[Tutorial] | Handling.meta
Had a little look through the 'handling.meta's of the game & appears R* decided to use it just on Aircraft (specifically Planes)
If you want to extend how far the vehicle free wheels for, you're best bet is to lower 'fInitialDragCoeff':
<fInitialDragCoeff value="0.000000" />
Note: This will noticably change the grip & cornering characteristics of the vehicle (not just top speed & acceleration) & would need to be compensated for.
The way low values stole my vehicles ability to corner as proficiently as it did before feels like 'fInitialDragCoeff' has a true to life downforce element to it, separate from the independent '<fDownforceModifier value' (which feels like it itself has a drag element to it & thus probably couldn't be used to compensate for low 'fInitialDragCoeff', as they would most likely cancel the inverse of each other out to some degree).
The '<fDriveInertia value' (lower for more inertia, less acceleration etc. Usually used for big vehicles like Big Rigs & Buses etc) appears to have a very small influence over the freewheel distance but not enough to be of any real use. Extremely low values also break the engine sound making the vehicle silent (only turbo whine can be heard) while high numbers would need to be compensated for by increased 'fInitialDragCoeff' (pointless) or decreased forward grip ('<fTractionCurveMin value'. Not usually desirable/will cause wheelspin).
As you may be able to tell, I like ripping things apart to see how they work . Hopefully the info helps you some, even if it's just knowing what they do
Hey, i had a problem with some handling. Whenever I break, the front of the car lifts and the rear dives. How do I reverse or fix this?
You have the 'z' parameter for 'vecCentreOfMassOffset' set too low
<vecCentreOfMassOffset x="0.000000" y="-0.120000" z="Raise This Value" />
If you raise it too much the vehicle will start doing the opposite/tipping over on corners.
Just play about raising (if front still raise under braking) or lowering (if tipping over etc) the value until you find the sweet spot.
Hard to guess at a value as I don't know how severe it is but if you can't figure it out give me a shout & I'll help ya out.
Can you explain "handlingname"? I mean, i can't find Zentorno, it has another name in handling.meta. Where can i see handlingname for every normal vehicle's name?
You can find the handlingid name in each vehicles 'vehicles.meta'. It looks like this:
You then search for that name ('NINEF' in this example) in the 'handling.meta' files
Note: There may be more than one 'handling.meta' location for each vehicle. Watch out for ones in the '...\Grand Theft Auto V\mods\update\update.rpf\dlc_patch' folder structure as they load over the ones in '...\Grand Theft Auto V\mods\update\x64\dlcpacks').
Is there a way to fix the gear shifting time? For example, when you leave the handling line vanilla the gears are more drawn out, but if you change anything on the powertrain side it shifts from 1st gear to final gear in 1.2 seconds.
The Tutorial (first post this topic ) says:
Clutch speed multiplier on up shifts.
Bigger numbers = faster shifts.
Clutch speed multiplier on down shifts.
Bigger numbers = faster shifts
To switch 'FREEWHEEL_NO_GAS' to ON you want to make sure the 3rd digit from the right (Note: right to left) is a '1'.
Leave the other digits as they are. They won't always be zeros (as in my example above) & there won't always be 8 digits either.
If there is only one zero there, you can pad digits 1 & 2 out with zeroes to get to digit 3 (same applies for any other digit up to 8 ).
Thank you very much for sharing this!
I am obsessed with making my GTA 4 / GTA 5 as realistic as possible . . . in really snowy conditions. :D
This auto-braking bothered me the longest time - but not anymore! This adds perfectly to my scenario. THX a lot
@Hundl So thats not what I mean. FCLUTCHCHANGERATESCALEUPSHIFT/DOWNSHIFT are the clutch engagement times, meaning it changes the time between when the engine is providing power to the transmission and when it is disengaged. I'm looking for longer gears not longer times with no power.
Hey! which entry in the .handlingfile of a tank ensures that multiple vehicles come are easier under the tracks? (to be flattened)
@V4D3R Not sure if you copied this from the wiki, or if they copied it from YOUR post, but can you please append the following information?:
The amount of drag that the landing gear contains
The speed in which the landing gear retracts and detracts
fgeardoor(front / rear)(open / open2)
The speed in which the gear doors open (which entry takes effect depends on the plane model!)
You can change the speed of the landing gear to be faster than the speed of the gear door, so the gear can actually clip through; Be sure to scale the speed of the gear-doors to be the same as the speed of the gear itself on the plane;
when i let off throttle the car begins to slow quickly ... what would correct that?
ive done extensive testing with all the lines i understand a good bit of them however i just cant find what is causing rapid deceleration on throttle release.
@a63nt-5m1th late thanks for you my friend!
Has anyone tried a slightly negative, or above 1 fDriveBiasFront
Would be interested if it creates just the expected odd handling, a bug, or a plain refusal to do that
when i let off throttle the car begins to slow quickly ... what would correct that?
If you clocked my earlier post you may have fixed this already, but here you go anyway:
There is a 'FREEWHEEL_NO_GAS' flag that can be added to the 'strHandlingFlags' line in your 'handling.meta' that will help with that .
Info on this page (first page of this thread, search for 'FREEWHEEL_NO_GAS' & you'll find a table showing it & the other 'strHandlingFlags' available ).
Note: When inserting the numbers (0,1,2,4,8) into the 'strHandlingFlags' line in 'handling.meta', the rightmost number you type relates to the first (1st) one in the 'Digit' column of the table. So you type it right to left/1st to 8th Digit & fill out any values you don't want applied with a zero (0).
So, say you only wanted 'FREEWHEEL_NO_GAS' & 'HEAVYARMOUR' activated & nothing else, you would enter the 'strHandlingFlags' line in 'handling.meta' like this:
If you only wanted 'FREEWHEEL_NO_GAS' you can just type it like this:
as there is no need to pad out the higher spaces (ie further to left, digits 4>8) if they are all zero's (0) anyway.
Note: be careful to merge it into the 'strHandlingFlags' line that your vehicle has already. Basically, to add 'FREEWHEEL_NO_GAS' to a vehicle's list of flags, change the 3rd digit from the right to a '1' (or pad out with zeros (0) to get there if there are less than 3 digits):
This (no 'strHandlingFlags'):
would become this ('FREEWHEEL_NO_GAS' only):
This ('OFFROAD_ABILITY2' only):
would become this ('OFFROAD_ABILITY2' & 'FREEWHEEL_NO_GAS'):
Other Values (handling.meta):
If the above doesn't fix it look to these lines:
<fDriveInertia value="1.000000" /> (lower = more inertia = slower acceleration/quicker deacceleration)
<fInitialDragCoeff value="8.000000" /> (higher = more drag = slower acceleration/quicker deacceleration)
They tend to be less influential & far more subtle than the 'FREEWHEEL_NO_GAS' flag but may play a part in it too (especially with extremely high or low values).
@a63nt-5m1th Thank you so much buddy! this helps tremendously!
i usually set my dragcoeff very low
@dodgeboy121 the gravity issue i was experiencing was actually due to another mod, he changed how it worked in the mod and now its not a problem. vehicles dont lose their power going up hill anymore. someone replied saying " gravity " -- thank you i understand physics.
@PermissionToLand its strange when you're driving a lamborghini and should have more than sufficient power to climb said hill. and i understand gravity. besides the issue was solved .
@a63nt-5m1th i have a car that is leaning hard into the corner ive tried a few things but what values can i catch that will effect that issue?
Try raising the 'z' value in 'handling.meta' here:
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" />
Raise it too much & the vehicle will start tipping over on corners. Trial & error will find the right spot. Usual values are in the ranges -0.5>+0.5 but all vehicles are different, could be higher or lower than that in some extreme cases.