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Weird but needed question about jet handlings



  • Actual question is at the end if you don't wish to read my comments about RDE.
    Ok so I am using Realism Dispatch Enhanced but that mod has more problems than any other mods I have seen in my life, very unfortunately however there is no alternative ones that spawns highway patrol on highways so I am having to use it.

    The most curicial problem I am having ( among tens of others ) is whenever I go across the jail on highway at Sandy Shores or get close to Zancudo, a Lazer jet takes off from the base and comes after me to kill even I'm just at the 2 star. Shoots missiles, guns and so on.

    but the main problem is something else. If I get out the car, it stops chasing me and flies away but something stucks with that damn thing. So I'm losing the wanted level and things ok until that point. but the next time I get a wanted level, I am seeing a tiny faded colored blue police blip at the edge of my minimap (at the direction where that Lazer flew away) and it's unreachable. I think that moron just flies outside of the map and I believe it doesn't even stop afterwards either.

    So this blue dot thing of the Lazer causing police vehicles not spawn at all except roadblock and spikestrip ones. and this doesn't fix by itself so I am having to stuck with this issue afterwards...

    I tried to remove the Lazer from the files inside SixStarResponse (comes with RDE), it makes the game crash after a few minutes. Same thing if I change it's pilot, even changing the pilot in the vehicles.meta causing crash. I don't know why but I think they hard coded that bi... plane and for the record it has nothing to do with "Realism"......

    Anywho long story short, here is my question. I want to edit the handling of Lazer to something that will cause it to crash the second it gets airborne. Like for example not having enough power to stay at air so it just crashes to ground and explode.

    Can any kind person help me to what I need to do at it's handling.meta to cause such crash?
    Thank you everyone in advance.



  • @Aurora11
    EDIT:
    After making my original post I downloaded RDE to have a look at it.

    Note:
    I haven't tested any of these, so you're going to have to be the beta tester & report back :thumbsup:.
    They simply may not work, or you get a crash or maybe, the Universe ends?! :anguished: (probably not that).

    Make a backup of 'Scripts\SixStarResponse' first & then replace the file in there to test each of these out one by one, reverting to your backup inbetween each test :thumbsup:

    Lazer hopefully doesn't fly away when you get out of a vehicle

    Lazer hoepfully doesn't appear at all

    Lazer hopefully despawns as soon as it appears

    Let me know if any of those^ work (at this point you can always try all three files together, who knows) & if not, continue to read my original post below on sabotaging the Lazer's ability to fly/takeoff etc :thumbsup:

    Original Post:
    Might take a bit of experimenting, but it should be possible.
    Do you happen to know if the Lazer spawns in the air or takes off from the ground?
    Hopefully, RDE allows you to edit the Lazer's 'handling.meta' data without crashing?

    Try this anyway:

    Spawns in Air (No Thrust):

    Makes sure it blows up when hits ground:

          <fCollisionDamageMult value="99999.99999" />
          <fDeformationDamageMult value="99999.99999" />
          <fEngineDamageMult value="99999.99999" />
    

    No Thrust/Lift. So should fall out of the sky as soon as it spawns:

          <SubHandlingData>
            <Item type="CFlyingHandlingData">
              <fThrust value="0.000000" />  <!-- No Thrust -->
              <fThrustFallOff value="0.000120" />
              <fThrustVectoring value="0.000000" /> 
              <fYawMult value="-0.001000" />
              <fYawStabilise value="0.002000" />
              <fSideSlipMult value="0.050000" />
              <fRollMult value="0.009000" />
              <fRollStabilise value="-0.000000" />
              <fPitchMult value="0.002000" />
              <fPitchStabilise value="0.001000" />
              <fFormLiftMult value="0.000000" /> <!-- No Lift -->
              <fAttackLiftMult value="0.000000" /> <!-- No Wing Attack Lift -->
              <fAttackDiveMult value="0.025000" />
              <fGearDownDragV value="0.100000" />
              <fGearDownLiftMult value="0.000000" />
              <fWindMult value="0.120000" />
              <fMoveRes value="0.010000" />
              <vecTurnRes x="0.050000" y="0.500000" z="0.400000" />
              <vecSpeedRes x="0.020000" y="0.250000" z="0.015000" />
              <fGearDoorFrontOpen value="90.000000" />
              <fGearDoorRearOpen value="111.730003" />
              <fGearDoorRearOpen2 value="111.730003" />
              <fGearDoorRearMOpen value="111.730003" />
              <fTurublenceMagnitudeMax value="10.000000" />
              <fTurublenceForceMulti value="0.000500" />
              <fTurublenceRollTorqueMulti value="0.035000" />
              <fTurublencePitchTorqueMulti value="0.000000" />
              <fBodyDamageControlEffectMult value="0.100000" />
              <fInputSensitivityForDifficulty value="3.000000" />
              <fOnGroundYawBoostSpeedPeak value="3.000000" />
              <fOnGroundYawBoostSpeedCap value="6.000000" />
              <fEngineOffGlideMulti value="0.000000" />
              <handlingType>HANDLING_TYPE_FLYING</handlingType>
            </Item>
    

    If however it actually takes off, using the above will mean it just sits on the runway. That might still mess with you, having it sitting there etc, so for that we will have to find another way :thinking:.

    Takes Off From Ground but Goes Backwards Instead (hopefully crashing):

    Makes sure it blows up when it hits something:

          <fCollisionDamageMult value="99999.99999" />
          <fDeformationDamageMult value="99999.99999" />
          <fEngineDamageMult value="99999.99999" />
    

    Lots of thrust but angled backwards:

          <SubHandlingData>
            <Item type="CFlyingHandlingData">
              <fThrust value="99.000000" /> <!-- Lots of thrust -->
              <fThrustFallOff value="0.000120" />
              <fThrustVectoring value="1.000000" /> <!-- Thrust angled so moves in reverse -->
              <fYawMult value="-0.001000" />
              <fYawStabilise value="0.002000" />
              <fSideSlipMult value="0.050000" />
              <fRollMult value="0.009000" />
              <fRollStabilise value="-0.000000" />
              <fPitchMult value="0.002000" />
              <fPitchStabilise value="0.001000" />
              <fFormLiftMult value="0.000150" />
              <fAttackLiftMult value="0.018000" />
              <fAttackDiveMult value="0.025000" />
              <fGearDownDragV value="0.100000" />
              <fGearDownLiftMult value="0.600000" />
              <fWindMult value="0.120000" />
              <fMoveRes value="0.010000" />
              <vecTurnRes x="0.050000" y="0.500000" z="0.400000" />
              <vecSpeedRes x="0.020000" y="0.250000" z="0.015000" />
              <fGearDoorFrontOpen value="90.000000" />
              <fGearDoorRearOpen value="111.730003" />
              <fGearDoorRearOpen2 value="111.730003" />
              <fGearDoorRearMOpen value="111.730003" />
              <fTurublenceMagnitudeMax value="10.000000" />
              <fTurublenceForceMulti value="0.000500" />
              <fTurublenceRollTorqueMulti value="0.035000" />
              <fTurublencePitchTorqueMulti value="0.000000" />
              <fBodyDamageControlEffectMult value="0.100000" />
              <fInputSensitivityForDifficulty value="3.000000" />
              <fOnGroundYawBoostSpeedPeak value="3.000000" />
              <fOnGroundYawBoostSpeedCap value="6.000000" />
              <fEngineOffGlideMulti value="0.100000" />
              <handlingType>HANDLING_TYPE_FLYING</handlingType>
            </Item>
    

    OR

    Takes Off From Ground but has No Ability to Takeoff/Fly (hopefully crashing):

          <SubHandlingData>
            <Item type="CFlyingHandlingData">
              <fThrust value="99.000000" /> <!-- Lots of thrust -->
              <fThrustFallOff value="0.000120" />
              <fThrustVectoring value="0.000000" />
              <fYawMult value="0.000000" />  <!-- No ability to yaw -->
              <fYawStabilise value="0.002000" />
              <fSideSlipMult value="0.050000" />
              <fRollMult value="0.000000" />  <!-- No ability to roll -->
              <fRollStabilise value="0.000000" />
              <fPitchMult value="0.000000" />  <!-- No ability to pitch up & take off -->
              <fPitchStabilise value="0.001000" />
              <fFormLiftMult value="0.000000" />  <!-- No lift -->
              <fAttackLiftMult value="0.000000" />  <!-- No wing attack lift -->
              <fAttackDiveMult value="0.025000" />
              <fGearDownDragV value="0.000000" />  <!-- No drag from gear down, ie max thrust -->
              <fGearDownLiftMult value="0.000000" />  <!-- No lift with gear down, just in case -->
              <fWindMult value="0.120000" />
              <fMoveRes value="0.010000" />
              <vecTurnRes x="0.050000" y="0.500000" z="0.400000" />
              <vecSpeedRes x="0.020000" y="0.250000" z="0.015000" />
              <fGearDoorFrontOpen value="90.000000" />
              <fGearDoorRearOpen value="111.730003" />
              <fGearDoorRearOpen2 value="111.730003" />
              <fGearDoorRearMOpen value="111.730003" />
              <fTurublenceMagnitudeMax value="10.000000" />
              <fTurublenceForceMulti value="0.000500" />
              <fTurublenceRollTorqueMulti value="0.035000" />
              <fTurublencePitchTorqueMulti value="0.000000" />
              <fBodyDamageControlEffectMult value="0.100000" />
              <fInputSensitivityForDifficulty value="3.000000" />
              <fOnGroundYawBoostSpeedPeak value="3.000000" />
              <fOnGroundYawBoostSpeedCap value="6.000000" />
              <fEngineOffGlideMulti value="0.100000" />
              <handlingType>HANDLING_TYPE_FLYING</handlingType>
            </Item>
    

    Other Ideas:
    Perhaps increasing it's wind & turbulence to huge values might make it impossible to fly/takeoff & more lilely to flip over & explode.
    Also, if you set the '<fMass value=' as a negative value in 'handling.meta':

          <fMass value="-18000.000000" />
    

    it will cause all manner of craziness to kick off throwing the vehicle all over the place (certainly when on the ground), but this is likely to cause visual glitches & such (but not always, so I thought I'd mention it).

    Try all of that out & let me know how you get on. :thumbsup:



  • @a63nt-5m1th I can't thank you enough. ResponseVehicles worked for me. I think it spawns but because of distance it just despawns before I can even see it. I will also give VehicleGroups a try as well. I saw my game crashed when I flew on the Zancudo for testing but it was only once and I don't care at all. Why would I want to go there anyway :P In real life, regular people like me doesn't usually goes military installations nor thinks about attacking it. Except Area-51 of course, we people have a right to meet with Extra-Solar species as well. but there is nothing curious or interesting to see in a random airforce base. Personally for me, such bases don't make sense to me. There is nothing on the sky except some distorted low pixel clouds and thin air with a little oxygen... We must travel to distant stars, not to sky...

    ResponseAI makes it continue to attack me after I get out of the vehicle but once wanted level goes away it makes the same stupid problem.

    I also wanted to give a try to handlings as well. I tested them all and I think it's the SixStarResponse.dll I think making those planes be driven differently by the AI. I tried spawning one on the air and kissed the ground in next few seconds but they can still fly forward if I am flying forward and when I slow down, they are rising their nose up and staying still at that position. Very weird :thinking: When I removed wanted level with trainer, they hang there for a couple more minutes and suddenly catapults towards the sky to a very very high altitude and doing very erratic and awkward moves :D Like keep turning at their X axis but also shaking/turning a lot. Like a failed space shuttle lol



  • @Aurora11
    Yeah, I thought there might be a chance the script was using it's own shit. Lucky it had some editable files & not just a '.dll' :thumbsup:
    You might be able play about with the '<DespawnDistance>' value in 'ResponseVehicles.xml' & get it to appear & attack you, but despawn when it flies away (if you want that).



  • @a63nt-5m1th Well that one works perfectly. I honestly didn't see it spawning at all with DespawnDistance 20 value. I restarted the game 4 time to check but I didn't see any Lazer coming from Zancudo anymore when I drove towards there from the highway. and that is absolutely perfecto.

    I also discovered that this bug only happening with Lazer. At my last try, I saw a Valkyrie coming after me. Then I removed my wanted level and allowed it to fly away then got wanted level gain. Checked the minimap and there wasn't any dots at the edges nor any spawn issues.

    It works very great now. Now I need to replace the cars with LAPD, LASD and CHP vehicles :D Ugh really. I understand the devs at some extend to not using real names because of copyright and such useless things (humanity still couldn't get over with smallest craps) but why the modders?? :D Of course everyone has their own likings but why would anyone want to see a fictional name/model instead of a real name/model I never understand that lol :D



  • @Aurora11
    Nice :slight_smile:, glad it worked :thumbsup:


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