Simcade Handling (Supports: Smuggler's Run DLC) [.OIV] 4.1a
4.182
94
**Important note: Please do not ask me to fix any erratic handling behavior that you might be having if you got a custom model installed for that handling line (includes add-on or replace). This mod was made specifically using vanilla models and I cannot guarantee that it will work for custom models.**
In an attempt to keep the text short (for your ease of reading and saving me time), I will include only the update log from previous version from now on, with maybe other side notes (also separated the text in the .txt files for easier reading)
*** Introduction and Highlights:
This mod provides a handling akin to Race Driver Grid or other type of semi-sim arcade racers such as Forza Horizon 3 that recently came out. The general focus for the physics of this mod currently is 70% realism and 30% arcade. All vehicles have been modified (including bikes, trucks, planes, helis, and boats). Helis and boats are still somewhat experimental as I'm still not sure what each value does yet. Bicycles have been touched slightly, but also still experimental...
Some quick highlight of this mod:
- Drag/gear limited realistic top speed for all vehicles, with realistic gear ratios.
- Realistic ABS model for cars and bikes, with older vehicles having no ABS.
- Realistic and accurate acceleration times for all vehicles except aircrafts and seacrafts.
- Semi-realistic grip and braking, with implemented downforce on certain vehicles. Vehicles feel fluid and enjoyable while still being challenging to drive quick and unique between vehicles.
- Overhauled motorbike handling, with higher degree of lean, and are now able to drift and do burnouts. No more bogging, and bikes feels tight and fast, and accurate to their RL counterparts (fantasy model handling are made either with information from my own interpretation or via the internet).
- Overhauled all ATVs. Feels pretty fast, but never ridden on an ATV before, so correct me if I interpreted the handling wrong, info was pulled from the internet...
- No auto-braking when free-wheeling, but still slows down naturally, making cruising possible and enjoyable.
- Realistic suspension for all vehicles, with no wheel clipping through the fenders when suspension is under load (going over a curb for example) with wheels turned (applies to stock ride height only).
- Increase in the roll-over risk for some vehicles.
- Entertaining levels of deformation with 3 different variants, core mod(entertaining), 200% more than core mod, and 300% more than core mod (feels kind of like paper…).
- Much faster fighter jets, and all planes being more challenging to pilot (less responsive) and significantly reduced turbulence.
- Realistic speeds for all planes using the Super Sonic mod.
- Overhauled surface materials grip levels to be semi-realistic, and removal of top speed limitation on certain surface materials (materials.dat).
- Faster traffic speeds for ai drivers, with changed handling flags for corresponding vehicle types.
- Support for all vehicles up to latest official DLC.
- And many other technical features I probably have left out, cause too lazy to write :P
Update Log:
V4.1:
- Include all DLC up to Smuggler's Run DLC
- Changes in grip and brakes again, to make brakes feel slightly stronger and making wheel lock ups (for cars that do not have ABS) and triggering the ABS appear more realistic and natural. Additionally, with these changes in grip, the AI also seems to drive a little bit better using the same, unchanged "Traffic Speed" file.
- Some major changes in suspension behavior to make it appear more pliable and have more body-roll rather than somewhat stiff looking in previous versions. Went over a few "speed bumps" near the hospital by the city with a mulitude of vehicles, suspension reacts as it should to speed bumps and are equally reactive in the bumpy Nordschleife track.
- Fixed some vehicles that were prone to roll over, like the duneloader.
- Added all newly included planes from the Smuggler's Run DLC into the realistic plane speed and adjusted their handling slightly to have more consistent handling at those speeds.
- Change deformation values to an increase of 250% and 500% instead of 200% and 300% in the last version, mainly because 200-300% weren't drastically different enough to warrant two deformation values.
- Bug fixes and slight tweaks to some other vehicles (in terms of power, aero, grip, top speed, etc.) based on lap times and feel through the Nordschleife and Spa Francorchamps race tracks.
V4.1a:
- Include .OIV package for all three levels of deformation.
- ***Important*** Change settings in IKT's Inverse Power to allow Los Santos Customs modifications to have an effect while still maintaining the driftability of the vehicles. In short, tuned vehicles through Los Santos Customs or through trainers now see an actual performance increase, as oppose to before where performance upgrades did basically nothing with the Inverse Power mod enabled (see installation instructions)
***Below are the settings I use using ikt's InversePower.ini file with my handling mod***
[CONFIG]
Power = 100
Torque = 850
Angle = 250
Speed = 175
Slope = 130
Deadzone = 0.0
[DEBUG]
Debug = 0
DisableP = 1
DisableT = 0
***Note: Due to the increase in torque to keep wheels spinning, acceleration will be faster than specified depending on the handling file you are using. With my handling, acceleration were cut anywhere between 0.2-0.5 seconds from 0-62 mph.***
** Credits:
- 3ric2hew for identifying the bike traction control off.
- ikt's Real Time Editor, Manual Transmission and Inverse Power. These are pretty much the staple of mods when it comes to handling editing and driving enjoyment. Thank you very much for the amazing mods!
- InfamousSabre for his old, but still working and great Drift Assist mod.
- Killatomate's Realistic Driving V version 1.0 for serving as the base of this mod. However, since V1.0, everything has been completely overhauled and evolved into something that feels authentic to other racing games (at least in my opinion). Still (if you are reading this), thank you very much for your hard work.
- prince_linus for providing some awesome screenshots.
- TE_Prodigy for his awesome realistic racetracks which I took some screenshots with, and used them for handling tests.
- Mimile38 for the nice and long “Long Track” mod for testing acceleration and top speeds.
- Kryo4lex & TheSigui for the incredible Super Sonic mod, as I’ve used it to increase the top speeds of planes.
- And the rest of the modders who provided some very nice tracks to drive/test on.
Feedback is always welcome, though may take some time for me to reply due to work.
Enjoy!!! Veure el tema a GTA5-Mods.com Forums »
Carregat per primera vegada: 18 de Agost de 2016
Actualització més recent: 17 de Octubre de 2017
Últim descarregat: Fa 4 hores
368 Comentaris
**Important note: Please do not ask me to fix any erratic handling behavior that you might be having if you got a custom model installed for that handling line (includes add-on or replace). This mod was made specifically using vanilla models and I cannot guarantee that it will work for custom models.**
In an attempt to keep the text short (for your ease of reading and saving me time), I will include only the update log from previous version from now on, with maybe other side notes (also separated the text in the .txt files for easier reading)
*** Introduction and Highlights:
This mod provides a handling akin to Race Driver Grid or other type of semi-sim arcade racers such as Forza Horizon 3 that recently came out. The general focus for the physics of this mod currently is 70% realism and 30% arcade. All vehicles have been modified (including bikes, trucks, planes, helis, and boats). Helis and boats are still somewhat experimental as I'm still not sure what each value does yet. Bicycles have been touched slightly, but also still experimental...
Some quick highlight of this mod:
- Drag/gear limited realistic top speed for all vehicles, with realistic gear ratios.
- Realistic ABS model for cars and bikes, with older vehicles having no ABS.
- Realistic and accurate acceleration times for all vehicles except aircrafts and seacrafts.
- Semi-realistic grip and braking, with implemented downforce on certain vehicles. Vehicles feel fluid and enjoyable while still being challenging to drive quick and unique between vehicles.
- Overhauled motorbike handling, with higher degree of lean, and are now able to drift and do burnouts. No more bogging, and bikes feels tight and fast, and accurate to their RL counterparts (fantasy model handling are made either with information from my own interpretation or via the internet).
- Overhauled all ATVs. Feels pretty fast, but never ridden on an ATV before, so correct me if I interpreted the handling wrong, info was pulled from the internet...
- No auto-braking when free-wheeling, but still slows down naturally, making cruising possible and enjoyable.
- Realistic suspension for all vehicles, with no wheel clipping through the fenders when suspension is under load (going over a curb for example) with wheels turned (applies to stock ride height only).
- Increase in the roll-over risk for some vehicles.
- Entertaining levels of deformation with 3 different variants, core mod(entertaining), 200% more than core mod, and 300% more than core mod (feels kind of like paper…).
- Much faster fighter jets, and all planes being more challenging to pilot (less responsive) and significantly reduced turbulence.
- Realistic speeds for all planes using the Super Sonic mod.
- Overhauled surface materials grip levels to be semi-realistic, and removal of top speed limitation on certain surface materials (materials.dat).
- Faster traffic speeds for ai drivers, with changed handling flags for corresponding vehicle types.
- Support for all vehicles up to latest official DLC.
- And many other technical features I probably have left out, cause too lazy to write :P
Update Log:
V4.1:
- Include all DLC up to Smuggler's Run DLC
- Changes in grip and brakes again, to make brakes feel slightly stronger and making wheel lock ups (for cars that do not have ABS) and triggering the ABS appear more realistic and natural. Additionally, with these changes in grip, the AI also seems to drive a little bit better using the same, unchanged "Traffic Speed" file.
- Some major changes in suspension behavior to make it appear more pliable and have more body-roll rather than somewhat stiff looking in previous versions. Went over a few "speed bumps" near the hospital by the city with a mulitude of vehicles, suspension reacts as it should to speed bumps and are equally reactive in the bumpy Nordschleife track.
- Fixed some vehicles that were prone to roll over, like the duneloader.
- Added all newly included planes from the Smuggler's Run DLC into the realistic plane speed and adjusted their handling slightly to have more consistent handling at those speeds.
- Change deformation values to an increase of 250% and 500% instead of 200% and 300% in the last version, mainly because 200-300% weren't drastically different enough to warrant two deformation values.
- Bug fixes and slight tweaks to some other vehicles (in terms of power, aero, grip, top speed, etc.) based on lap times and feel through the Nordschleife and Spa Francorchamps race tracks.
V4.1a:
- Include .OIV package for all three levels of deformation.
- ***Important*** Change settings in IKT's Inverse Power to allow Los Santos Customs modifications to have an effect while still maintaining the driftability of the vehicles. In short, tuned vehicles through Los Santos Customs or through trainers now see an actual performance increase, as oppose to before where performance upgrades did basically nothing with the Inverse Power mod enabled (see installation instructions)
***Below are the settings I use using ikt's InversePower.ini file with my handling mod***
[CONFIG]
Power = 100
Torque = 850
Angle = 250
Speed = 175
Slope = 130
Deadzone = 0.0
[DEBUG]
Debug = 0
DisableP = 1
DisableT = 0
***Note: Due to the increase in torque to keep wheels spinning, acceleration will be faster than specified depending on the handling file you are using. With my handling, acceleration were cut anywhere between 0.2-0.5 seconds from 0-62 mph.***
** Credits:
- 3ric2hew for identifying the bike traction control off.
- ikt's Real Time Editor, Manual Transmission and Inverse Power. These are pretty much the staple of mods when it comes to handling editing and driving enjoyment. Thank you very much for the amazing mods!
- InfamousSabre for his old, but still working and great Drift Assist mod.
- Killatomate's Realistic Driving V version 1.0 for serving as the base of this mod. However, since V1.0, everything has been completely overhauled and evolved into something that feels authentic to other racing games (at least in my opinion). Still (if you are reading this), thank you very much for your hard work.
- prince_linus for providing some awesome screenshots.
- TE_Prodigy for his awesome realistic racetracks which I took some screenshots with, and used them for handling tests.
- Mimile38 for the nice and long “Long Track” mod for testing acceleration and top speeds.
- Kryo4lex & TheSigui for the incredible Super Sonic mod, as I’ve used it to increase the top speeds of planes.
- And the rest of the modders who provided some very nice tracks to drive/test on.
Feedback is always welcome, though may take some time for me to reply due to work.
Enjoy!!! Veure el tema a GTA5-Mods.com Forums »
Carregat per primera vegada: 18 de Agost de 2016
Actualització més recent: 17 de Octubre de 2017
Últim descarregat: Fa 4 hores
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28 de Març de 2018
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@chang63 Alright, after over a month of playing around with the 4.x test version you've sent me, I think it's finally time to leave some feedback. It might be just a placebo effect, but I have the feeling all of that glitching around doesn't happen that often anymore. Haven't spotted any more Pounders sliding away, though the AI still seems to have a hard time driving the Feltzer & especially the Bullet. Was going down the LS Freeway towards Pillbox Hill the other day, when the rear of a Bullet right in front of me went airborne after going over a pot hole, causing the car to slide down the hill upside down. Other than that, the AI 'bouncing' because of your suspension edits is still all-time present. I assume you'll have to edit the suspension height of the car models via ZModeler itself to get rid of the bouncing.
26 de Desembre de 2017 -
@sideswipeBL yes it will, need to find out what is causing my game to crash first...
26 de Desembre de 2017 -
@prince_linus got a new version in the works, but still don't notice the "bouncing" that you are describing, though can't test at the moment since trying to debug what is causing game to crash with new update... Got fed up with it for now and playing rise of the tomb raider for now, but will go back and try to see what happens. Maybe it's just outdated mods causing the crash...
26 de Desembre de 2017 -
@chang63 That's weird. No bouncing cars when approaching them waiting at traffic lights? No cars hopping when catching up to them on the freeways?
27 de Desembre de 2017 -
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@prince_linus but if you are using a modified ai vehicle speed that makes them faster or use the vanilla one, there is a high likelyhood you will get rear ended or that the ai will drive full speed onto a sharp corner assuming the brakes will save them due to reduced grip, etc. The one included in my mod reduces some of those cases, but its not perfect and its one ot the reason I keep changing grip levels with each iteration, to get ai to drive properly without crashing into everything, while still feeling like you are driving and not glued to the road...
27 de Desembre de 2017 -
@chang63 I'm currently experimenting with vehicleaihandling.info to reduce these crashes, but this has nothing to do with the bouncing I'm talking about. That 'bouncing' occurs when the suspension height of the cars changes. I assume that happens when the game switches from the LOD models to the actual, high poly car model. That is what I'm describing as 'bouncing'.
27 de Desembre de 2017 -
@prince_linus could be an issue with either a mod you got installed or you have a system limitation or an issue from the core game (there are some youtube vidoes showcasing that the path rockstar made for lod makes cars seem tp "float" on top of the road, then falls back down as you move closer. Perhaps try changing some LOD parameters (though not sure which file, I think I've seen some values in vehicles.meta, visual-(something).dat, n forgot where else. But I really have not noticed any oddities other than ai not being able to drive properly (sometimes) with new handling as described previously. I can post a video up of some general gameplay once I finish editing the new vehicles in along with some new handling characteristics I want to try.
28 de Desembre de 2017 -
@prince_linus but I have seen the towtruck behave weirdly before on an older version (either V2.0 or V3.0, but haven't really noticed it since... Fun fact, there are some roads in gta that vehicles seems to "float" on top of the road as if there is an invisible bump (didn't realized that until I saw it on youtube, and occurs on vanilla game). Maybe that is what you've noticed?
28 de Desembre de 2017 -
@chang63 Nope, it happens everywhere & every time. And also only with Sim-cade after you've released the suspension edits. Already tried changing the LOD distance for cars inside visualsettings.dat, though that hadn't any effect. Probably the wrong file.
Of course, the bouncing could be caused by something else, though I really got no idea what that could be.28 de Desembre de 2017 -
@chang63 Oh, also, traffic isn't floating. The cars 'hop up' when getting closer. That makes sense considering you increased the suspension height. Maybe I should lower the suspension height for some of the cars sub vanilla values to see whether this has the opposite effect?
28 de Desembre de 2017 -
@prince_linus if they "hop-up" then I suspect it could be a processing issue, or transition between the lod's path and the model's pathway, but that is just a guess, I have no idea why it's happening to your game... R u using latest game version?
28 de Desembre de 2017 -
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@Grizzly_ME it should, but an update to support latest dlc is in the works, though no eta yet since still got quite a bit of other things to get through...
08 de Gener de 2018 -
Thanks for keeping this mod alive <3 Would it be possible to include a version with original gta vehicle damage for the next update? As much as I love the current deformation - police chases are absolutely impossible since they all destroy themselves shortly after getting in the chase. After 20sec your stuck with 5 half destroyed police cars behind you, barely able to drive at 10mph because they slightly touched something... :D
25 de Gener de 2018 -
@KrytonYT sure, I can include one though it won't be exactly like vanilla but close since all value has been individually tweaked and I'll probably batch edit it to a similar level to vanilla rather than painstakingly go through each one again... But again, don't know when that will be since I haven't got much time recently and want to test out new ideas as well as update the mod to support current DLC (until another one drops... Rockstar... smh)
28 de Març de 2018
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 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...)