There is a resource for those that use FiveM called "vehicleDebug". This tool along with this guide is great. This guide gave me guidance on what I needed to look for and vehicleDebug allowed me to test numbers in real time without needing to restart the resource for every tiny change.
Once done, copy my new handling and paste it into the vehicle's handling file.
@Ze-Doctor strange. Check the install log file for errors
Also try running as admin.
Make sure you don't have other apps open and crap running in the background. Could also be your antivirus or firewall software or that you don't have an admin account.
If you're building a map that big, menyoo is not what you should be using. Its outside of my remit, but you need to be looking at creating a Ymap in codewalker. Menyoo for props is horrendously inefficient for memory, which is why the limit is there.
thanks, if i see that before it would save me some time but whatever, i didnt see your massage but i figured it out by my self
i will explain you guys what i figured out quickly.. (and in case i will forget it my self, its kinda reminder for my self)
first LODS/HD LODS work together, if you edited your .ymap and added/removed <items> then your LODS will break!
explanation of terms of .ymap for lods
<flags value> = its the flags of the models that you are going to use, try to not use 0, copy the numbers that already exists in your ymap/other ymap files for example "1572872"(basically it tells the game if its a physics model or something, check in codewalker theres a full list of them)
<parentIndex value> = it tells the game what LOD model to tie to what HD model, i mean what LOD model will be replaced by the HD model when you get closer to it. now on the LOD .ymap file it must be "<parentIndex value="-1"/>" for all <items>.
on HD .ymap you must count indexes, it means you start counting <items> from top to bottom in LOD .ymap when the first <item> is index number 0 and the second <item> is index number 1 and the next <item> will be number 2 and 3 and so on..
you just need to count <items> from LOD .ymap to <parentIndex value> in HD .ymap
it might be alittle bit of a problem if LOD models and HD models names arent similar (use openiv to view models if you not sure!)
<lodDist value> = in both HD/LOD it controls the distance you see models from(ex if you set it to 500 then if you get closer than 500 you will see the model)
<childLodDist value> = in HD .ymap you must set it to 0 in all <items>, in LOD .ymap you must set it to your <lodDist value> from HD .ymap (it makes the game know when the LOD disappears and when to replace it by the HD model)
edit: dont forget to make sure <numChildren value> is set to 1 in LOD .ymap
another edit: make sure to set <flags value> and <contentFlags> same as i did at the top of the file (in HD .ymap set it to <contentFlags value="1"/>)
Not sure about the finer points of doing it, but one thing to look at would be the damage the aircraft can sustain before exploding. Have a read of this thread as it's related to that.
Might be possible to do something like increase the aircraft's ability to sustain damage & resist exploding, but put all of the damage into the engines forcing it to lose control & plummet out of the sky. With a high collision damage value you might possibly be able to control whether it explodes when it hits the ground or not too.
Don't think many people have done much investigation into vehicle damage & stopping vehicles exploding (even tho it is possible), so I wouldn't expect to find any mods that cater to it. I haven't seen any per se.