Gta 5 Realistic Handling

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Meggan Shankman

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Aug 5, 2024, 12:44:42 AM8/5/24
to jewshamsode
forthose complaining about low top speed. first of all, u dont even know how to drive, im convinced 99% of u manage to crash even a bicycle...why do u want to exactly go 300+ kmh? also there is an increased top speed version...

feels great. the other handling mod is not as great as this, somehow...despite being updated so often as its like driving on the moon, the car is flying, but this mod...its great. seems to be just about right. the car is not flying when driving over a speed bump but u can see there is some extra lift.


Absolutely BEST realistic driving mod for GTA V in my opinion!

Fantastic job! I am so glad that I even donated the Author!

All cars are carefully adjusted to perfectly match real-life inspired counterparts. I can feel hundreds of hours you have put into this mod. Hands-down!

I recommend installing the increased deformation with realistic top speed version of this mod for absolute realism.

I've tried many other mods + I've been working on my own mod for some time but never managed to achieve satisfactory results. This mod is doing the job 100% perfect! Plus it even disables annoying vanilla auto-breaking which is huge! At last I can feel I'm driving a car pretty much like in real life.

Thank you!


@chris0p

Okay, figured out to to extract the separate files. Just want to make sure I'm clear on what you did. You took handling, materials and vehicleaihandlinginfo from this mod and added them to True Realistic Driving V ... correct?


is there any way to make this mod not crash my game while using replaced vehicles? it was working fine for a bit but then it started crashing whenever i would use a replaced vehicle file, is there any way to make the replace files have the same center of gravity and what-not as the original but still keep the cosmetic of the replace file??


created an accouunt just to warn you guys.STAY CLEAR of this mod. it crashes your game within a few minutes of driving.

i dont have any vehicle mods or anything vehicle related. and it still crashed my game within a few minutes of driving my car.


my game only seems to crash when loading a new game or saved game, i can replay missions but it crashes when loading me back into freemode when the mission is finished, super awesome mod and works perfect in freemode i just want to have a full sp playthrough with this mod (also derailed is basically impossible with this mod lol)


@masterhotdog8 ENB is the cause of the save game issue. Nothing I can do about that. And yeah, something in the original unrealistic handling allows jumping across train cars. With realistic physics, that's not possible anymore.


This is a handling mod for GTA 4 and EFLC. All handling parameters for all cars and bikes have been completely reworked based on real data. Cars handling made more close to reality due to fine tuning center of gravity, tire traction, suspension etc.


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Firearms are the most relevant items of evidence in gun-related crimes, likely bearing various traces facilitating an objective reconstruction of the crime. Trace DNA recovered from firearm surfaces might help to identify individual(s) having handled the firearm and thereby possibly to link the firearm and the corresponding shooter, however, the interpretation of DNA traces on handled items can be challenging and requires a detailed understanding of various factors impacting DNA prevalence, transfer, persistence and recovery. Herein, we aimed at improving our understanding of factors affecting the variability of trace DNA characteristics recovered from firearms handled in gun-related crimes: Skin contact traces were recovered from various outer surfaces of two types of firearms handled in four realistic, casework-relevant handling scenarios and the corresponding trace characteristics (DNA yield, number of contributors, relative profile contribution for known and unknown contributors, LRs) were compared. Trace DNA characteristics differed distinctly between handling conditions, firearm and surface types as well as handling individuals and intraindividual deposits emphasizing the variability and complexity of trace DNA profile composition expected to be recovered from firearms after realistic handling scenarios. The obtained results can provide useful insights for forensic experts evaluating alternative activity level propositions in gun-related crimes.


First off, I'm a pilot in real life. So I know how airplanes handle. I've also flown in helicopters but I have never steered one, yet I believe the same principles apply to make them steerable at all.


There's some discussion re: banking in the fixed wing flight model thread, though the only specific mod that comes immediately to mind (as opposed to being something of a more all-in-one dealie like ACE3) is oukej's tweaked A-164 Wipeout config, linked to in that thread.


Your observations are not because of 'autopilot', mostly limited physics simulation which leads to incorrect aircraft behaviour. Basically, airflow over wing surfaces is not simulated: your aircraft is just a sky-car with a speed and direction. This results in the behaviour that if you bank a plane you don't get any horizontal 'lift' and reduction of vertical lift. The (advanced flight model) helicopters are better, I have much fun flying them in game.


We won't see a realistic flight model for Fixed Wing anytime soon. In the Future, one cannot tell. Someone was making a JAS-39 Gripen mod though that had a custom Flight Model, however, i haven't seen it around at all recently, so i can only assume it's dead. However, i have a hard time believing that it would have been much different from the BIS current flight model. In short, wait till the end of Arma 3's support, or Arma 4.


Well, if scripting commands to set forces/torques acting on object would be added, we can quite see it in ArmA 3. It's not that big of a change, and will enable to create very elaborate aerodynamics in SQF


@GreenAid You are totally correct, I have been playing BeamNG and Gran Turismo a lot lately and I've gotten used to vehicles being extremely difficult to drive. Sometimes it can be pretty hard for me to straddle the line between realism and playability. I have a slightly less powerful much more controllable version coming out soon.


@Impactjunky Well I try to do the same too tbh, I tune them for keyboard so that they're harder to drive but still not impossible once you practice, as it should be. And I get told that my handlings "have no grip, no brakes" etc, from people that use arcade handlings...


@The Taco Po Po There's a few good guys on here, the most realistic guys seem to be killertomate and greenaid but I doubt they would do a single car. You could search the handling tag and ask someone who posts regularly. I would probably do it myself if my PC was working properly right now.


Sorry guys, it will be no longer available for singleplayer. Handling crash because I made a custom hadling.meta with mixed dlcs cars. As you know in OpenIV handlings are separated by dlcs and with a specific orders. You can replace manually code by code, but I dont recomendad that. Sorry so much.


@Taira does this add all the handling.meta files for the vanilla cars and I can adjust some as needed? I am trying to do exactly what you are doing for my fivem server, but was having trouble learning how to do it for the vanilla cars. So big thanks for that!


@FlawlessWhale Hi there, it will be so simple. At first you need to edit the archive handling.meta Check the "objects of cars" add a comment for separate cars. to create a comment put this line Here introduce your new car handling . If you want to add a car to the list. edit the list adding your new car. Simple at all :D


Doesnt work... I put it in my FiveM server, specifically filled out Ellie cuz it was not listed there, copied its handling from SP, modified max velocity, car still goes 108 mph instead of its IRL 160...


@Bumpy86 If you want to add a new car to the list. You need to copy the code content from the original handling.meta located in dlcs files, be sure that belong to Ellie. But, I think that Ellie share handling with another model. Im pretty sure of that.


@Taira You were wrong. Ellie has its own handling but unfortunatelly that car is broken by Rockstar with other 5 or 6 cars and no matter what you do, the car will behave poorly. The way I fixed that was to make a brand new car with a completely different name "Ellie Custom" and I went from there, tweaked the physics from ground up and now it works and the car aint shit no more and handles like it should...


There's too little drifting for it to be arcadey. I like what they did. I really didn't find it much different than IV (which people said they hated) and this one (which more said they liked). I think the offroading physics made it more forgiving for that kind of stuff but otherwise it was pretty similar.


As a person who has driven a car, I can confirm that none of these games really feel anything similar to what it is actually like driving a car. But that probably has a whole lot more to do with the controller. Though, even racing wheels never feel quite right.

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