[VEHICLE][RELEASED/WIP] Sim-cade Handling and Ultimate Sound Swap
- Managed to finish and upload the update for my handling mod tonight, though documentation is rather short... Awaiting approval.
Ultimate Sound Swap:
- not much has changed since last progress update, the WoV version is finished, need to make Vanilla Compatible version with new updates as well as a functional OIV. Packages, hoping to finish it by tomorrow and have it uploaded. PC been acting up lately, so not sure how feasible it will be...
Just a quick note:
The text and title for the Sim-cade Handling mod did not save when I uploaded it last night for whatever reason, but now it should updated to have appropriate title and update log.
Meanwhile, still working on the Ultimate Sound Swap update...
So, an notice rather than an update I guess...?
Anyways, did not get a chance to finish my Sound Swap mod before the update was release, so I guess will wait until all newest version is moddable again before updating, since there will be new vehicles (for handling) and perhaps new vehicle sounds, so it would probably make more sense to update by then.
New update progress:
Since everything is more or less back to normal (Scripthook, trainers, etc.), update to the Smugglers DLC has begun, below are quick highlights:
- All cars handling values a changed in accordance to mod, but needs testing, should be finished fairly quickly since there aren't too many new cars.
- Plane and helicopters handling modified slightly.
- All plane top speeds and accelerations are adjusted accordingly using the Super Sonic mod, both for scaled and real top speed versions.
For Sound Swap
- Still have not really worked on the OIV. pack, but made some changes to it using new Smugglers DLC.
- Changed some of the vehicles.meta to be more align with latest version of WoV.
Progress delays will probably stem from work and school work related stuff, and life as usual I guess.
Final Progress Update Before Uploading:
For Sim-cade Handling:
- Need to do a quick re-test some planes since they had a few minor tweaks.
- Need a quick test on all bikes due to some changed values.
- Almost all other vehicles are or should be complete, with fixed bugs, such as the duneloader rolling over too easily, etc.
For Ultimate Sound Swap:
- Finally made another OIV package for both vanilla and WoV compatible versions.
- It is 100% complete, just need some short documentation.
ET of upload: Within this or the next week.
Also, been working on another new mod and should probably be out around the same time if all goes well...
Updates to both the handling and sound swap mods are approved and released!
The third, new performance tuning mod is still pending for approval at this time.
Not sure how many of you guys are still following this mod and my other mods, but I can assure you it is not dead yet, just that I haven't had enough time to update/change the things that I wanted in it just yet. Was about 3/4 of the way finished on the last DLC, but new DLC just dropped so it will probably take a few more months (assuming I find time since haven't played anything in the past 2 months due to work and life...)
Not sure if people still follow this thread/mod after basically half a year hiatus, but it seems that Rockstar has released their final DLC. I will resume progress on both my handling, sound swap, and maybe my other mods, though when it will finish is anyone's guess. I am hopeful that the handling and sound swap will be finished before the end of the year, as my game is almost up and running after the update, but anything goes at this point.
Well... I completely missed my original deadline since I didn’t realize how much work was left in terms of just the sheer amount of vehicles to update... but anyways, the core handling file is ~90% complete. Just editing some details here and there. Some of that time also included toying with the idea of implementing the curb boost fix that rockstar has added, but not much advancement in that topic.
As for what else took a ridiculous amount of time is creating real gear ratios for any and all vehicle I can find (so far, got about 350 ground vehicles, all withn 95% accuracy) (gear ratios are applied through ikt’s custom gear ratios mod). But I’ve noticed is that when you change the vehmaxvel value in the xml file, the acceleration and top speed seems to be affected, so had to come up with a custom formula to modify the handling.meta in order to compensate for the change.
Essentially, there would be 2 core handling.meta file, one meant to work with the real gear ratios (require separate script mod) and one without it. There might also be an experimental handling.meta where I will try to implement the curb boost fix, but will see.
As for the sound swap mod, its been finished and just need to re-compile and maybe see if I want to change any other vehicle sounds.
For other mods, not much progress, but since OpenIV has updated to include opening more carcols files, might resume tinkering with the customization mods once handling is finished.
For fun, I want to generate a statistic for lap times on all vehicles in the nurburgring gp track or any other track and 1/4 mile times/acceleration times to show the differences between each vehicle, but that would require a tremendous amount of time and effort, so would probably need some people to help build data (probably needing a steering wheel/controller and a few specific mods (mostly ikt’s mods, including manual transmission, gear ratios, inverse power, and map/lap timer mods. PM if you are interested and I can send you the details and associated files. I can also send you some files for beta testing if interested.
Keep at it mate I loved your handling mod hope you get it done soon
Yet another update and still not finished...
Anyways, turns out that the custom formula to tend to the gear ratios was a complete failure. I have changed the gear ratio instead and use the speed of each gear to attain the ratios and acceleration my mod was meant to have. This all means that my base handling file now have same acceleration as intended even when using the real gear ratios. So its fixed at last.
Additionally, been primarily tweaking suspension and rollovers of a few vehicle based around the different advanced handling flags, since been softening the spring rates and testing these at the new Nordschleife mod. Due to curb boosting (and the ring is very bumpy), seems like all vehicles are about 1 minute faster than their real life counterpart after timing a few cars (sentinel, pfister811, tempesta so far). Might just include the GP portion of the track to compensate for the increased speeds due to curb boost, but overall cars feel great and visceral on track.
Also figured out that the advanced handling flag for the curb boost fix isn’t really a curb boost fix as cars will still over-speed their set limit (tested on a flat road) and only slows the car down by smacking the rpms to redline each time it hits a bump. This makes it feel that curb boost isnt working, and does make acceleration more to what was set to on a flat road, but top speed will still go over what was intended. I will probably leave this version in the final version for you guys to tinker with, but main version will probably include this flag.
As far as an ETA, who knows as my workload has been ramping up in the workplace, and with almost no time to work on the mods...
Finally, after a long hiatus, it's finally updated to support the latest DLC. Both the sound swap and handling are pending approval (if not already approved).
Videos are to be uploaded next to showcase the mods
Finally found a way significantly overhaul all helicopters to handle/feel somewhat similar to the Battlefield games.
- no more fixed axis/tilt limit found in the vanilla game
- pilots now have much more control of the helicopter
- you can finally fly upside down and perform tricks like front-flips, back-flips, side-flips, etc.
- With the removal of the fixed axis, you now have a much more accurate and realistic helicopter aiming and shooting (like the Battlefield games)
Currently still in beta phase and testing, but should be released shortly as V5.1 for my handling mod, along with other tweaks with suspension height and plane optimizations.
Will post a video of what I mean once it's ready.
The update is more or less finished, but the Akula, Hunter and Valkyrie are bugged and I cannot seem to fix it yet atm, so will probably release what I have now and fix the bug at a later update. Surprisingly, the MOD 0 Valkyrie is not bugged, only the regular one is.
After a few more changes and testing, I will upload the update.
- Finally uploaded V5.1 as a "beta" version because I could not sort out the few helicopter that wouldn't fly properly, along with a plethora of other changes.
- This "beta" version is so I can receive some constructive feedback and perhaps a solution to some problems.
Below is the update log:
- Numerous bug fixes as a result from V5.01a.
- Small changes in grip, especially with braking distances to give the AI, with their limited detection field, a boost while still keeping the distance somewhat believable.
- Re-tweaked shifting characteristics and engine inertia of each vehicle to accomodate ikt's new update of the Manual Transmission mod which now relies on the clutch speed for both up and down shifts.
- Re-tweaked suspension for SUVs and offroaders.
- Re-tweaked some anti-roll bar biases and settings for certain vehicles for better driving dynamics.
- Re-tweaked suspension for better ride height and suspension travel in many vehicles to react more realistically.
- This is a request by prince_linus and he has won me over, since the tweaked vehicles ride better and looks better (especially some cars with a lot of negative camber)
- As a result of this re-adjustment, some vehicles will have their wheels clip the fenders, but the alignment introduced in this version help alleviate the clippings somewhat.
- Added proper wheel alignment (camber, toe, castor, etc.) to all vehicles with 2 wheels per axle (essentially all cars and trucks, 417 vehicles total)
- Looks especially good on racecars and supercars, like the Tyrant or the LE-7B, plus classic sportscars such as the Savestra or Turismo2.
- Re-worked motorbikes and some planes to be more manageable.
- Added better transmission and gear ratios for trucks and other vehicles.
- Overhauled helicopters to behave more like battlefield games.
- The Akula, Hunter, and Valkyrie1 are bugged, so AI have a difficult time piloting it, but can be managed by the player.
- This is the reason why V5.1 is essentially a beta until the helicopters are sorted out, so if you find a fix, please let me know and I will credit you for the fix.
- The Akula, Hunter, and Valkyrie1 are bugged, so AI have a difficult time piloting it, but can be managed by the player.
After a long, sudden hiatus from the game, an update is finally in the works.
The hiatus came about due to life and partly cause was kind of burned out from it all, especially testing the helicopter physics...
Anyways, since I came back around to updating it, sort of changed how I work on this, to be more structured and organized, and hopefully more efficient, with various phases shown below:
Phase 1: Research and enter preliminary meta values and calculate gear ratios based in-gear speed and real life gear ratios.
Phase 2: Fine tune said metas in-game and how its performance (grip, acceleration, top speed, etc.) is relative to other vehicles in the same class using lap timer tool on the long track and the Nurburgring GP mostly. Also change vehicle sounds for ultimate sound swap if necessary.
Phase 3: Run through a fine tune/fix all previous vehicles (including helis and planes) going through each vehicle class (probably will be the most time consuming...) and maybe setup an excel sheet showing all the lap times and 1/4 mile times for all land base vehicles. Also, will try to complete the database for gear ratios with links to reference vehicle as done with all the casino and summer dlc vehicles so far (time consuming...). Finally, perform a quick check how they perform in streets using a street course.
Phase 4: Simply drive around the city to see how the AI deals with handling then its ready for release.
So far reverted all helicopters back to pre-5.0.
With the newly added vehicles, Phase 1 is complete, now at Phase 2, just finished the open wheelers, so still a long way before release, so hopefully I don’t feel burned out again...
As for the crashing that some people are experiencing, I haven’t experience any yet during any of my builds. If it crashes due to an error/typo in the values, it would crash immediately, so that isn’t the case (trust me, had that before). I suspect its probably cause the meta file is rather large with all vehicles in 1 file, perhaps exceeding some values set in the gameconfig by Rockstar, so downloading a robust gameconfig is probably necessary. Been using dilapidated’s gameconfig without problems, so is the one I’d recommend. Be sure to use all recommended memory mods and use the edits pinned in the comment section. Link to gameconfig: https://www.gta5-mods.com/misc/gameconfig-xml-dilapidated#comments_tab
This primarily a solo project and since I only have vehicles I’ve owned and racing sims to reference from, some vehicles may not feel as appropriate as it should...
However, I wouldn’t mind sending my edits to those who wants to “beta” test the latest changes, as feedback would be very useful to isolate any bugs or perhaps change the “feel” of some vehicles for those who own them in the style of this mod for any specific vehicles. So feel free to let me know if you want to try the latest build and let me know of your thoughts.
No solid ETA yet, but will update this page as more progress is made. Hoping to be done before end of November, but will see...
@chang63 Great to hear you're back at it!
Phase 2 has been completed for awhile now, at phase 3 going down the list, just finished motorcycles and at muscle cars now. As expected, it will take awhile before everything has been rechecked, so probably won’t be able to make it before December. Will probably finish just the 1/4 mile times and top speed, then just do track testing afterwards for more finetuning, to speed things up at least.
As far as beta testing goes, not really ready for it yet as lots of things have been changed and needs testing with data. Will probably release it here for feedback once its ready, so I guess not really a beta anymore.
Glad to see things are going well with this, very much looking forward to the release!
@chang63 Do you promise not to mess with fSuspensionRaise this time? Please!
Is this on hiatus again or is it still in development?
Almost done going through supercars, only SUVs, utility, and vans left I think.
@prince_linus can't promise, but most suspension are near stock level, with the exception of offroad (spent quite a bit of time tuning suspension for offroad vehicles, particularly rallycars)and maybe some SUV, but there are clipping through fenders in an effort to increase suspension travel.
@gdfGDS44 Still working on it (~5-10 vehicles per day, taking roughly 2-4 hrs per day), and Rockstar updating delayed things further... No eta just yet, but almost done going through the list. Did improve workflow by reducing the number of benchmark parameters, like lap time testing, but re-tuning a lot of vehicles due to the integration of gear ratios and suspension tuning seem to take the most time. Should be done soon hopefully...