as fun an idea as this is,,,, its kinda redundant for GTA since we dont have a genuine physics package to work with. PhysX is NOT the same thing,,, maybe your modding the wrong game... This type of thing would be better suited to Assetto Corsa i think. Others may disagree, but its my opinion... not something id be likely to use, sorry.
@ToneBeeDTD Sorry but your comment is total bulls***, so according to your point of view, we should drive GTA cars with the arcade handlings we have in default ? It's totally possible to make realistic driving simply because me and other people already made it, but it's especially build for tracks like spa or nordschleife not los santos roads in this point you're right, have you at least tried one of those handlings in a track ? If so you would have said that it's very realistic and Physx in game are not assetto corsa but it's good enough to let you feel gran turismo feeling, assetto corsa doesn't need any handling mod because the base game is already made to be as realistic as possible. So yes, maybe it's just not for you, but let the other people who love SimRacing enjoy driving realistically in GTA since it's a lot funnier than assetto corsa and don't throw your 0.5 star thinking you're doing something good, i will keep making realistic handling even if you like it or not. Cheers
lmao you can improve handling in gta v for sure, but calling as realistic simulation,its beyond ridiculous.
PEOPLE WHO LOVE SIMRACING dont play gta v.
if you feel u can improve something try on a real SIMRACING simulator
or just call your things as
handling_improve.
btw tested and nothing special at all.
''assetto corsa doesn't need any handling mod because the base game is already made to be as realistic as possible''
untill you do a new mod for it...
or you dont know about AC modding comunity?
i actually meant, for all your hard work, its a shame, GTA just does not support what your trying to achieve. the scale factor used within the models, does not fit the physics model. This is the ass pain with GTA 5, not with your work. i think things like this, are good, if you actually find a way to code in new physics information, rather than just finding compromise lines. I make cars mostly, so when someone edits my handling lines i provide with my work, it pisses me off a little. im sure im not the only one.... so for that i rated half star... it IS good... but it does intrude on others work when "Project Realism - Nissan, Audi, Toyota" etc appear from someone who had no hand in the creation of the initial mod.
@Sonny Forelli Don't mind the criticism i personally find it fun and quite good, seems great on Nordschleife, id love the ek9 as others said but stick to original ek9 spec not a sleeper lol try match the gran turismo spec style of it :)
@vithepunisher Thanks for your support, and i just let them say whatever they want we all have our own opinion about it so it's pointless to debate here. And i already made a 1000HP for ek9 but i will also make a gran turismo style handling for it, but it's very fun to have all this power in this tiny little machine tbh.
This 1991 top down racing game has a career mode that, we'd venture, hasn't been surpassed in racing games since. In addition to racking up your championship points, against such legendary drivers as 'Ayrton Sendup' and 'Crashard Banger', you also have to busy yourself badgering your sponsor for more funding, avoiding the attention of environmental activists and rolling the solicitors of wealthy relatives for extra dough. It's like Derek Trotter, the motor racing years.
What's more in the very lightly sanctioned world of Super Cars II, if your driving skills aren't quite up to scratch, simply bolt some homing missiles onto the front of your thinly veiled Alfa Romeo SZ and point them at the car in front's exhaust pipe. No matter how much ordnance you pack, you will still have to contend with the precision jumps, blind tunnels and unstoppable freight trains that pepper the various circuits, though. Perhaps Formula One could learn a thing or two?
Before Sega Rally came along, this was as realistic as arcade rally games got. World Rally opted for a top-down view but benefited massively from a main sprite that was digitised directly from photos of a Toyota Celica GT-Four. Or at least photos of a scale model of a Toyota Celica GT-Four, it's difficult to tell at this resolution.
World Rally also had some fantastically throaty digitised audio samples for the engine and when you dropped your pound coin into the machine you were treated to exactly the same start-up sound that Carlos Sainz Snr would have heard at the start of a day at the office. When everything else in the bowling alley was pumping out bleeps and bloops, this was a pretty big deal.
The cabinet only had a single pedal, the accelerator, but frankly that's all that was required to initiate the biggest slides this side of a Floridian water park. Your little toybox Celica whistled around increasingly rapid-fire sequences of chicanes, hairpins and, the rally car's natural enemy: big piles of logs.
Earning legendary status among both arcade racing fans and apostrophe placement pedants (though for very different reasons), the Cruis'n series made a triumphant return in 2017 with Cruis'n Blast. Taking 90s arcade racing sensibilities, applying modern graphical technology and slathering the whole lot in more neon lights than a Las Vegas casino, Blast is a barely restrained thrill ride the likes of which we haven't seen for decades. Also there are dinosaurs, because of course there are.
Debuting initially in amusement arcades in 2017, it's more recently been ported to the Nintendo Switch meaning you no longer need to pump pound coins into the game to keep playing and can rub doorhandles with three of your mates in split screen. No violation of trade descriptions here, it's literally a blast.
For some, though, the storyline-driven missions were just a sideshow, with the real draw being the opportunity to - for the first time - tear through faithful-ish 3D renderings of New York, LA, San Francisco and Miami. Wallowy suspension, errant hubcaps and alley-ways that were liberally cluttered with destructible boxes made this the definitive Hollywood car chase simulator.
The fact that this was released in the same year as the all-conquering Super Mario Kart could go some way to explaining why this racer slipped by relatively unnoticed. The vehicle variety was one of the game's strongest points, with hovercraft, tanks and monster trucks all handling noticeably differently. The weapons were similarly satisfying, with rockets, oil slicks and mines at your disposal to turn foes into smouldering piles of debris. It also packed in a killer soundtrack, as the name suggests.
It also featured a box-body truck performing a full loop-the-loop. A dramatic feat you would usually discover, to your fiery dismay, as you were already half way around said loop-the-loop. All this in a game released the year before the internet was invented.
The stroke of genius, though, was creating the game as a platform for fans to introduce their own cars and circuits. Cue a zillion gloriously unofficial recreations of every racing series from contemporary Formula One to 1980s rallycross. It was (and remains) a simulation all-you-can-eat buffet where the plate's your PC hard drive.
And if you were lucky enough to have three mates and enough of those bafflingly claw-shaped N64 controllers, the variety of vehicles made a refreshing multiplayer change from flinging friendship-ruining red shells at each other around Luigi Circuit.
Born in an age when racing games were becoming steadily more sophisticated, Destruction Derby offset a wave of sensible simulations with a welcome blast of vehicular anarchy straight out of Wimbledon dog track.
As well as building on the original Micro Machines with the addition of hovercraft and helicopter races, this sequel also kicked things up a notch in the multiplayer department thanks to a custom Mega Drive game cartridge that featured two extra joypad ports built in, helping you more easily inflict your obnoxious post-race victory dance on three mates instead of just one.
While it never achieved the mainstream success of the Colin McRae series, Richard Burns Rally was beloved among rally purists for its authentic, challenging off-road handling. This is a game that gently encouraged you to graduate from its exacting in-game rally school before you ventured out onto the special stages to roll your Subaru Impreza into a ball.
There's a dedicated fanbase still playing and adding to the game, but it's the fundamental brilliance of the physics model that ensures that it remains well worth a look roughly two decades after release. What's more with Richard Burns himself sadly no longer with us, the option to pit yourself against ghost car times set by the man himself feels strangely poignant these days.
The first proper Formula 1 simulator worth bothering with. While its predecessor was one of the first racing games to pioneer 3D graphics, it was the addition of an official FIA licence and 16 faithfully modelled tracks that saw GP2 quickly amass a cult following. Physics wizard Geoff Crammond managed to coax convincing handling from PCs that are a fraction as powerful as a modern mobile phone and, thanks to brand new 3D texture mapping, cars were plastered with sponsorship just like the real thing.
Part of the fun was its groundbreaking damage system, which saw some unhinged players (not us, obviously) pelt round at full speed in the wrong direction in an attempt to make all four wheels fall off (they never did).
It'll stick most in the memory, though, for the colourful graphics, bouncy punk soundtrack from The Offspring and Bad Religion and the fact that your fares happily splashed out on a cab on a 90 second journey to KFC and Pizza Hut. What are they made of, money?
Hey, wake yourself from the micro-nap induced by reading this game's name. R3E as we'll call it (in deference to your continued consciousness) is a monstrously underrated racing sim. Entirely free to download, you simply pick and choose what and where you want to race from an ever-expanding a la carte menu of purchasable cars and tracks.
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