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GTA Modification Forums
[handling.dat] Explained graphical interface showing the options!
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Costar  |
Posted: Saturday, Jun 16 2012, 22:20
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Playa

Group: Members
Joined: Jan 7, 2006


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| QUOTE (SLAYERMAGGOT @ Saturday, Jun 16 2012, 04:25) | | QUOTE (mrmohamed2001 @ Monday, Jun 11 2012, 13:41) | | Not sure if this is the correct thread but, I am having a weird problem in opening my .ide and .dat's I opened them via notepad and there were no handlings like in SA, only weird words and stuff, same to all the .dat files I got, also I am using EFLC. |
That's because those files were decrypted. Install the latest patch and those files will be fully moddable.  |
Yep here is a link to patch 1.1.2 for EFLC http://support.rockstargames.com/entries/4...1-1-2-0-patch-2
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dargydoof  |
Posted: Tuesday, Aug 28 2012, 02:53
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Player Hater

Group: Members
Joined: Aug 28, 2012

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having issues with my steering. the car goes fast as hell, and it gets good traction and has good suspension and doesnt tip or anything. but it doesnt seem to steer at all. played with the steering lock settings but it did nothing at all. tried .20, .39, .75, 1, 2, 39, 55, 90, 200. all of those were exactly the same. the vehicle i am useing is the comet and i coppied the settings someone used in a screenshot earlier in this topic.
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jpm1  |
Posted: Tuesday, Aug 28 2012, 03:49
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Vice city citizen

Group: Members
Joined: Sep 26, 2005


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| QUOTE (dargydoof @ Tuesday, Aug 28 2012, 03:53) | | having issues with my steering. the car goes fast as hell, and it gets good traction and has good suspension and doesnt tip or anything. but it doesnt seem to steer at all. played with the steering lock settings but it did nothing at all. tried .20, .39, .75, 1, 2, 39, 55, 90, 200. all of those were exactly the same. the vehicle i am useing is the comet and i coppied the settings someone used in a screenshot earlier in this topic. | increase TractionCurveLateral . if you can't see no effect after that , it's very likely that your game is overmodded . an excessive game workload causes the handling to mess around http://www.youtube.com/watch?v=VIioaak4_0U
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rex1825  |
Posted: Saturday, Jan 5 2013, 18:05
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Player Hater

Group: Members
Joined: Jan 5, 2013

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Hello everyone,
I had been testing the drag/mass/power/gear values in game, and came to this. It may help you all.
Speed units are reduced due to the more real feeling, so it is like 3/2 of speed in game. (If game shows you running 66kmh you are going 100kmh in my calculations)
Notice: I performed all test on airfield, using one straight from one to another end. So I parked car so the rear wheels were on margin of asphalt, and full speed till the end of airstrip. And when car went off the asphalt, that was my ending point.
First what I did, I took a car of 1000kg put the Tf to 0.100, no of speed to 6 and max speed to 400kmh. Then I tested all 3 possibilities of drive-train (RWD - 0.0; FWD - 1.0; AWD - 0.5). Here are the results:
drag 1.00 - speeds 246(0.0) 244(1.0) 246(0.5) drag 2.00 - speeds 238(0.0) 232(1.0) 235(0.5) drag 5.00 - speeds 215(0.0) 215(1.0) 217(0.5) drag 10.0 - speeds 199(0.0) 202(1.0) 200(0.5) drag 20.0 - speeds 165(0.0) 170(1.0) 170(0.5) drag 50.0 - speeds 133(0.0) 133(1.0) 133(0.5) drag 100. - speeds 102(0.0) 102(1.0) 099(0.5)
Next what I did, is increase the Tf value to 0.200, 0.300 and 0.400. And because of possible slip effect, I only used the 0.5 drive-train settings (aka AWD). Here are the results:
drag 1.00 - speeds 315(0.200) 367(0.300) 409(0.400) drag 2.00 - speeds 305(0.200) 353(0.300) 394(0.400) drag 5.00 - speeds 277(0.200) 332(0.300) 360(0.400) drag 10.0 - speeds 258(0.200) 297(0.300) 330(0.400) drag 20.0 - speeds 215(0.200) 256(0.300) 276(0.400) drag 50.0 - speeds 170(0.200) 189(0.300) 210(0.400) drag 100. - speeds 133(0.200) 155(0.300) 160(0.400)
Next I wanted to see if the mass of wehicle does any difference to altogether. So I did 4 tests with 500kg and 2000kg and Tf of 0.200 and 0.300. Here are the results:
500kg drag 1.00 - speeds 318(0.200) 367(0.300) drag 10.0 - speeds 261(0.200) 286(0.300) drag 100. - speeds 133(0.200) 145(0.300)
2000kg drag 1.00 - speeds 318(0.200) 367(0.300) drag 10.0 - speeds 253(0.200) 288(0.300) drag 100. - speeds 133(0.200) 155(0.300)
- RED color means that wheels were slipping
So after all this, I wanted to see one more thing. Since mostly results were affected by gearbox (as mentioned before it was 6 gear with max speed of 400kmh), so I put a 1 gear with max speed of 400, and of course 1000kg and Tf of 0.200. Here are the results:
drag 1.00 - speeds 264(0.5) drag 2.00 - speeds 250(0.5) drag 5.00 - speeds 223(0.5) drag 10.0 - speeds 194(0.5) drag 20.0 - speeds 153(0.5) drag 50.0 - speeds 105(0.5) drag 100. - speeds 074(0.5)
OK, so these are all testings I've done, next what I wanted to share with you guys are some parameter calculations that would give a game as much possible as it gets real car attributes of mass, torque, power and speed. And as mentioned, all speeds up there must be multiplied by 0.66 if you want real in game speeds!!!
TopSpeedGame = TopSpeedReal*0.66
x = Mass/TorqueReal/log(PowerReal) y = 1/x TorquePower = y/4
DragGame = log(TorqueReal*PowerReal)
TopSpeedGame - Tv, although this is set as top speed, car will go for 20% more speed. This is more like a engine redline TopSpeedReal - max theoretical speed car can achieve with it's current settings of gearbox Mass - B and it is real mass of the car TorqueReal - torque of the car engine in real life measuerd in Nm PowerReal - power of the car engine in real life measured in PS TorquePower - Tf DragGame - C ingame drag coeficient x, y - helping variables
The variables that are Bold/Italic are ones from handling.dat file located in "Gamefolder\common\data\"
Hope this will help someone, cheers...
P.S.: ...if admins think this is useful, please nail it sticky on this forum, thanks!
This post has been edited by rex1825 on Saturday, Jan 5 2013, 20:38
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