GTA Modification Forums
Making Handling Lines Hey Modders, read this....
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Edward_FFS  |
Posted: Wednesday, Sep 5 2012, 23:49
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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Yeah, I'm really sorry for it, it's not on purpous  Well, the variables are the same, just need to be altered in a different way. SUSPENSION: Soft suspension will improve drifting smoothness. Hard suspension can be good for tighter corners or other ends, but it can get a little difficult to handle. TRACTION: These values are very important. A low value on the multiplier will decrease grip, so, for smoothness decrease it. As for the traction loss, you can put it equal as the multiplier, or a higher number. I recommend a higher number, so you won't be doing an endless burnout before going. As for the the Traction Bias, a lower value will the the car more stable, the tail will be centered more easily. For long drifts, I recommend not putting it too low, but low enough for you to control it. CENTER OF MASS: Backwards. Shift it backwards, but don't abuse. You can try to lower the Z coodinate to lower the COM. TURN MASS: The is the mass your car will have when turning, and considering the center of mass you've adopted, you have to balance this on your own. Higher value will make the tail go to the outside of the turn (considering you put it backwards). You get the idea?  WEIGHT: 1100-1400. Almost all Formula D and D1GP have weights like this. Lighter cars RULE! TORQUE & ACCELERATION: Depends on what you're looking for. But when raising torque, don't forget to raise acceleration too. And I allways set the Drag Multiplier to 1.0, but that's up to you. Any further questions?
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SasakiHD2  |
Posted: Tuesday, Sep 11 2012, 20:52
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Im Nice but i can bite.

Group: Members
Joined: Apr 28, 2012

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| QUOTE (Edward_FFS @ Tuesday, Sep 11 2012, 19:45) | | Don't you have a link to the model? | it came from the site's skydrive page.For Some Reason It did not come with any Handling lines or IDE lines. click JOJO>dio_set.zip originally it changes the combine harvester but i renamed it to MONSTER. either way it Didn't work. and if its possible this is their IDE. originally for combine harvester | CODE | | COMBINE 8500.0 48804.2 5.0 0.0 0.3 -0.2 90 0.88 0.7 0.46 5 140.0 25.0 80.0 4 D 10.00 0.45 0 27.0 1.2 0.10 0.0 0.47 -0.11 0.5 0.0 1.20 0.43 10000 12c008 20 0 1 20 |
the IDE for Combine Harvester (Back Wheel had to be 2.2 for it to look right) | CODE | | 532, combine, combine, car, COMBINE, COMBINE, truck, ignore, 5, 0, 0, -1, 2.2, 1, -1 |
And IDE for MONSTER that i changed it to. | CODE | | 444, monster, monster, mtruck, MONSTER, MONSTER, truck, ignore, 1, 0, 0, -1, 1.5, 1.5, -1 |
i might do a video on this.
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Edward_FFS  |
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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| QUOTE (oksa8 @ Saturday, Sep 15 2012, 13:50) | | Yes, but please be more patient. Edward_FFS is one of the few people around here who actually do requests. He has his own life too, you know? |
Thanks ---------------------------------------------------- Well, I changed my Harvester for it, and... Are you sure the problem is in the handling/vehicles lines? Because the wheels slide, but doesn't show any smoke, and it keeps "floating" down the road, like a destroyed car without wheels. Maybe, there are no dummies on the wheels or something? I don't know crap about GTA 3D modelling, but you should ask someone who actually does, to check this model. If the problem is not on the model, I'm afraid I won't be much help...  I didn't try to put it on monster because it would be that same exact thing. This post has been edited by Edward_FFS on Sunday, Sep 16 2012, 13:19
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SasakiHD2  |
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Im Nice but i can bite.

Group: Members
Joined: Apr 28, 2012

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| QUOTE (Edward_FFS @ Sunday, Sep 16 2012, 13:16) | | QUOTE (oksa8 @ Saturday, Sep 15 2012, 13:50) | | Yes, but please be more patient. Edward_FFS is one of the few people around here who actually do requests. He has his own life too, you know? |
Thanks ----------------------------------------------------
Well, I changed my Harvester for it, and... Are you sure the problem is in the handling/vehicles lines? Because the wheels slide, but doesn't show any smoke, and it keeps "floating" down the road, like a destroyed car without wheels. Maybe, there are no dummies on the wheels or something? I don't know crap about GTA 3D modelling, but you should ask someone who actually does, to check this model. If the problem is not on the model, I'm afraid I won't be much help... 
I didn't try to put it on monster because it would be that same exact thing. | well im sorry about that i was trying my best to wait.
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mateogon  |
Posted: Thursday, Sep 27 2012, 03:03
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Player Hater

Group: Members
Joined: May 26, 2012

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| QUOTE (Edward_FFS @ Wednesday, Sep 5 2012, 23:49) | Yeah, I'm really sorry for it, it's not on purpous 
Well, the variables are the same, just need to be altered in a different way.
SUSPENSION: Soft suspension will improve drifting smoothness. Hard suspension can be good for tighter corners or other ends, but it can get a little difficult to handle.
TRACTION: These values are very important. A low value on the multiplier will decrease grip, so, for smoothness decrease it. As for the traction loss, you can put it equal as the multiplier, or a higher number. I recommend a higher number, so you won't be doing an endless burnout before going. As for the the Traction Bias, a lower value will the the car more stable, the tail will be centered more easily. For long drifts, I recommend not putting it too low, but low enough for you to control it.
CENTER OF MASS: Backwards. Shift it backwards, but don't abuse. You can try to lower the Z coodinate to lower the COM.
TURN MASS: The is the mass your car will have when turning, and considering the center of mass you've adopted, you have to balance this on your own. Higher value will make the tail go to the outside of the turn (considering you put it backwards). You get the idea? 
WEIGHT: 1100-1400. Almost all Formula D and D1GP have weights like this. Lighter cars RULE!
TORQUE & ACCELERATION: Depends on what you're looking for. But when raising torque, don't forget to raise acceleration too. And I allways set the Drag Multiplier to 1.0, but that's up to you.
Any further questions? | TY, sorry for the delay but i kind of quitted gta. and yeah i have a last question, what do you mean with hard/soft suspension? could you give me an example? and do you have any good handling flags for drift? or any program to easy edit flags?
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Nubb3r  |
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Player Hater

Group: Members
Joined: Sep 29, 2012

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This is my first post, so id like to say hello to the GTA FORUMS!! Im a 19years old German student and play mainly San Andreas (since 2004) I have some experience with modding, but not scripting.
my question, or rather request is about the handling files from the Hunter, or helis in general. I would like the Hunter to behave like the Viper Attack Helicopter from Battlefield 3, or at least be similar is there anyone who did that? If not, could someone help me with that a little?? of course, I will read tutorials and stuff, so i dont ask someone to do the work for me... If its not possible, ok.. But I just wante to get rid of the yoyo-ish behavior of the yawcontrol for the helicopter and planes in general, or at least change it.. this is the most importand thing to me, the rest is actually fine...
greetings from Nubb3r!
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Dennissuperm  |
Posted: Wednesday, Oct 3 2012, 08:38
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Player Hater

Group: Members
Joined: Nov 24, 2009

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Can u make a handling line and a ide with these specs?
Drive: Rear wheel drive Engine: 2.0 L turbocharged I4 Transmission: 6-speed manual Wheelbase: 2,430 mm (95.7 in) Length: 3,738 mm (147.2 in) Width: 1,915 mm (75.4 in) Height: 1,202 mm (47.3 in) Curb weight: 790 kg (1,700 lb) Tires front: 205/45 ZR17 Tires rear: 235/40 ZR18 Brakes front: Brembo 305 mm (12.0 in) diameter discs Brakes rear: Brembo 262 mm (10.3 in) diameter discs
Its top speed is 217 km/h (134.9 mph). and can accelerate from 0-62 mph (100 km/h) in 3.9 seconds
Thanks
This post has been edited by Dennissuperm on Wednesday, Oct 3 2012, 08:43
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Edward_FFS  |
Posted: Saturday, Oct 6 2012, 16:31
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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Hi everyone! This will be a big post. ----------------------------------------------------------------------- Firdaus AKA Kidz2424: I took THIS model for testing, and the line did feel a bit heavy, although being quite good! Try this one now: | CODE | | 1150.0 2400.0 2.0 0.0 0.04 -0.48 75 0.70 0.80 0.47 5 350.0 55.0 5.0 R P 8.0 0.45 1 55.0 1.4 0.15 0.0 0.28 -0.039 0.5 0.3 1.25 0.10 35000 c0000000 01780002 1 1 1 |
Lowered the chassis a bit, raised the weight and cut turn mass reduced almost to half so it won't feel that heavy when turning, but it won't drift that wide anymore. ----------------------------------------------------------------------- mateogon: Suspension is easy to change, but a bit tricky to get what you want. First, start with the room you give to you springs and dampers, if you give lots of room for it, it'll be bouncing, and when turning you might roll over, but if you give it a tiny space to compress, it will be almost without suspension at all lol. "Lower limit" value is the distance from the ground, and upper limit is the maximum height you tires will reach when the suspension compresses. My advice: start with the lower limit, adjust the desired height of your car. When this is done, start messing with Upper limit: raise it to make it softer, lower it to make it harder. Damper and Force level are also important. For example, if you have soft dampers and hard springs, your car will literally jump! You get the idea  ----------------------------------------------------------------------- Nubb3r: Never did nothing like that before, I'm not even familiar with the variables -.-' But it's all a matter of trying! ----------------------------------------------------------------------- Dennissuperm: Well, you could have just said we were talking about a KTM X-BOW lol, only a few cars go that fast in 0-62 with a 4-cylinder engine  (sorry if it was supposed to be a surprise) Unfortunately, I didn't find any model of it to GTA SA, so I tested it with a Caterham CSR 260 I have in my game (was the most similar I could find  ) Here: | CODE | | 700.0 1000.0 1.195 0.0 0.1 -0.2 80 0.75 0.8 0.478 5 217.0 13.0 11.2 R P 5.85 0.5 1 46.0 0.25 0.25 1.0 0.03 -0.1 0.5 0.0 0.38 0.60 15000 600900 1708403 1 1 19 |
-> 700 kg (like the real one) -> ABS system (don't know if the real one has, but is better for the track like this) -> 0-100 km/h in 3.85 sec -> Max speed: 217 km/h -> Rear Wheel drive -> Xenon lights Ok, hope this helps you out. If you're making a model of the X-BOW, let me know, I'd like to try it out  ----------------------------------------------------------------------- OGyousif: Well, this is a JDM car, it will never behave like a racecar (The camber angle is WAAY too negative to be a racecar). I took the handling line that came with the model and made this: | CODE | | 1120.0 2000.0 2.0 0.0 0.1 -0.5 85 0.75 0.80 0.469 5 300.0 25.0 10.0 R P 6.0 0.5 1 60.0 1.0 0.20 0.0 0.20 -0.10 0.2 0.2 0.20 0.50 35000 40000800 1604403 1 1 1 |
Weights 1120 kg like the "Tougue Monster" Amuse S2000 GT1, top speed of 300Km/h, ABS System, accelerates quite fast, that's pretty much it, try it out  ----------------------------------------------------------------------- ALL OF THE ABOVE: Sorry for the wait, hope it was worth it, it's not that I don't give a crap about the comunity, but Engineering school doesn't give me many free time :S As usual, if there's anything wrong with the lines, let me know  REGARDS EVERYONE, Edward_FFS
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Dilvan  |
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Player Hater

Group: Members
Joined: Oct 6, 2012

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