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  • 9cbceb blacksadhirezcropped

    @acrox999 Haha, yeah sorry. It's slow going as I do this in my spare time (as in, not working and not playing other games with friends), but it's eventually(see: SLOWLY) going to get there.

    I will have to say that, with GTA V's physics and handling, the speeds do feel a tad silly at times. But there is just no denying how fun it is to rocket from 0 to 100(200km/h) in just a few seconds :P

    24 de Juliol de 2015
  • 9cbceb blacksadhirezcropped
    Comentari ancorat

    Awaiting approval for version 0.6. Added the Overflod Entity XF.

    24 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    Awaiting approval for version 0.5. Added the Pegassi Zentorno and slightly adjusted the drive bias for the Adder.

    17 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    @EL_Greco Thanks! I appreciate the kind words. I try to be very meticulous with my work and as such tend to put many hours than probably necessary :P

    17 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    @EL_Greco I can certainly put it on my to-do list. The current scope of this mod is focused just on top speed and acceleration. But once I have a good base (at least all the "civilian" cars) for that I will look at building on that (handling, deformation, ect).

    @acrox999 Currently it does not (I've only gotten to 4 vehicles so far) but it most certainly will once I get to them :P My short-term goal at the moment is to get all the supercars done. After that I can do the main characters' personal cars and then move on from there ;)

    17 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    As promised, awaiting approval for version 0.4. Added the Grotti Turismo R and also made slight tweaks to the Adder and T20.

    16 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    @ Anyone watching this mod. I promise I'm still going to be working on it. I have had company over the past few days. They required any of my time that wasn't already taken up by work (or sleeping!) so I have had literally no time to work while they were here. They have now left, and I can resume dedicating free time back to this mod.

    I promise an update within the next 24 hours (even if it's only 1 more car :P)

    16 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    @Krakenous Thanks for all the input! I will say that attempting to driving as fast as you can on the small Los Santos roads is indeed quite difficult (as it would be in real life with cars that top out at 200+ MPH and hit 60 MPH in less than 4 seconds). This mod is definitely more "bearable" with a controller or peripheral with analog input rather than with a keyboard.

    As for each car "class" having its own top speed, it will happen as a side result of giving each vehicle it's "real life" top speed (I use quotes here, because I am very hesitant to use "real" in any of its forms when it comes video games). It just won't be as streamlined as your suggestion.

    Regarding the "variable" top speeds for cars. I'm not sure how easy that would be to implement. So far everything I've done has been based around completely bone-stock vehicles. I have no idea how mods will affect the performance of any of the vehicles. If Rockstar's vehicle modifications are not coded, there isn't much I can do at the moment. Perhaps once the core mod is done I can begin looking into branching out into handling or vehicle mods.

    16 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    v0.3 awaiting approval. Added the Progen T20 and made a couple small tweaks to the Adder and Osiris.

    10 de Juliol de 2015
  • 9cbceb blacksadhirezcropped

    @Ceasar I'll work on speed/acceleration values for now. Perhaps once that is done I'll look into handling (as I have no idea where I would even begin at this point :P )

    10 de Juliol de 2015