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Pages: (7) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [handling.dat] Explained

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DuKtape  
Posted: Wednesday, Dec 10 2008, 21:47
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QUOTE (pinky @ Dec 10 2008, 18:25)
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

and why's that? seeing as my reply was structured exactly like his, just proving i can be as e-hard
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L0uNGeR  
Posted: Wednesday, Dec 10 2008, 23:55
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Ya, that's what I said.
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Tb doesn't seem to have any effect on my car. I put in 8.00 but nothing tounge.gif
How much would Tb be, and I want ultra brakes?

B = 999999.0 Kg
Tv = 500.0
(Wc-) m_fTractionCurveMin = 2.50

This post has been edited by L0uNGeR on Wednesday, Dec 10 2008, 23:59
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ToxicNinjaX  
Posted: Wednesday, Dec 10 2008, 23:58
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From what i have experimented with... 0.0 Tb would be very very bad brakes... the higher the number the better the hgiher the brake pressure.. put it at 1.00 and your wheels should lock up.. depending on your wheel traction.

updated by the way!


Oh if you want ultra good brakes.. it think it would be a good idea to set Tbb.. Tire Brake Bias to 0.50 and Tb to 0.30 or 0.25
any higher and it would/should skid.
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 00:00
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Ya, that's what I said.
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oooww, so 8 is a little high dozingoff.gif

Edit: Doesn't seem to work.

Well I'm posting it since I can't get it to work

CODE

; A        B         C     D  E   F   G       Tt   Tg Tf    Ti  Tv    Tb   Tbb  Thb  Ts
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.3  0.50 0.7  35.0

Wc+  Wc-  Wc-  Ws+  Wbias   Sf   Scd  Srd  Su   Sl    Sr   Sb     Dc  Dw  Dd  De   Ms   Mv      Mmf      Mhf  Ma
1.30 2.50 13.0 0.15 0.48    2.5  2.5  1.5  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010   0    0


This post has been edited by L0uNGeR on Thursday, Dec 11 2008, 00:17
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ToxicNinjaX  
Posted: Thursday, Dec 11 2008, 00:05
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yeah what should work for good brakes would be set all 4 tires for the bias so that you have front and rear brakes that brake at the same with with just enough pressure to NOT make it skid but to stop it rather fast. experiment with it on the taxi...

good idea to set the same stats for Taxi1 and Taxi2 unless you know which taxi is which.


CODE

TAXI         1700.0  5.0   85 0.0 0.0 0.0    0.0  5  0.15  1.0 135.0 0.25 0.50 0.0  35.0  1.2  0.95 14.5 0.15 0.48  1.5  0.9  0.9  0.14 -0.18 0.0  0.5    1.0 1.0 0.8 1.5  0.0  25000   440000  0    0



Paste that into your TAXI and TAXI2 lines and steal a taxi and drive with the w button and brake with the s button and if you want to have a laugh hit the handbrake once.
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 00:18
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Ya, that's what I said.
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Maybe Drag also has an impact on the brakes?
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ToxicNinjaX  
Posted: Thursday, Dec 11 2008, 00:25
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We'll find out in a second.. i am gonna test your blueprint now..


EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop.
maybe tool around with your traction more and do a little less brake pressure and more tire traction.

This post has been edited by ToxicNinjaX on Thursday, Dec 11 2008, 00:33
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link626  
Posted: Thursday, Dec 11 2008, 00:27
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crap

the handling.dat makes no difference in car handling. esp acceleration.

i used the phone cheat to gimme the comet car

i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same.

but the car runs the same.

if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars.

i know the handling.dat is loaded because my weapons.xml is loaded successfully.
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ToxicNinjaX  
Posted: Thursday, Dec 11 2008, 00:37
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QUOTE (link626 @ Dec 11 2008, 00:27)
crap

the handling.dat makes no difference in car handling. esp acceleration.

i used the phone cheat to gimme the comet car

i modded it to 0 drag, 97000kg mass, much higher transmission force. my TF is set at 9.9, and it makes no difference if it's 0.3, 0.9, or 9.9. They all accelerate the same.

but the car runs the same.

if the handling.dat actually worked, my car would be a super tank. but it still spins out when hitting other cars.

i know the handling.dat is loaded because my weapons.xml is loaded successfully.

link..check and make sure that you have a filelist.pak that is 8 bytes & a filelist.pak.magic that is 13,329 Kb... in
\Rockstar Games\Grand Theft Auto IV\pc\data

if you do.. i would suggest deleting handling.dat then make a copy of handling.dat.magic and rename the copy to handling.dat and then try to do it again.. and edit it.
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 00:50
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Ya, that's what I said.
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QUOTE (ToxicNinjaX @ Dec 11 2008, 00:25)
We'll find out in a second.. i am gonna test your blueprint now..


EDIT: wow nice feltzer.. hmm it seems liek your brakes are altered if you want to be sure of it put 0.0 in Tb and try to stop.
maybe tool around with your traction more and do a little less brake pressure and more tire traction.

Thanks, I also like it, especially on vehicle density 100 lol.gif
Gonna try your suggestions now
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link626  
Posted: Thursday, Dec 11 2008, 01:46
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nevermind. got it to work now after using the modded filelist.pak.

car is fukcing crazy
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ToxicNinjaX  
Posted: Thursday, Dec 11 2008, 02:06
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Image updated! devil.gif
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 02:23
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Ya, that's what I said.
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Meh I still can't get it to work, I've tried a lot of things.

It's true that the Tb and Thb values have the opposite effect right?
Edit: Oh, they don't, then how is your Taxi's Thb of 0.0 funny?

Also a problem is that the vehicle falls over when driving sidewards and breaking, how can I prevent this?
Edit: OK, multiplying both 'Sf' and 'Scd' by 4 seems to help allot.

This post has been edited by L0uNGeR on Thursday, Dec 11 2008, 02:50
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ToxicNinjaX  
Posted: Thursday, Dec 11 2008, 02:46
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centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?


Edit: Care to type up info about all of the suspension fields you know about? scd etc.. what they do and so forth

This post has been edited by ToxicNinjaX on Thursday, Dec 11 2008, 02:51
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 02:52
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Ya, that's what I said.
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QUOTE (ToxicNinjaX @ Dec 11 2008, 02:46)
centreofmass.. set your values to 0.0 0.0 0.0 and it should be more resistant to tipping over.. the 0.0 thb was suppsoed to be funny because the car basically just kept going.. like no brakes. it did that for you right?

Ok will also try the centreofmass values.
About the taxi, yes it didn't brake, while I thought that flipping over was the actual fun.
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 03:53
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Well I've tried allot but it's still not as I want it to be.
It seems that it's impossible to do, since every value-change has a downside to it.

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.
Can you check it out to see if you can make it jump less?

CODE
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.6  0.50 0.7  35.0  1.30 2.80 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010  0    0
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KickyMcAssington  
Posted: Thursday, Dec 11 2008, 11:14
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QUOTE (L0uNGeR @ Dec 11 2008, 03:53)
Well I've tried allot but it's still not as I want it to be.
It seems that it's impossible to do, since every value-change has a downside to it.

Here's my current config, it's rock solid with acceleration and braking, yet it jumps like crazy on little bumps.
Can you check it out to see if you can make it jump less?

CODE
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.6  0.50 0.7  35.0  1.30 2.80 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010  0    0

You've got your Wc+ ( the m_fTractionCurveMax setting) and Wc- (the m_fTractionCurveMin setting) reversed.
So you've got a higher minimum traction then your maximum traction.
That's bound to mess something up biggrin.gif

1.30 2.80 need to be reversed, so:
CODE
FELTZER    999999.0  0.1   85 0.0 0.1 -0.24   0.0  5  0.50  1.0 500.0 0.6  0.50 0.7  35.0  2.80 1.30 13.0 0.15 0.48  15.0  1.4  2.0  0.08 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0  30000   440010  0    0
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L0uNGeR  
Posted: Thursday, Dec 11 2008, 20:53
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Ya, that's what I said.
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The setting is wrong, I agree, but it has nothing to do with my jumping car.
The Sf value of 15 is probably too high.
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Fabio206  
Posted: Friday, Dec 12 2008, 00:22
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Ppl, try this 1 biggrin.gif


CODE
TURISMO   60000.0  7.0   85 0.0 -0.06 -0.18  0.0  5  0.23  1.0 160.0 0.34 0.65 0.7  35.0  1.50 1.25 13.5 0.12 0.48    2.0  1.3  1.3  0.12 -0.13 0.0  0.5    0.0 0.0 0.0 0.0  0.0  110000  440010  1    1
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ToxicNinjaX  
Posted: Friday, Dec 12 2008, 16:37
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anyone know what anymore stuff does?
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