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True Realistic Driving V (Realistic Mass) v1.1 Light

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True Realistic Driving V (Realistic Mass)

What is this?
This is a script-mod with a primary goal to simulate vehicle dynamics based on mass. GTA V doesn't take vehicle mass into account for its car physics - this mod tries to mitigate that by adding inertia forces based on acceleration. It doesn't just change the handling.meta values. It applies actual forces on your vehicle when it changes direction - accelerates
It also tries to make realistic changes in-game to suspension, final drive, grip and more handling parameters referencing the stock handling.meta file. You can disable this in the .ini file if you already use a modded handling.meta.

Light version vs. Normal
To get the most realistic handling use Realistic Driving V v2.5 byKillatomate with the Light version

Light - recommended to use with a custom realistic handling mod
-only inertia forces present
-nothing to change, nothing to configure
-applies most realistic inertia possible based on available game values. inertia force(unknown in-game units, seem to be Newtons)=fmass(kg)*acceleration(m/s^2)

Normal - recommended to use if you don't have any other handling mods or want to adjust the intensity
-modifying handling values for increased realism
-adjustable intensity
-setting custom realistic grip


Current Features
-adding inertia forces based on acceleration (linear and rotational)
-modifying handling values for increased realism
-experimental somewhat-more-realistic "HollywoodRollover"


Current Bugs and Issues
-INCOMPATIBLE WITH ENHANCED NATIVE TRAINER
-Usage with a custom steering input to disable GTA's "magic steering forces" highly recommended. Use latest Manual Transmission for example. If you'll use GTA's default steering inertia calculations may be wrong.
-only cars are tested and supported, plane, boat, 2-wheel transport may behave unexpectedly
-source code is very messy
-modified handling.meta values apply only after vehicle respawn. A respawn button is present, however
-modified handling.meta values may be set incorrectly, especially if you apply the handling change twice in the same vehicle
-HollywoodRollover was added upon request, it's not a realistic vehicle behaviour, so achieving a rollover needs an unrealistically high center of mass and even more unrealistically high grip. If you're after such vehicle behaviour use other mods together with this one. HollywoodRollover might be removed later.

Installation/Requirements
Light version
-RealisticMassLight.asi into your GTA V folder
-Delete RealisticMass.asi if you used it!!!

Normal version
-Drop RealisticMass.ini and RealisticMass.asi into your GTA V folder
-Disable EnableHandlingChange in the .ini if you use a custom handling.meta
-ScripthookV and a way to load .asi is required

Usage
If you use custom handling.meta:
-Disable EnableHandlingChange in ini
-Optionally disable RealisticGrip in ini
-enjoy!

If you use stock handling.meta:
-Enable EnableHandlingChange in ini
-Spawn/get into vehicle
-Press Reload (default R) to respawn vehicle if prompted
- Press handlingnotapplying (default P) to reapply handling only if prompted

HollywoodRollover:
-Set RealisticGrip in ini to a higher value (around 2 and higher)
-Set HollywoodRollover intensity in ini (tested at around 2)
-Don't change HollywoodRollover in-game!


Changelog
v0.1 beta
-initial release

v0.12 beta
-fixed some crashes
-fixed higher intensity values (up to around 1 for cars should work)
-renamed some settings in the .ini
-corrected rotational inertia to linear inertia coefficient
-handling.meta changes (should be) off by default now, ini check anyway
-fixed some in-air behaviour

v0.13 beta
-lateral inertia is now calculated using absolute acceleration vectors, instead of relative to the car. A lot more realistic. Higher Inertia values should work.
-added experimental somewhat-realistic "HollywoodRollover"
-corrected rotational inertia to linear inertia coefficient again, cars (should) turn more smoothly now

Light v1
-initial release
-only inertia forces present
-nothing to change, nothing to configure
-applies most realistic inertia possible based on available game values. inertia force(unknown in-game units, seem to be Newtons)=fmass(kg)*acceleration(m/s^2)

Light v1.1
-slightly increased intensity based on *assumed* R* inertia calculations values.



Credits
Modified from: Real Time Handling Editor by ikt

Hollywood Rollover idea from:Hollywood Rollover by Eddlm, mkeezay30 (Original idea)
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Primeiro envio: 19 de Novembro de 2019
Último envio: há 6 dias atrás
Último download: há 15 minutos atrás

All Versions

 v1.1 Light (current)

636 downloads , 670 KB
há 6 dias atrás

 v1 Light

1.330 downloads , 670 KB
21 de Novembro de 2019

 0.13 beta

85 downloads , 2,7 MB
21 de Novembro de 2019

 0.12 beta

140 downloads , 720 KB
21 de Novembro de 2019

 0.1 beta hotfix

198 downloads , 5,1 MB
19 de Novembro de 2019

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