Gta 5 Lowrider Mods

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Azucena Jewels

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Aug 5, 2024, 10:32:02 AM8/5/24
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Onnights when the weather's nice, they come out. Shiny hunks of metal rumble and growl their way to parks, parking lots and quiet side streets. The best from Detroit's golden years are usually displayed in their meticulously preserved glory at classic car meet-ups and cruise-ins. But as modified cars grow in popularity, you're more likely to see them on the road. One of the most recognizable modifications gearheads make to their cars is to lower the suspension so that the body skims the ground. This basic modification has given rise to an entire subculture of the car hobby: the lowrider.

It's not clear when lowriders first entered car culture, but as long as people have been modifying cars, they've lowered or raised the suspension to change the car's performance or look. Modifying old cars was a popular hobby in the late 1940s and 1950s and gave birth to hot-rods and rat-rods. While many hot-rod builders would lower their car's suspension, it was only one of many common changes. Eventually, lowriders as class of modified cars emerged and gained popularity by the late 1960s and early 1970s. They remain one of the most popular types of modified cars.


For many people, lowriders are more than cars -- they're a way of life. "Lowrider" refers not only to a type of car, but also to a person or lifestyle. People who call themselves lowriders typically own and show lowrider cars and follow urban and hip-hop culture. Lowriders as a trend started out in Mexican-American and Chicano communities in Southern California. Later, the cars became popular in urban African-American communities. Today, lowriders are a part of hip-hop culture, showing up in music videos and influencing car design trends. Hip-hop influenced lowriders are the most popular ones today. They're large cars from the 1960s and '70s that feature flashy paint and sport oversized wheels and tires. Original-style lowriders still persist in the Southern California communities where they originated. These cars tend to be from the 1950s and use more subdued paint and wheels.


I know there's a lot of people on here who like cars, cars are what get us from point A to point B. Cars are also a type of clout to some people, having a nice ride to pick up the ladies or to show off at shows is always a plus.


Two cars though that I truly miss and have found good mods for? The Blade and the Savanna from GTA SA. Two very nice vehicles that anyone could afford, clean, not beyond fast or with ungodly handling, just two simple low riders or daily cruisers.


Found 2 listings for mint 1964 impala's (no hydraulics system though) and they're both near me. One is $12,000 and one is $40,000. The 40k one is a numbers matching car, same paint, garage kept and cared for and under 5k miles, the other one has been rebuilt. You tell me that's not affordable whereas the tornado (1957 belair) is for some reason like 15k on here in the shit condition and like 40-50k (i think) in good condition. when a 57 bel air irl is easily an 80k car, and the economy on this server is much different from IRL anyhow.



Savanna should be priced at 95k and the Blade at 75k. Fair prices with the economy.


We're missing the Bucaneer custom I believe, Moonbeam if I'm not mistaken (Could be wrong) and the Minivan. I'll do some more research in game tomorrow and see what we're missing and update the post with more cars. Of course drop suggestions here because after all it's for the community.


Benny's Original Motor Works is a custom shop introduced into Grand Theft Auto Online in the Lowriders update. It is exclusive to the Xbox One, PlayStation 4 and PC renditions of the game.


Benny's Original Motor Works allows players to fit specialized equipment and accessories to their cars in GTA Online, such as hydraulics, custom stereos, vinyls, engine and interior mods and unique paint-jobs. Unlike Los Santos Customs, where the vast majority of vehicles in the game can be modified, only a select few models can be modified at Benny's Original Motor Works. It was initially available for selected muscle cars, sedans and vans for lowrider-type modifications. However, with the subsequent updates, this was greatly expanded for selected vehicles for high-performance modifications and full-body "retro" conversions.


Before any modifications can be fitted, the player must pay to upgrade their base vehicle to a "custom" variant, after which the additional modifications unique to Benny's can be applied. As well as the actual garage, Benny also owns a website under the same name (URL:Bennysoriginalmotorworks.com) which lists the vehicles that are eligible for modification at the shop, as well as allowing players to purchase those vehicles (the prices for which are the same as on the various other vehicle websites in the game).


Fitting parts to the cars is an almost identical process to how modifications are applied at Los Santos Customs, with similar categories. Additional camera angles are provided for the various interior modifications. The original modification options from Los Santos Customs are also available to be applied at Benny's, although some can only be applied to the base model car rather than the conversion.


Vehicles can have a range of modifications sorted into unique categories, namely Engine Blocks, Trims and Interior options. Benny's vehicle can be also modified at other mod shops, but they have limited access to standard categories, meaning interior options are unavailable outside Benny's.


The FAR mod, yay or nay? I try to keep my install pure stock, but the idea of a more realistic aerodynamic model is compelling. Further, I'm running KSP 1.10.0 and will try to upgrade to 1.10.1 this wekend. Is FAR worth it, especially on these newest versions?


KSP's aerodynamic model is quite realistic nowadays, there's not really a pressing need for FAR like there used to. However, if you want absolutely accurate aerodynamics, try FAR out, as the performance penalty is only very slight.


1) Cambering. FAR takes zero account for cambering (the shape of the cross section of the wing), which means that unless you have a positive angle of attack or a positive incidence, your wings produce zero lift. This is unrealistic and the stock game does this actually better, producing lift even if your craft moves in a parallel direction to the plane of your wing surfaces.


2) Ground effect. In reality, the lift coefficient of your lifting surfaces is somewhat higher when you are close above the ground, which does actually help noticeably during take offs and landings by decreasing the stall speed. FAR, as far as I can tell from the tests I did with it, does not take ground effect into account.


3) Take off and landing speed. In reality, a typical airliner is capable of taking off and landing at speed somewhere between 70 m/s and 120 m/s. In FAR, I haven't managed to get into the air at speeds lower than 200 m/s. I performed an exhausting number of test flights - with my crafts, with stock crafts and even with the crafts that came with FAR, and with the exception of the FAR included fighter jet (I cannot recall its name), it was impossible to maintain altitude at speeds below cca 200 m/s, which makes a safe landing of your average SSTO pretty much impossible. The only reason why the FAR fighter jet had a better performance than the other aircraft was because it was equipped with an unrealistic amount of control surfaces. This is not how real aircraft should behave IMHO.


4) In flight stability. Again, all the aircraft I tested, including stock and FAR aircraft, displayed a severe and immersion breaking instability in pitch and yaw directions even close to trans-sonic speeds. Real aircraft do not wobble up and down, FAR aircraft did for me. Perhaps I was doing something wrong, but all the SAS on/off and FAR stability autopilot on/off combinations have been tried with zero effect.


5) Aerodynamic shadow. In reality, if you put the tail wings close to the main wings, the tail wings will be robbed of the stable airflow they need by the wings in front of them and will not function properly, if at all. None of this is to my knowledge simulated by the FAR model.


Having said all this, I think your best bet is to install FAR, play with it for a couple of hours, try different types of aircraft, watch their behaviour closely, and then decide whether you prefer the stock model or the FAR one. Neither of them is perfectly realistic, so do not believe people who say otherwise.


It's not meant to be. It's a more accurate aero model, that's all.

You're missing the big selling point anyway, which is shape-based aerodynamics and accurate drag simulation - the two historical problems with KSP that FAR was created to solve.

See, one upon a time, drag in KSP had nothing at all to do with the shape of a craft, and worse still, it was based on the mass of a part rather than it's cross-section. Thus "pancake rockets" were the norm.

The new KSP aero model assigned "drag cubes" to individual parts based on their cross-section, while FAR bypassed the "bunch of parts" concept altogether by calculating the shape of the overall craft.

Both still make assumptions and rely on approximation, it's simply not practical to make an "absolutely accurate" aerodynamic model in the context of a game like KSP.




Cambering. FAR takes zero account for cambering (the shape of the cross section of the wing), which means that unless you have a positive angle of attack or a positive incidence, your wings produce zero lift.


Not true. FAR assigns magic "wing values" to wing parts just like stock does, and those attempt to take into account cross-section just like stock does. The actual implementation (and therefore results) differ though, and any mod wings will indeed have the basic "flat plane" lift all parts get unless patched for compatibility.




Take off and landing speed. In reality, a typical airliner is capable of taking off and landing at speed somewhere between 70 m/s and 120 m/s. In FAR, I haven't managed to get into the air at speeds lower than 200 m/s.

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