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 [handling.dat] Explained

 graphical interface showing the options!
 
morphadron  
Posted: Tuesday, Dec 16 2008, 17:20
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QUOTE (chin @ Dec 16 2008, 16:27)
How to set braking correctly?


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


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

Well thats a bit tricky.Just like u said, Thb has no effect as I first saw, and is not
even in the description.
SA had brake force, bais and abs.So my first shot was its abs(which would be great)
but does inpact the hand brake, hence the name , ... dooh.
So the wheels lock up easily which sucks if you'r playing with digital control.
Only way is to set "m_fTractionCurveMin" (Wc-) higher.But that changes also
acceleration grip.

btw. I think 1.0 is the max value for "braking force".

This post has been edited by morphadron on Tuesday, Dec 16 2008, 17:24
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L0uNGeR  
Posted: Tuesday, Dec 16 2008, 17:50
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Ya, that's what I said.
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QUOTE (Beady. @ Dec 16 2008, 12:20)
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

It's coming, and I think it's gonna be sweet.
Probably not the most respected tool, since "handling.dat" is one of the easiest things to mod in GTA.
Nevertheless, it will have sweet features and should be a relief for less experienced users. For example it will have options saying "Make (All) Vehicle(s) ...% faster/slower", "Make immune" and "Make Drifter".
Ultimately it should have sliders, which will automatically modify multiple values, based on their initial balance, plus easy checkbox-style display for model/handling flags.

For whoever wants to know, I have chosen AutoIt as the language to build the tool. This because it's VERY easy to do nearly everything you want in Windows. So yeh, it will probably stay a Windows-only application, though there will also be an x64 version.
In it's current stage it doesn't have editing or saving capabilities yet, just data parsing, display etc.

@vend3r
  • That's also how I have created my immune vehicle, I don't understand why people say that it's impossible while they haven't even tried it.
    I've heard that it's not 100% though, it can still take damage from rockets and grenades, I haven't tested this yet.
  • I haven't thought about the vehicle edit only method, sounds like fun though smile.gif


This post has been edited by L0uNGeR on Tuesday, Dec 16 2008, 18:20
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iPlayboy  
Posted: Tuesday, Dec 16 2008, 18:02
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I would like to know which attribute increases the acceleration of the cars after lets say a sharp curve you get pretty high curbed what really sucks....

anyone can help ?
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L0uNGeR  
Posted: Tuesday, Dec 16 2008, 18:22
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Ya, that's what I said.
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QUOTE (iPlayboy @ Dec 16 2008, 18:02)
I would like to know which attribute increases the acceleration of the cars after lets say a sharp curve you get pretty high curbed what really sucks....

anyone can help ?

[C] fDragMult: Drag. Lower is less drag, so better speeds. Try 0.1
[Tf] m_fDriveForce: Acceleration power. Try (Default x 3)

I have such values on a VERY heavy vehicle though, so watch it tounge.gif

This post has been edited by L0uNGeR on Tuesday, Dec 16 2008, 18:25
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Intosia  
Posted: Tuesday, Dec 16 2008, 18:51
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I'm random! ^^
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QUOTE (L0uNGeR @ Dec 16 2008, 17:50)

For whoever wants to know, I have chosen AutoIt as the language to build the tool. This because it's VERY easy to do nearly everything you want in Windows. So yeh, it will probably stay a Windows-only application, though there will also be an x64 version.
In it's current stage it doesn't have editing or saving capabilities yet, just data parsing, display etc.

Nice man! Im a AutoIt fan myself biggrin.gif Love that tool. If you need help, let me know would love to help out smile.gif
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ToxicNinjaX  
Posted: Wednesday, Dec 17 2008, 20:29
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ya prolly not gonna finish this. Can't be bothered lol.
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patiently  
Posted: Wednesday, Dec 17 2008, 23:01
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Bumping cuz people keep asking questions about handling answered in this thread.
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bolbronx  
Posted: Wednesday, Dec 17 2008, 23:23
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QUOTE (link626 @ Dec 11 2008, 01:46)
nevermind. got it to work now after using the modded filelist.pak.

car is fukcing crazy

Could you explain what you did, cause my edits dont work
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ToxicNinjaX  
Posted: Thursday, Dec 18 2008, 23:39
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If this gets pinned i'll update all the attributes
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0ne  
Posted: Friday, Dec 19 2008, 02:18
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I made a handling editor:

GTA IV HANDLING EDITOR V1.0
http://www.gtaforums.com/index.php?showtopic=385566

It includes a Backup\Bypass tool so your modifications will work in game.

I didn't add any descriptions to the values yet... but will in the future.
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FunGt  
Posted: Tuesday, Dec 23 2008, 17:12
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Good tutorial. If you know how to replace the unknown values tell me.

This post has been edited by FunGt on Tuesday, Aug 4 2009, 13:11
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link626  
Posted: Wednesday, Dec 24 2008, 14:57
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i want to make a car handle like it's on rails.

perfect turns without sliding.

can anyone do that?
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Dweirdo  
Posted: Wednesday, Dec 24 2008, 15:39
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nice, i really appreciate ppl who try to help the noobz.
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hazeyo  
Posted: Wednesday, Dec 24 2008, 16:26
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i was messing around with the suspension for the cars and these are my findings for ride height and the upper and lower limits

(Su) m_fSuspensionUpperLimit: maximum upper limit that the suspension will travel in relation to the height of the car
(Sl) m_fSuspensionLowerLimit: maximum lower limit the suspension will travel in relation to the height of the car
(Sr) m_fSuspensionRaise: actual height of the car (0.0 is default height)

and from my findings i have come to believe the multiplyer is set in centimeters (ie a SU of .10 would allow the suspention to tavel about 3 and half inches up from is orginal right height, and SL of -0.15 would allow for about 6 inches of travel down from the cars original ride height, so that would give the car about 10-11 inches of total suspension travel) i like the way R* did this it makes it much easier to adjust right heights and suspension travel for when we start importing cars
lol.gif biggrin.gif

i hope my finding can help out some how
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VercLen  
Posted: Wednesday, Dec 24 2008, 19:45
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QUOTE (link626 @ Dec 24 2008, 14:57)
i want to make a car handle like it's on rails.

perfect turns without sliding.

can anyone do that?

I basically followed this link :
GTA IV IRL Handling Mod

Then did some very small modifications :

user posted image

It handles quite nicely, has *amazing speed & acceleration*, and has a few problems with small bumps at high speed biggrin.gif
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Gizza  
Posted: Saturday, Jan 10 2009, 07:14
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What do i need to change in order to stop my cars from flipping over when turning a corner etc....

kinda annoying driving and rolling 6 or 7 times and cant get it over cause its so heavy :S

cheers
Gizza
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Marduk123  
Posted: Saturday, Jan 10 2009, 08:43
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center of mass =0.3 at the center
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Gizza  
Posted: Sunday, Jan 11 2009, 09:21
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QUOTE (Marduk123 @ Jan 10 2009, 08:43)
center of mass =0.3 at the center

what centreofmass am i chaninging? x y or z?

atm my cars are flipping over as soon as i start em up :S
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FunGt  
Posted: Sunday, Jan 11 2009, 10:38
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QUOTE (Gizza @ Jan 11 2009, 10:21)
QUOTE (Marduk123 @ Jan 10 2009, 08:43)
center of mass  =0.3 at the center

what centreofmass am i chaninging? x y or z?

atm my cars are flipping over as soon as i start em up :S

You have to increase Z center of mass to stop the car flip.
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rebel_36  
Posted: Sunday, Jan 11 2009, 13:48
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dot connectah
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decrease*
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