GTA5 Levmans's Simulation Handling For Addon Cars(Beta)
Hi This is my first post so apologize, if postin in wrong place.
I'm making as real as possible handling in RAGE for add on vehicles in GTA5. Every single line in handling, changed to realistic values. Such as Mass inertia(calculated with formula for 3D object MI, considering dimensions and mass of the object), Tire slip angle, Friction, Tire pressure(similar setting), Gravity and Roll center, Gearbox rations and count, Suspension, Camber, Antiroll bar and much, much more. Because engine curve is not editable in RAGE i'm adjusting 0-100kmh real values, but from 100-200kmh it seems every car goes a little bit faster/or slower. Engine power adjusted by it's KW(Not Torque, or Hp), So far It is in BETA. Each car is driven hours on different conditions and surfaces after adjustments. Lots of video of real life driving is watched to make driving of exact car, as close to real one as possible.
The only thing is bothers me is vehicle body shaking at speeds, which looks weird. I'm trying to disable it but have not found any adjustable value, or animation. Please note this is NOT a bug of my handling. It's implemented feature of GTAV. Any help with this is highly appreciated.
p.s. WIP also on BMW M5 F90, BMW M3 F80, Ford fairlane 1966, Manhart BMW M8, Pontiac GTX 1970, Porsche 991 Turbo, Ruf RGT8, Mazda RX7.
For consistency, please check @Eddlm's excellent summary of V's handling:
A note about top speed: The value in the handling.meta is a "base" value in kph. I don't think it's mph.
To get the top speed in-game in KPH, divide the handling.meta top speed value with 0.75. At that speed the RPM is maxed out.
When maxed out, GTA doesn't do rev limiting and the car might keep accelerating if you have lots of power. I suggest balancing your
fInitialDragCoeffso the car tops out at about the top speed, and set your handling.meta top speed value so it's slightly higher than the factory-specified top speed - as usually cars run out of oomph before running out of gears.
(Call the function but set 0)
For gear ratios:
You can dial in gear ratios and stuff here, should be self-explanatory. As you can completely ignore the handling.meta top speed here, just slap on whatever gear ratios the real car has. Then change the final drive speed thing such that the top speed in top gear matches your original values again.
If you want some numbers:
The stock game generates/pulls out gear ratios starting from 3.33.. in first gear, to 0.9 in the top gear. Things start getting wonky after 6th gear, as the 7th gear has a higher ratio number (e.g. lower speed) than the 6th. There's a factor 1.2 between the handling.meta value and the final drive value in Custom Gear Ratios. No idea what it implies.
For lateral grip:
Would be neat if you could correlate some skid pad numbers with real-world tyre data. Generally real-world street tyres are around 1.1-1.2 grip and drop off to about 1.1-1.0, though things might be more extreme with race tyres. Remember downforce also has an effect, so first get your base rubber numbers nicely, and then slap on downforce for more lateral grip when cornering at higher speeds.
Dude you are a life saver! Thank you for this video! so this is our enemy: SET_VEHICLE_SPEED_JITTER.
Using Custom gear ratios mod for long ago. Taking real gear ratios from automobile-catalog.com. That's one hell of a site, about cars. Actually I take almost everything from there.
About suspension setup-here's my "readme": http://www.rapid-racer.com/suspension-tuning.php#Centre of Gravity and Roll Centre.
Drag coefficient given in GTA is regularly 3.2-4.5 for realistic drag coefficient. Top speed: solved(real value in handling divided to 1.32., Engine power is in kilowatts f.e. 442 kw for bmw M5 F90 is 0.442 in handling.
Look at this and let me know what do you think. This is M5 F90 hanling lines.
have so much to discuss, but too sleepy. it's quite late here )
just look at handling file:
<?xml version="1.0" encoding="UTF-8"?>
<fMass value="1982.000000" />
<fDownforceModifier value="0.18" />
<fInitialDragCoeff value="3.323" />
<fPercentSubmerged value="85.000000" />
<vecCentreOfMassOffset x="0.000000" y="0.0790000" z="-0.098" />
<vecInertiaMultiplier x="2.801" y="2.801" z="2.801" />
<fDriveBiasFront value="0.50000" />
<nInitialDriveGears value="8" />
<fInitialDriveForce value="0.459500" />
<fDriveInertia value="1.75200000" />
<fClutchChangeRateScaleUpShift value="1.90000" />
<fClutchChangeRateScaleDownShift value="1.900000" />
<fInitialDriveMaxFlatVel value="270.000000" />
<fBrakeForce value="0.80000" />
<fBrakeBiasFront value="0.650000" />
<fHandBrakeForce value="0.850000" />
<fSteeringLock value="27.850000" />
<fTractionCurveMax value="1.720000" />
<fTractionCurveMin value="1.420000" />
<fTractionCurveLateral value="5.90000" />
<fTractionSpringDeltaMax value="0.0287" />
<fLowSpeedTractionLossMult value="1.15000" />
<fCamberStiffnesss value="0.000" />
<fTractionBiasFront value="0.49500000" />
<fTractionLossMult value="1.900000" />
<fSuspensionForce value="6.300000" />
<fSuspensionCompDamp value="1.50000" />
<fSuspensionReboundDamp value="1.40000" />
<fSuspensionUpperLimit value="0.0800" />
<fSuspensionLowerLimit value="-0.0800" />
<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.500000" />
<fAntiRollBarForce value="1.40000" />
<fAntiRollBarBiasFront value="0.530000" />
<fRollCentreHeightFront value="0.21" />
<fRollCentreHeightRear value="0.24" />
<fCollisionDamageMult value="1.600000" />
<fWeaponDamageMult value="4.000000" />
<fDeformationDamageMult value="1.00000" />
<fEngineDamageMult value="1.500000" />
<fPetrolTankVolume value="80.000000" />
<fOilVolume value="10.500000" />
<fSeatOffsetDistX value="0.000000" />
<fSeatOffsetDistY value="0.000000" />
<fSeatOffsetDistZ value="0.000000" />
<nMonetaryValue value="35000" />
<fBackEndPopUpCarImpulseMult value="1.000000" />
<fBackEndPopUpBuildingImpulseMult value="1.000000" />
<fBackEndPopUpMaxDeltaSpeed value="1.000000" />
<Item type="NULL" />
<Item type="NULL" />
p.s. Traction curve adopted to materials.dat, i've edited.