gif
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ToxicNinjaX  
Posted: Wednesday, Dec 10 2008, 21:11
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more testing has been done.. i have a pretty great explanation for most of the stuff especially the brakes.
should have it up soon.
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