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[SCRIPT][RELEASED]Manual Transmission & Steering Wheel Support 4.3.3



  • Manual Transmission & Steering Wheel Support

    This will be the support thread is for Manual Transmission. (download)
    Development of this mod will primarily be posted here, and bleeding edge versions can be discussed here.

    Download: Manual Transmission

    Manual Transmission for GTA V

    This mod will enable manual transmission for vehicles, using the games' real gear box! This means real gears - not speed capping. There are plenty of features to emulate how real transmissions work.

    Steering Wheel Support for GTA V

    Additionally, this mod has full support for steering wheels since version 4.0! All steering wheels properly compatible with DirectInput should work. Force feedback is fully supported.

    Features

    • In-game menu to configure the mod and everything
    • Controller, keyboard and wheel input support
    • Support for all land-based engine-powered vehicles
    • Fully configurable
    • Common transmission systems:
      • Sequential gearbox
      • H-pattern gearbox
      • Automatic gearbox
    • Dynamic top gear detection
    • Reverse with accelerator
    • Engine and transmission mechanics:
      • Engine braking
      • Engine damage
      • Engine stalling
      • Clutch grabbing
    • DirectInput Steering Wheel support:
      • All analog inputs
      • All buttons and Dpad
      • Force Feedback supported
    • Seamless input device switching

    Todo

    • Add wheel2keyboard config feature in menu
    • Nothing else substantial @ v4.3.0. :)

    Bugs

    • Crashes with a Logitech G920 and ScriptHookVDotNet v2. No workaround known. PLEASE CONFIRM IF IT WORKS WITH v4.3.0+!
    • Wheel sticks to one side and/or brake/throttle stuck. Try switching the mod off and on again.
    • Wheel oscillates a lot at high speed. Try decreasing physics force, or increasing damper force. A good handling mod also helps.

    Installation

    Put Gears.asi and the folder ManualTransmission in your GTA V folder (overwrite when asked)

    Requirements

    Grand Theft Auto V v1.0.944.2+. Post something if you want support for older versions.
    ScriptHookV

    Recommended mods

    Speedometer by @LeFix
    NFS Gauge by @XMOD

    Big thanks to:

    @Alexander Blade
    @LeFix
    @XMOD
    @InfamousSabre
    @leftas
    @kagikn
    Everybody else who helped!

    Source code available at Github.

    Full changelog on Github.



  • Update:

    The thing stopped crashing.



  • @ikt

    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.



  • @rastakilla
    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.

    1. User Radio Next song, Previouse Song feature. (by Logitech wheel)
    2. Simple Driving without Clutch ((like Simple Bike) for no clutch user
    3. 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.



  • @ikt
    I'm using Simcade Handling



  • @rastakilla
    I'll look into changing how engine braking works later.

    @BoniK

    1. 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.
    2. That's already possible, turn off clutch catching and clutch shifting
    3. Sound is out of scope.

    D-pad

    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 :)



  • @ikt
    Thanks for Replying.

    I tested it with Debug. (I Use Logitech Driving Force GT)
    I can't find how to set Clutch=0.

    [WHEELAXIS]
    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 =rgSlider0
    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,
    Use This.

    alt text



  • @BoniK
    Thanks for the info!

    I made a typo reading out that setting. Try again now. ClutchDisable = 1 should be set under [WHEELAXIS].



  • 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.

    :D :confetti_ball:

    @totte1015
    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 :confused:



  • @ikt I had a G27 all this time, can't believe I've never seen this



  • @Frazzlee
    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.

    Sound
    https://www.gta5-mods.com/vehicles/ferrari-458-sound-modv#comment-670979
    Car
    https://www.gta5-mods.com/vehicles/ferrari-458-italia-autovista-add-on-replace
    Handling
    https://www.mediafire.com/?akum2ugqokzq16r

    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.


  • TRANSLATOR

    wtf is this shit? looks amazing



  • @ImNotMentaL
    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 SimpleBike is turned off
    • Add an option to only show the Neutral gear N
    • Change gear 0 display to R

    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. :thinking:

    I'll gladly take up any offers for driving a Group B monster :sweat_smile:



  • Hahaha oh shit

    ScriptHookV readme.txt

    Keyboard hook:
    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
    more details.
    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
    the same.

    Oh man, I did the thing I hate other people do.



  • Fun little test I did :D 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


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