IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules GTA Modification Forums

Post vehicle requests in the Mod Requests topic

Post mod releases in the Mod Showroom

Read the Modding Rules BEFORE posting!

GTAGarage.com
free mod hosting from GTANet, simply login with your GTAForums account details

GTAModding.com
GTANet's modding wiki

GTA Modding Chatroom
provided by irc.gtanet.com (Don't have an IRC client? Click here)


Pages: (7) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [handling.dat] Explained

 graphical interface showing the options!
 
L0uNGeR  
Posted: Saturday, Dec 13 2008, 02:06
Quote Post


Ya, that's what I said.
Group Icon
Group: Members
Joined: Dec 3, 2008

nl.gif

XXXXX



QUOTE (ToxicNinjaX @ Dec 12 2008, 16:37)
anyone know what anymore stuff does?

You were the one teaching newb's right, we have no idea, you tell us tounge.gif
PM
  Top
 

 
ToxicNinjaX  
Posted: Saturday, Dec 13 2008, 16:36
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Dec 2, 2008

XXXXX



bleh, i guess i'll get back to testing soon.
PM
  Top
 

 
illdan  
Posted: Saturday, Dec 13 2008, 19:19
Quote Post


Amazingly stupid
Group Icon
Group: Members
Joined: Dec 13, 2008

ie.gif

XXXXX



(Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h.
PMXbox LivePlayStation Network
  Top
 

 
DuKtape  
Posted: Saturday, Dec 13 2008, 19:41
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 5, 2008

XXXXX



QUOTE (illdan @ Dec 13 2008, 19:19)
(Ti) m_fDriveInertia is the maximum speed of the car, i think that value is km/h.

no velocity is, inertia is the acceleration curve. rly low should mean instant speed, while rly high should be a sluggish smooth band of power tounge.gif
PM
  Top
 

 
L0uNGeR  
Posted: Sunday, Dec 14 2008, 02:41
Quote Post


Ya, that's what I said.
Group Icon
Group: Members
Joined: Dec 3, 2008

nl.gif

XXXXX



sly.gif Ignore this.

This post has been edited by L0uNGeR on Sunday, Dec 14 2008, 02:59
PM
  Top
 

 
iristrauma  
Posted: Sunday, Dec 14 2008, 12:35
Quote Post


Rat
Group Icon
Group: Members
Joined: May 1, 2008

XXXXX



Would it be possble to have a wallclimbing setup for a vehicle..? colgate.gif I have been messing with this file a bit, but still not sure what about some of it does. Im sure I have read somewhere about a modified handling.dat that allows a vehicle to blast up a vertical wall.!

Anybody..? mercie_blink.gif
PM
  Top
 

 
illdan  
Posted: Sunday, Dec 14 2008, 12:48
Quote Post


Amazingly stupid
Group Icon
Group: Members
Joined: Dec 13, 2008

ie.gif

XXXXX



well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall tounge.gif
PMXbox LivePlayStation Network
  Top
 

 
iristrauma  
Posted: Sunday, Dec 14 2008, 13:06
Quote Post


Rat
Group Icon
Group: Members
Joined: May 1, 2008

XXXXX



QUOTE (illdan @ Dec 14 2008, 12:48)
well i dont think thats possible, since i dont know of a cvar that makes an object stick to a wall tounge.gif

I dont want it to stick to a wall, rather, have the acceleration/power/traction/balance to climb the vertical wall. It also will be affected by centre of mass and other factors like weight and drag..Just editing handling.dat could do all this I am sure. Didnt SA/VC have a wall climb mod.?
PM
  Top
 

 
illdan  
Posted: Sunday, Dec 14 2008, 13:46
Quote Post


Amazingly stupid
Group Icon
Group: Members
Joined: Dec 13, 2008

ie.gif

XXXXX



Well u if u learned physics very good and u have the time and the the brain to do it, i salute u smile.gif
PMXbox LivePlayStation Network
  Top
 

 
laso49  
Posted: Sunday, Dec 14 2008, 17:35
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 1, 2008

XXXXX



[Help?] I'm trying to modify my COQUETTE car into a car that is fast, heavy, and immune to guns and RPG etc.. but no luck... Original code
CODE
COQUETTE     1600.0  7.0   85 0.0 0.0 -0.05  0.0  5  0.25  1.0 160.0 0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    1.0 1.0 0.6 1.5  0.0  41000   440010  0    0

to my moded version
CODE

COQUETTE     9999.0  9.0   85 0.0 0.0 -0.05  0.0  5  0.55  1.0 360.0 0.35 0.65 0.7  35.0  1.45 1.15 14.0 0.15 0.48  2.0  1.2  1.2  0.10 -0.10 0.0  0.5    0.0 0.0 0.0 0.0  0.0 1000000  440010  0    0
But it damages easily still and everthing I cant seem to figure it out ><
would anyone mind giving suggestions or showing me how to do it I was using as aResource
translated with http://translate.google.com/ Language:Italian
?
PM
  Top
 

 
illdan  
Posted: Sunday, Dec 14 2008, 17:39
Quote Post


Amazingly stupid
Group Icon
Group: Members
Joined: Dec 13, 2008

ie.gif

XXXXX



i dont think there is a way to make a car immnue to damage.
PMXbox LivePlayStation Network
  Top
 

 
laso49  
Posted: Sunday, Dec 14 2008, 17:52
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 1, 2008

XXXXX



even not immune it didn't even change the amount of damage it takes by lowering it /shrug
you'd think it'd have a difference if
CODE
* (Dc) m_fCollisionDamageMult - Damage to the collision, the "quantity" of damage suffered in shock.
    * (Dw) m_fWeaponDamageMult - Damage to bullets, the resistance of the vehicle with firearms.
    * (Dd) m_fDeformationDamageMult - Deformation for collisions, namely the "quantity" of deformation of the vehicle depending on the strength of the impact.
    * (De) m_fEngineDamageMult - Damage to the engine, namely the "quantity" of damage suffered by the engine in shock.
PM
  Top
 

 
rebel_36  
Posted: Sunday, Dec 14 2008, 19:11
Quote Post


dot connectah
Group Icon
Group: Members
Joined: Mar 14, 2004

jolly-roger.gif

XXXXX



ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast?

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif
PMMSNICQ
  Top
 

 
L0uNGeR  
Posted: Sunday, Dec 14 2008, 19:56
Quote Post


Ya, that's what I said.
Group Icon
Group: Members
Joined: Dec 3, 2008

nl.gif

XXXXX



QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

QUOTE (rebel_36 @ Dec 14 2008, 19:11)
ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast? 

ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well confused.gif

I'm only setting a higher value on '''[Wc-] m_fTractionCurveMin'''
My Feltzer had '''1.05''' and I changed it to '''2.20''' while having a '''[C] fDragMult of 0.1''' and a '''[Tf] m_fDriveForce of 0.43'''

From my experience, these values control most of acceleration and traction that has impact on it.

[C] fDragMult
[Tf] m_fDriveForce
[Wc-] m_fTractionCurveMin


This post has been edited by L0uNGeR on Sunday, Dec 14 2008, 20:02
PM
  Top
 

 
ToxicNinjaX  
Posted: Monday, Dec 15 2008, 01:29
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Dec 2, 2008

XXXXX



sorry for lack of updates i've been feeling lazy.
PM
  Top
 

 
L0uNGeR  
Posted: Tuesday, Dec 16 2008, 01:18
Quote Post


Ya, that's what I said.
Group Icon
Group: Members
Joined: Dec 3, 2008

nl.gif

XXXXX



Don't sweat it, I'm building a handling editor at the moment ph34r.gif
PM
  Top
 

 
patiently  
Posted: Tuesday, Dec 16 2008, 04:06
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 15, 2008

XXXXX



QUOTE (L0uNGeR @ Dec 14 2008, 19:56)
QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. sigh.gif

Share please! smile.gif
PM
  Top
 

 
Beady.  
Posted: Tuesday, Dec 16 2008, 12:20
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 14, 2008

lh.gif

XXXXX



QUOTE (L0uNGeR @ Dec 16 2008, 01:18)
Don't sweat it, I'm building a handling editor at the moment ph34r.gif

go go more editors, so we can make more mod's cool.gif
Users WebsitePM
  Top
 

 
chin  
Posted: Tuesday, Dec 16 2008, 16:27
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Sep 11, 2006

XXXXX



How to set braking correctly?


I set "Tb" to 100, does not working.


More, what is "thb"? orly.gif orly.gif orly.gif
PM
  Top
 

 
vend3r  
Posted: Tuesday, Dec 16 2008, 16:58
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 18, 2007

XXXXX



QUOTE (illdan @ Dec 14 2008, 17:39)
i dont think there is a way to make a car immnue to damage.

Yes there is a way to make a car immune to damage this is how


in the handeling.dat there are 4 different damage modifers

Dc Dw Dd De

here is an example of the 4 in handeling.dat 1.0 1.0 0.8 1.5

Dc = 1.0 m_fCollisionDamageMult (this is the modifer that calculates damage from collision)

Dw = 1.0 m_fWeaponDamageMult (this is the modifer that calculates damage from weapons)

Dd = 0.8 m_fDeformationDamageMult (this is the modifer that calculates deformation from collision)

De = 1.5 m_fEngineDamageMult (this is the modifer that calculates engine damge from collision or weapons)

so in order to make your car immune to all damage simply change all the modifier values to 0.0

a fun thing i'v done is made the police cars take massive ammouts of collision damage and deformation damage while keeping the engine damage default so you can crush them like tin cans without them exploading.

This post has been edited by vend3r on Tuesday, Dec 16 2008, 18:41
PM
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Pages: (7) 1 2 [3] 4 5 ... Last »

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG