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[Tutorial Request] How to make proper handling files.



  • Just a tutorial request on how to make a handling file for a car and how the numbers correspond with real life handling.



  • @maybach123 http://www.gtamodding.com/wiki/Handling.meta

    I haven't tinkered with the handling myself yet but on my repack of erfet's rx7 in the future I will... so here's a guide bro :)



  • @maybach123 If you've got any questions feel free to ask me :D



  • @maybach123 - there's quite a few guidance notes in the handling sections of the data files, that if you cross reference and employ suitable maths and reverse engineer how they simplified the handling data format, is not that hard to follow or get right - just takes some experimentation and a good bit of studying and thinking.

    Mind you, but fair play to those who try, the whole concept of 'proper handling files' is kinda a non-starter on a game that's engine uses the questionable subset of data at best.

    Even if you rebuild the data, the shortcut way it's implemented somewhat undoes a lot of the good you attempt - hence why a lot of mods that try to enhance handling (where you run out of scope to fight the game engine flaws) end up being your best route (despite their inherent flawed-by-default coexistence with the game).

    A brilliant example of how the game's underlying handling of vehicle parameters shows in the way torque and traction simulation is implemented by design - where it treats the effect of torque and torque generation in an electric motor 'curve' where in electric motors you get a straight-line curve response, and subsequently it shows in the traction simulation. But, ironically, the simulation of electric vehicles and drive side of handling characteristics isn't too shabby - shame the 'hybrid' vehicles let the side down yet again.



  • @maybach123 Can you help me please with the handling values.



  • @rastakilla what do you need



  • @Frazzlee Can you explain the Drive Force,Inertia, ClutchChangeRateScale values better than the Wiki?

    How do I make 1st gear longer and more torque like with cars?



  • @rastakilla I believe the gear ratios can't be edited, they're generated on the fly by the game using variables like the drive force and number of gears.



  • @TheAdmiester said in [Tutorial Request] How to make proper handling files.:

    @rastakilla I believe the gear ratios can't be edited, they're generated on the fly by the game using variables like the drive force and number of gears.

    I'm gonna keep playing around with these three values.
    Right now 1st gear acceleration just feels to short and stumpy



  • @rastakilla uhm I don't have time right now, but I'll explain on here in detail later



  • @Frazzlee said in [Tutorial Request] How to make proper handling files.:

    @rastakilla uhm I don't have time right now, but I'll explain on here in detail later

    Ok that would be greatly appreciated!!!



  • No one seems to know this question yet, so I am really hoping you have a good idea. How can I make my windshield stronger. It seems to break at the tiniest of fender benders. Yes I did increase the deformation which is a must for my game, but I miss in GTA IV where the windshield was much more realistic. Can you please point me in the right direction to make the windshield never fully break or at least way stronger? Thank you.



  • @Spitfire7 what does this have to do with handling



  • @Frazzlee

    This actually has a lot to do with handling since the deformation is in the handling file. The deformation is connected to the windshield and glass breaking. I was hoping that the author here or someone else who was proficient in the handling file could help. I meant no harm, sorry.


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