[SCRIPT][REL]Manual Transmission & Steering Wheel Support
Manual Transmission & Steering Wheel Support
Download: Manual Transmission
- Stable release: main mod page
- Old releases: GitHub releases
- Nightly: AppVeyor artifacts
Manual Transmission for GTA V
This mod will enable manual transmission for vehicles, using the games' real gear box! There also are plenty of features to emulate a manual transmission car.
Steering Wheel Support for GTA V
This mod adds support for steering wheels since version 4.0! All steering wheels properly compatible with DirectInput should work. Force feedback is fully supported.
- Friendly in-game menu for configuration
- Supports keyboard, controller and wheel input
- Supports for all land-based engine-powered vehicles
- Loads of options for every aspect of the mod!
- Choose between transmission systems - On the fly!:
- Sequential gearbox
- H-pattern gearbox
- Custom automatic gearbox
- Engine and transmission mechanics:
- Engine braking
- Engine damage
- Engine stalling
- Clutch support
- Crashes with a Logitech G920 and ScriptHookVDotNet. If you have knowledge of DirectInput, please do take a look
- Wheel sticks to one side and/or brake/throttle stuck. Try switching the mod off and on again. (Usually happens if V isn't in focus when mod initializes)
Put Gears.asi and the folder ManualTransmission in your GTA V folder (overwrite when asked)
Grand Theft Auto V v1.0.877.1 - v1.0.1365.1
The latest ScriptHookV
Speedometer by @LeFix
NFS Gauge by @XMOD
Thank you to everybody who helped in some way or another
Source code available on Github.
The thing stopped crashing.
You are my hero!
I have a G27 setup on the way just for your mod!
I will be posting a ton of videos when mine arrives.
Not sure if you read my last comment on the mod page but downshifting could use a bit more braking.
Tell us more about this automatic transmission mode.
What handling are you using? I do see a significant slowdown when downshifting, though timing is a bit weird. I'll investigate it when DirectInput features matches 3.0 features.
For automatic I'm thinking of just mapping the selected gears to things like Park, Reverse, Neutral, Drive. Park will just apply handbrake, reverse is normal reverse, neutral is normal neutral and drive is just automatic shifting 1 to N and letting the game shift.
Fantastic MOD. Really Thanks.
I hope some features.
- User Radio Next song, Previouse Song feature. (by Logitech wheel)
- Simple Driving without Clutch ((like Simple Bike) for no clutch user
- Left, Right Indicator Sound (I guess impossible...)
and have questions..
I want use D-pad (of Logitech Driving Force GT) and X,□, O, △ as original game pad.
How Can I configure them.
In My case,
Diable D-pad = 0 setting (Logitech Driving Force GT, win10) on Manual Transmission 4.0 alpha2 not works
But 3.0.2 is OK.
I'm using Simcade Handling
I'll look into changing how engine braking works later.
- That is already possible, if I recall correctly. I think I bound it to the POV hat in the Logitech-versions. I'll probably implement that at some later time once all wheels work and force feedback is implemented.
- That's already possible, turn off clutch catching and clutch shifting
- Sound is out of scope.
That's the POV hat. Will be implemented some time later in 4.0.
Like I said, I'm in process of rewriting everything I used from the Logitech library and DirectInput is not as nice to program with as XInput or Logitechs library.
@ikt awesome work so far
Thanks for Replying.
I tested it with Debug. (I Use Logitech Driving Force GT)
I can't find how to set Clutch=0.
Clutch=IX, IY, IZ, IRx, IRy, IRz, rgSlider1
always the value is to set Clutch=1.
Accel Pedal can only rise RPM but can't run.
clutch value is fixed to 0.500008.
Running is possible. However, I can not Drive smoothly.
Is there any way to set to Clutch=0 ??
I expect next version. Thanks.
Sorry for my poor English.
Any one Who wants to know Button numbers of Logitech Driving Force GT,
Thanks for the info!
I made a typo reading out that setting. Try again now.
ClutchDisable = 1should be set under
O shit, I actually tried playing it and the force feedback seems to be much more direct. Anybody else noticed it with the latest build?
So I changed the OP to a more generic thing. I've also made some changes after the last beta, they can be downloaded from AppVeyor immediately. The full release will probably come soon, but I do want to make some sort of overview video from first person perspective with the wheel and all.
The changes I made are mostly force feedback related. I think the input side is pretty complete now, save from supporting multiple different inputs. That'd be a damn headache getting it squeezed into the settings, so I'll leave it as it is for now. Most sets should plug separate things into the base anyway. If anybody can come up with a way to use 2 parameters for .ini files, you're damn welcome.
There's a few other tweaks too. Mostly oversights. Electric vehicles got their engine damaged, for example. I'll also need to take a look at how to deal with the clutch and automatic transmission.
Anyway that's it. I'm probably just writing it down here because I can't keep track of where I keep all my todos and stuff. Word documents for version keeping suck.
No one has G29 setup?
Wooh, the latest build actually works in conjunction with other mods. The previous build only pressed keys which GTA can see, but a simple change allowed system-level inputs, meaning you can toggle other mods with your steering wheel buttons - like turning on the windscreen wipers in @ImNotMentaL's mod, or lowering the car from inside the car.
Of course not, it's barely a week old and I'm hard at work developing it. Try getting Joystick.exe to work and configure the axes yourself. If I could I would've put a few presets for common wheels already but nobody seems to know
Try it out if you like
@Frazzlee said in [SCRIPT][WIP]Manual Transmission & Steering Wheel Support 4.0:
@ikt I had a G27 all this time, can't believe I've never seen this
Yes it's really as close as your gonna get to GTA Forza..LMAO
Its a really great mod!
If you really wanna have some fun try these mods along with it.
I'm addicted to driving in GTAV now and these mods give cars thier own individual life and feel now.
Eh, I had an idea to make force feedback even more direct, but I'll need to see if I can pull the correct data from the vehicle.
Woohoo, I added wheel-level detailed force feedback. Meaning if you drive on an uneven dirt road, even with a very smooth suspension system you will still feel the suspension being compressed. It's sort of a very detailed precise rumble.
There's a multiplier to change how much this effect affects you, too.
wtf is this shit? looks amazing
A simple transmission override mod if you're using a keyboard or controller, much akin to other racing games.
An entirely new way to experience GTA V if you have a wheel with force feedback
Woop, 4.0.1 released, fixes a few things, makes things a bit better, etc etc.
- Fix crash when force feedback can't be initialized
- Fix wheel radio button toggled on reset
- Fix wheel jerk on reset
- Fix jerky reverse animation
- Disable automatic reversal on motorbikes if
SimpleBikeis turned off
- Add an option to only show the Neutral gear
- Change gear
Glad I finally got that jerky clutch-powered reverse animation gone - never thought of playing with the clutch instead of feathering (well, hard on/off) the reverse.
Also glad I finally got the DirectInput initialization less wrong. Turned out I needed to call Update() right after getting the device and Update() once again to get the real HW values. No more jerking on toggle and Dpad up triggering.
Not sure if I should average out several samples of the detail thing to prevent excessive knocking when driving over a dirt road at 200MPH or leaving it like that. Never experienced that and my 1995 Peugeot doesn't really go that fast.
I'll gladly take up any offers for driving a Group B monster
Hahaha oh shit
You must use keyboard hook instead of GetKeyState/GetAsyncKeyState WIN API funcs,
because it guarantees that all key presses will be handled correctly. Keyboard
handler must be registered/unregistered in DllMain of your plugin using SDK funcs
keyboardHandlerRegister/keyboardHandlerUnregister, see NativeTrainer\main.cpp for
Example of using keyboard hook can be found in NativeTrainer\keyboard.cpp, the
trainer script is using keyboard.cpp provided functions, your projects should do
Oh man, I did the thing I hate other people do.
Fun little test I did Seeing how this mod affects car performance, mainly acceleration from 0 to 100 kph. Measured using NFS Gauge's performance tool:
Stock Sultan /w Realistic Driving V 1.1
Start driving in gear (no handbrake hold or clutch or anything), no wheelspin
Vanilla Automatic: 5.0 seconds: https://my.mixtape.moe/yrwugn.png
Mod Automatic: 4.4 seconds: https://my.mixtape.moe/synjui.png
Manual Sequential: 4.4+/- 0.1 seconds: https://my.mixtape.moe/xvtejt.png
Manual H-shifter: 4.6 +/- 0.1 seconds: https://my.mixtape.moe/alhxuh.png
This is because I bypass the Clutch parameters from handling.meta with my own clutch. Naturally, both manual modes are completely up to the driver. I'm pretty crappy as you can see from the variance in the manual tests.
Tested with this build: https://github.com/E66666666/GTAVManualTransmission/tree/7a99dfeb859764a01c4f8e9f2b1e3cff116d03aa
@ikt Is it possible to drive in sequencial mode with the original gta automatic clutch?