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    @_CP_ Found a bug in popgroups.ymt: Under the Salton Sea vehGroup (VEH_SALT), there is an attempt to spawn the modelkey voodooo2. I'm not sure if this actually causes any problems/crashes or not, but obviously it won't actually spawn the voodoo2.

    26 december 2019
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    @mbailey650 You can also click the Add Video button to add it as an image to the file description. (Technically anyone else can too, but it has less legitimacy if somebody else adds the author's own video. =))

    24 december 2019
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    I was watching the "Viper Custom Sound" video and was thinking, "Well that's just identical to vanilla..." Then the second part of the video came on and my jaw dropped.

    23 december 2019
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    @ess125 From the description: "RECOMMENDED MODS:
    ...
    - LSPD: First Response"

    Moreover, from personal experience, yes, it works just fine. =) (Caveat: I've only tried it with LSPDFR 0.3 -- I haven't tried the newer 0.4 yet, since I stopped playing last January, apparently just before 0.4 came out. But I can't imagine any reason why anything would have changed.)

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    Since I apparently haven't already given a rating to this file, this post includes my doot. It loses a half mark 'cause the model quality isn't perfect, but it's otherwise brilliant.

    23 december 2019
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    @Trulux No, reverse is not modified by any handling mod -- that would require a scripted mod. (e.g., https://www.gta5-mods.com/scripts/stop-reversing-while-braking )

    @ewilson620 That's the game engine's fault, although the mod definitely exacerbates it. Car windows in GTA IV had greater thresholds of model deformation needed before they would shatter, whereas in GTA V Rockstar made models deform much less... and so made glass much touchier to match the approximate rates of breakage in GTA IV. Since the deformation-version of this mod brings the deformation back to GTA IV-like levels, the rate of glass breakage unfortunately increases dramatically.

    @sephirotic Bikes play very realistically at high speed, but their low speed is a bit silly. The rest of your complaints aren't really justified, though: car turning circles are realistically quite gigantic; even supercars are 1.4 metric tonnes or more; braking efficiency changes depending on the installed materials.dat; and you're asking for a balance between realism and arcade physics on a mod literally titled "Realistic Driving". You might be happier with the Reduced Speed version, but you'll also need a steering wheel, gamepad, or at least need a decent mechanical keyboard to allow fine-touch if you want to control cars properly. Everything is at about 80-90% of Richard Burns Rally levels of responsiveness and traction, which is about as good as you'll get for a game that doesn't simulate half of the mechanics that RBR does. =)

    @smarpey Using OpenIV, edit vehicles.meta -- usually contained in the mod's own RPF if the mod is a DLC-style addon. Look for your corresponding vehicle model name and change the "handlingId" just beneath it to POLICE.

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    23 december 2019
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    Oh, I see -- there's a new API. Interesting! My apologies.

    22 december 2019
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    "Remove usage of decorators for cross-script information"

    I was relying on that to allow per-vehicle (not per vehicle-type, literally per vehicle-instance) selection of different gearboxes.

    22 december 2019
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    @FinnMcMissile I think the realism factor is based on inertia more than anything else -- although body roll definitely contributes, tight suspension vehicles like supercars/ultracars do have very little perceptible roll in reality (and correspondingly awful ride qualities -- no idea why people are so enamoured of spending a quarter-mil on something they can't even use, instead of an Aston, Jag, or Mas ;-)). Realistic Driving V, for instance, has very little body roll on most vehicles, but still feels extremely realistic because cars are more appropriately weighty. Even a conventional sedan in vanilla GTA V can perform a high-G turn in excess of 1.5 to 2.0 G, and can brake at upward of 3 or 4 G, whereas the best sportscars struggle to maintain traction at around 1 lateral G and ultracars like the Bugatti Chiron barely manage 1.5 lateral. 10~15 m/s^2 of braking is a good metric for most real cars, as well -- vanilla, of course, massively exceeds this, usually by a factor of 2 or 3.

    21 januari 2019
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    @GreenAid Yep, pretty much! It's also designed to allow wheelspin. Setting it to a low/no value will make cars seem to lope rather than have wheelspin on acceleration -- so when making old heavy cars with soft suspensions and weak acceleration, it's good to give them a little extra traction loss to make their gigantic motors reflect their actual power, whereas modern cars are better with a little less traction loss to make their behaviour more sedate and... grocery-runny.

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    Going to give this a whirl! It does seem a little generous on the traction, but it's also up-to-date compared to my other favourite handling mod.

    Also seconding GTAclown's request for a list of touched and untouched cars. =)

    21 januari 2019
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    @voncarl93 What are the visual mods you're using in the video? Particle effects and blood effects, for instance. I actually have several mods that all compete with weapons.meta (and their equivalents in the DLC files), especially Pickups, but those particle effects in particular seem pretty fascinating! (I'll still give your settings a try, since they look pretty bang on in the video. (As a complete aside, it's weird that every video that showcases weapon effects always shows random, non-instrumental violence against innocent bystanders... nothing personal, just a thought. ;-)))

    14 januari 2019