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Gta 5 realistic handling
Gta 5 realistic handling











gta 5 realistic handling

You’ll find some cars behave totally unlike others, even if you give them identical handling.cfg data. So -0.150 means 150 mm ground clearance, a common value for normal cars in Europe.

  • Ride height is SuspensionLowerLimit and uses metres below the floor of the car.
  • Width, Length and Height are all in metres and can use the real values.
  • Kerb weight is already in kg so you can use that directly.
  • Even if SpringRate and DamperStrength are not changed!)Ī couple of settings can be the real, metric values. (Widening the range of the suspension makes it softer and vice versa. It also includes a Suspension Helper, since suspension works very strangely. It also edits carcols.dat and nearly every text-based format in GTA3, Vice City and San Andreas. I made CFG Studio 2 so you can work on the file like it’s a spreadsheet. I recommend going there are talking to other modders, if you aren’t already. Unfortunately the forum is incredibly slow at the moment so I wasn’t able to find it. I saw a topic on GTA Forums where someone was trying this in GTA4, made several releases and neat videos. I did this for every vehicle in GTA3 and again for all the wheeled vehicles in GTA Vice City. San Andreas allows particularly realistic acceleration a top speed by using a high EngineIntertia setting, the TopSpeed flag and a lower Drag value. Getting some R* cars to behave like their nearest real-world counterparts took a long time. It has far to much stopping effect, so handbrake turns and stunts are far too difficult! Sadly I never found a way to change the handbrake.

    gta 5 realistic handling

    If your weight, grip, suspension and Centre of Mass settings are sensible then this usually feels about right, although I never measured it. If you’re working in a different edition, try my complete list of tutorials.Īcceleration in San Andreas allows much more control than the earlier games.įor braking, I choose the highest value which only just avoids ‘locking’ any wheel when braking in a straight line on flat, dry tarmac. Start to understand handling.cfg by reading my short description of each setting. But my step-by-step approach can achieve more realistic performance in any of them. You will need slightly different values since the physics were enhanced in each game. GTA San Andreas is based on the earlier editions. (Stats based on the Evo X mention earlier) What I mean to say is, do you have any formulas or any easier way to figure out how to convert a car with a 0-100 km/h of 3.7 s, 0-160 km/h in 10.8 s, electronically limited top speed of 249 km/h (which I will change later probably), with a brake distance of 112 ft.

    gta 5 realistic handling

    It was a particularly well-written question, so I’ll quote it here and then answer it in detail. RonMar Diel wrote in about applying real-world research into sports car performance to the 3D games in the GTA series.













    Gta 5 realistic handling