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[WIP] GTAIV IRL Handling Mod
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Viba  |
Posted: Saturday, Dec 20 2008, 12:25
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Player Hater

Group: Members
Joined: Dec 20, 2008


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GTA IV IRL Handling ModAll DOWNLOADS here( Version 1.0: DOWNLOAD 1 | DOWNLOAD 2 | Youtube VIDEO) ( Version 1.1: DOWNLOAD 1 | DOWNLOAD 2) Changes in version 1.1: - Fixed the tipping over to a point where some cars imo tip over pretty realistically - Changed steeringlock, traction values, suspension values, mass values etc. - Started modding the NRG900. ( Version 1.2: DOWNLOAD 1 | DOWNLOAD 2) Changes in version 1.2: - Fine tuned almost every modified value - Biggest change probably the new engine "characteristics", the cars accelerate more accurately&responsively now ( Version 1.3: DOWNLOAD 1 | DOWNLOAD 2) - Getting closer to the final version regarding the cars, imo. Changes in version 1.3: - Tested several cars and fixed them if they tipped over too easily - Suspension changed, gives a bit better handling and acts more like irl - Fine tuned even more ( Version 1.4: DOWNLOAD 1 | DOWNLOAD 2) Changes in version 1.4: - Now with low-speed, normal-speed and high-speed versions! High-speed being the original speed like in the earlier versions. Just remember to rename the handling file you want to use to plain "handling.dat". Choose according to your taste of speed  - Several values modified - Traction - Reduced speed of the slower cars This mod started as "just testing some settings here in handling.dat" but turned out into modding all vehicles and using excel as a tool for that, and the goal was to get a better game experience with more real life -like handling. It's still a bit of a Work In Progress but it's far more better than the original handling.dat imo  Acceleration, traction, suspension, handling flags, drag, braking, mass etc. values have been changed in this mod. All cars have been modded, some of the bikes too (not too great achievements there though) . Helicopters and boats have not been modified To be able to play the game with the modified handling.dat or any other modified game file you need to apply aru's File Modding Ability Patch (http://www.gtagaming.com/downloads/gta-iv/tools/1816) After that replace the handling.dat file in Grand Theft Auto IV\common\data with the one included in the zip. If something goes wrong i have also the original handlin.dat in the package. I have also included the excel file in the package, feel free to improve it or just play with the settings! Just copy&paste the values from the excel file to the handling.dat file, after that check that there is no empty spaces between the lines and all the non-handling-data lines start with " ; ". Give suggestions and report possible bugs/bad handling etc. and the mod will progress faster, thank you Have fun gaming and modding! - Viba
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rebel_36  |
Posted: Saturday, Dec 20 2008, 17:13
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dot connectah

Group: Members
Joined: Mar 14, 2004


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just tested it and this is a really good start Viba  ive tried myself at making something like this but while messing with the traction settings my car would either roll over or not turn enough, i soon cancelled my efforts cause im not that good at making handlings. some cars roll over, for example the futo, sabre GT, suvs and more. my suggestions: -reduce acceleration, the comet goes off like a F1 car!  -make turns just a little harder to take, the steering angle seems a bit too easy sometimes, especially while not driving fast. for harder turns, theres still the handbrake. the break force settings seem pretty balanced and well adjusted from what ive tested so far. I just love using the handbrake now, finally i can slide into turns without ending in the wall ahead  im wondering, how did you adjust the settings for all cars? have you messed with 1 particular car (comet for example) and then applied the calculations you have used for that one car to all the other cars? maybe using one of the dozens of handling editors would make things easier for you? (unless youre more comfy with excel) anyway, this is really promising and just what ive been waiting for, i hope you keep updating it until its perfect, keep it up
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Viba  |
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Player Hater

Group: Members
Joined: Dec 20, 2008


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| QUOTE (f4lcon @ Jan 5 2009, 19:58) | just registered to comment this mod, as I was instantly searched something right after the game came to pc and this was the most useful. after several cars tried esperanto and the honda accord (don't remember the name) they are flipping over when cornering too hard and/or using handbrake. noticed something else: the cars still "bouncing" if they would have 200mm travel suspension when jumping. at least they are not leaning so badly when cornering (suspension seems stiffier) I am still trying different cars, and will come back with comments, keep up the good work! edit: tried some other cars to their knees, blista compact and primo both seems okay, the mercedes slk (feltzer?) is also okay. to all of them: they just seem to be very lightweight. jumping too high and too far. plus the extra travel of suspension... but still: it is WAAAY better then the original. |
What version did you try? In 1.3 they should not tip over, but can't say the same for the 1.4, since the traction changed so much.. I tried testing several cars and fix them but some may have gotten past the "security check"  I also noticed the "featherness" of the cars if one may say so, a little bump and they fly a long distance, damn rockstar settings  . Don't know if that is easily fixable with handling file modifying, I could try to up the mass by 150% or something like that. Haven't noticed the suspension bouncing though? Could you explain it a bit better? Thank's for the reply
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LocutusH  |
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Crackhead

Group: Members
Joined: Jan 6, 2009

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Hi Ive just tested your 1.4 version. I must say, that all cars are still too fast. Tried to do Brucies race just, and its almost impossible, since if you speed with them, its so fast, that you can not follow whats happening  The controls themself seem to be good, i havent seen any big problems with this. I have no problem makin the cars faster than they are normally, but this is too much. You should reduce them all. This way even the CRX like car (blista?) does F1 like performance... lol. Even the sportscars are too fast. I think you need to find a halfway between default, and the settings right now in 1.4. One more thing: Have you considered raising the damage, to be a little more realistic? I dont mean the doubledamage mod thats already out, i think thats a bit too much. But an increase of say 25%, so that BIG impacts do cause BIG deformations would be good...
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Viba  |
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Player Hater

Group: Members
Joined: Dec 20, 2008


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| QUOTE (LocutusH @ Jan 6 2009, 19:28) | Hi
Ive just tested your 1.4 version.
I must say, that all cars are still too fast. Tried to do Brucies race just, and its almost impossible, since if you speed with them, its so fast, that you can not follow whats happening  The controls themself seem to be good, i havent seen any big problems with this.
I have no problem makin the cars faster than they are normally, but this is too much. You should reduce them all. This way even the CRX like car (blista?) does F1 like performance... lol. Even the sportscars are too fast. I think you need to find a halfway between default, and the settings right now in 1.4.
One more thing: Have you considered raising the damage, to be a little more realistic? I dont mean the doubledamage mod thats already out, i think thats a bit too much. But an increase of say 25%, so that BIG impacts do cause BIG deformations would be good... | I could make a "high-speed" version and a "normal-speed" version of the mod, imo the speed is great now, but that's just me  Damage modifying crossed my mind a bit, but if I modify it im probably only going to change the deformation multiplyer.
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Viba  |
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Player Hater

Group: Members
Joined: Dec 20, 2008


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| QUOTE (LocutusH @ Jan 6 2009, 23:20) | | QUOTE (Viba @ Jan 6 2009, 19:08) | Just download the 1.4 version again, added a normal-speed version in the package  Changing the mass could solve some problems, but it would create a bunch of new also. I must take a closer look at that when I have some more sparetime! |
What do you mean by "normal speed" ?
Ive tried both handling.dats in this package, but even the normal is way too fast... and the "fast" is just lol Rumbling around at warp 9.9, and almost every car rolls in the curves, and the sportscars fly kilometers on every jump... Its fun, but... |
Well  These are opinions but imo the normal-speed is quite like the cars would perform in irl. The fast-speed is a bit too fast yeah but some like it? Like me  And seriously, not every car rolls in the curves. Some cars maybe but not many. But irl if you're driving a minivan 200km/h and turn the wheel all the way, pretty sure something like a roll-over is going to happen? And keep in mind, this is still a work in progress
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