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 [WIP] Realistic Driving for EFLC

 updating the popular GTA4 mod for EFLC
 
Killatomate  
Posted: Sunday, May 2 2010, 02:16
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QUOTE (viden @ Apr 25 2010, 20:15)
I dont know if it's supposed to, but cavalcade (cadillac escalade) kinda flips easy in corners, or is it supposed to?
EFLC 1.06

in my next release cavcade will be less likely to flip.

QUOTE
by Viden:
I am currently doing the same lap thing at the airport (one of your youtube videos http://www.youtube.com/watch?v=-m4_3Ys6PzA, where i take any car and do one lap from standing start.
So far i have about 45 laptimes. So far fastest car is Infernus, followed by BulletGT and Police Stinger.
Will continue to write down pretty much all cars laptimes.

i forgot to include the "lap time" list in my 1.0 release. maybe i will include it in the v1.1 release wink.gif
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Rob.Zombie  
Posted: Sunday, May 2 2010, 15:15
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Please in the next release make every vehicle accelerate like their real conterparts. You said like niko and other characters are noobs. Well hell no, all you need to do is floor the car and there you have it. And believe me the CTS-V does 3.8, it's not just said, it's tested. Even with the police package it should still easily do 4.0, since aerodynamics doesn't really count in accelerations, and the police package only includes a working light bar.
As for the bikes I suggest making their suspension much more stiffer than the vanilla. I usually use 7.0 or 8.0 damp level for my bikes.
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Drunk Russian 9  
Posted: Monday, May 3 2010, 22:50
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QUOTE (Rob.Zombie @ May 2 2010, 11:15)
You said like niko and other characters are noobs. Well hell no, all you need to do is floor the car and there you have it.

Listen, what he meant is that we don't have paddle shifters, launch control, traction control & whatever else you find in today's cars. He has to compensate, otherwise the track test results will be skewed, providing more power to the wheels than the car actually has to compensate for lack of launch control.
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Rob.Zombie  
Posted: Tuesday, May 4 2010, 10:36
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Most of the everyday cars come with ABS, ESP and stuff like that. Every sport car today comes with launch control. Paddle shifter won't make you faster, it makes shifting "easier", but some people hate it (like Jeremy Clarkson from Top Gear).
You can simulate "launch control" with adding more grip to the tires. So the car's wheels won't spin. As for the bikes, none of them has launch control or stuff like that, but they still do 2.4 to 100 Km/h (I'm talking about the hayabusa turbo smile.gif)
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Killatomate  
Posted: Tuesday, May 4 2010, 18:31
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my next release will include handling for the Skylift.



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Drunk Russian 9  
Posted: Wednesday, May 5 2010, 00:45
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QUOTE (Rob.Zombie @ May 4 2010, 06:36)
Most of the everyday cars come with ABS, ESP and stuff like that. Every sport car today comes with launch control. Paddle shifter won't make you faster, it makes shifting "easier", but some people hate it (like Jeremy Clarkson from Top Gear).
You can simulate "launch control" with adding more grip to the tires. So the car's wheels won't spin. As for the bikes, none of them has launch control or stuff like that, but they still do 2.4 to 100 Km/h (I'm talking about the hayabusa turbo smile.gif)

Dammit I said we can't simulate launch control because adding grip will change track results. Read my post again. And no paddle shifters are faster, in case you haven't realized yet. Look at the Lemans cars if you don't believe me. [cant type too much finger jammed]

BTW killa awesome handling for skylift=D

This post has been edited by Drunk Russian 9 on Wednesday, May 5 2010, 00:47
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Rob.Zombie  
Posted: Wednesday, May 5 2010, 10:39
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What track results? There's no nürburgring in IV where you can test the cars. Making their acceleration, braking and cornering as realistic as you can. That's the goal. And we still don't need paddle shifters since every IV car is automatic (since it's not you who change gears) even when you can here niko revving the engine. Yeah and forgot to mention that the brakes aren't good enough. A Shelby GT500 for example does 100 Km/h to 0 in 3.0 seconds, so I suggest working on them.
Anyway I made an F430 handling back then, and it does 0-100 like the real F430, and still corners like a real car, so I don't really get your point in the so called track results.
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Killatomate  
Posted: Thursday, May 6 2010, 18:28
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QUOTE (Rob.Zombie @ Apr 30 2010, 08:34)
the Hayabusa bike (Hakuchou) should be doing 0-100 Km/h in 2.7 or more like 2.3 seconds (the Hayabusa Turbo). And I think you misread something, because the Police Stinger (the 2009 CTS-V) does 0-100 in 3.8 seconds. It's the fastest sedan in the world smile.gif If you fix these issues, I think your handling will be perfect.
Ps.: Well me myself couldn't achieve 3.9 seconds with the Ford GT (only 4.8), so I think you made every car a bit worse then it is irl. So I'd make them a bit faster (in acceleration). Other than that, I like your handlings. [/QUOTE]


QUOTE
Yeah and forgot to mention that the brakes aren't good enough. A Shelby GT500 for example does 100 Km/h to 0 in 3.0 seconds


QUOTE
I'm using Simple Native Trainer's speed-o-meter, so that might be the problem


All your measurements were a waste of time, because the native trainer shows the average speed of an 1.3 second time interval.
IT DOES NOT SHOW ACTUAL SPEED.
next time when measuring acceleration use a proper speedometer. sigh.gif
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Anach  
Posted: Friday, May 7 2010, 00:39
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I'm sure this has been asked before, but would you consider a version that includes the TLAD bikes for GTA IV?
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Killatomate  
Posted: Friday, May 7 2010, 01:11
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QUOTE (Anach @ May 7 2010, 02:39)
I'm sure this has been asked before, but would you consider a version that includes the TLAD bikes for GTA IV?

TLAD bikes dont work in GTA IV
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Rob.Zombie  
Posted: Friday, May 7 2010, 13:50
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Average speed of an 1.3 second time interval... Wut? biggrin.gif
I think it's 1 of the best speedometers since it shows exactly how fast you are going (like 125.65 Km/h) I don't think sjaak would put a bad speedometer in his trainer confused.gif
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Killatomate  
Posted: Friday, May 7 2010, 15:32
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QUOTE (Rob.Zombie @ May 7 2010, 15:50)
it shows exactly how fast you are going (like 125.65 Km/h)

*edited*
anyway, i still dont get why sjaak's speedometer needs 3 decimal places.

This post has been edited by Killatomate on Saturday, May 8 2010, 12:05
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Killatomate  
Posted: Friday, May 7 2010, 15:38
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version 1.1 has been completed!

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Download: http://www.gtagarage.com/mods/show.php?id=5529


1.1 Changelog

-handling for a total of 170 vehicles
-reworked "high car damage" handling (vehicles take more collision damage before exploding)

Documentation:
-more detailed Readme file
-added "lap times" list to the info folder

Helicopters:
-Skylift handling created
-Buzzard: reworked landing skids
-Maverick: reworked agility

Cars:
-Cabby: reworked brakes
-Cavalcade: less likely to flip
-Chavos: reworked brakes
-Dilettante: reworked brakes
-Hakumai: reworked handling
-Landstalker: reworked handling
-Perennial: reworked brakes
-Premier: reworked brakes
-Stratum: reworked brakes

Bikes:
-Hakuchou custom: less wheelspin

catspider.gif

This post has been edited by Killatomate on Monday, May 10 2010, 20:09
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Brian_OConner333  
Posted: Friday, May 7 2010, 16:24
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hi, killatomate, i was wondering if you can do something like that for gta sa/vc/III? is it in your plans? i just like that games too, but i haven't seen good handling for them.
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Rob.Zombie  
Posted: Friday, May 7 2010, 19:43
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Something is wrong with either your trainer or your game (maybe computer) I dunno, but it shows exactly what speed I'm doing in every millisecond. I'm using trainer version 5.7, but it was good back in 5.2 too... As soon as I step on the gas pedal the speedometer displays 1 Km/h (even if i rev the engine) the speedometer goes up to 0.05 Km/h or something like that, so it's accurate here. While other speedometers are crap because it goes up to 300 Km/h, while it does only 288 (that's the max speed of GTA)
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Killatomate  
Posted: Friday, May 7 2010, 21:22
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QUOTE (Rob.Zombie @ May 7 2010, 21:43)
[...] it shows exactly what speed I'm doing in every millisecond.

you sure about that?

this picture was taken AFTER the impact. the speedo displays 70kmh although the car is only moving at 25 kmh (0.4 seconds after the impact)
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http://img215.imageshack.us/i/sntspeedo.jpg/
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Rob.Zombie  
Posted: Friday, May 7 2010, 22:55
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dunno as I've said it works good at me confused.gif
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sjaak327  
Posted: Friday, May 7 2010, 23:18
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I guess what you're seeing is a delay, I do know the speedo in simple trainer is correct, as it is using the game's own data smile.gif

So if it is indeed incorrect, it is Rockstar's own game engine that is at fault here.

I tried to recreate this by slamming into a wall, and the speed goes to zero immediately, just as it should be. If this doesn't happen in your game, it seems to me there is some latency issue.

I do know what I'm talking about here, as the speed gets updated each tick, so if you think there is a 1.5 second delay, I would definitely look at your pc, as something is way way off.

Google tick, if you still believe it has a delay of 1.3 seconds LOL !



This post has been edited by sjaak327 on Friday, May 7 2010, 23:35
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Killatomate  
Posted: Friday, May 7 2010, 23:38
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QUOTE (sjaak327 @ May 8 2010, 01:18)
[...]the speed gets updated each tick[...]

did you include "smoothing"? i am very sure the displayed speed is averaged over 1 second.
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sjaak327  
Posted: Friday, May 7 2010, 23:43
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QUOTE (Killatomate @ May 7 2010, 23:38)
QUOTE (sjaak327 @ May 8 2010, 01:18)
[...]the speed gets updated each tick[...]

did you include "smoothing"? i am very sure the displayed speed is averaged over 1 second.

Nope it is realtime, it runs right in the tick, which would be logical, as why would I delay anything. As I said, I cannot reproduce what you have shown on your screenshot, where the speedo indicates 75km/u, If I slam in the wall, or use instant break, the speed goes right back to zero.

The only reason why this would be happening is very bad fps, but even then, it cannot possibly be one second.



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