65.600
475
65.600
475
NEW VERSION
v1.9.6
Info: Skipped 1.9.5 due to bugs.
-Resolved Sultan RS and Banshee2 Speed (which also solved issue with Banshee's dials not working in cockpit)
- Fixed DLC cars deformation
- Fixed Police3 suspension
- Added DLC cars to the additional files. Please repleace Popgroups.ymt
- Fixed Stalion not appearing on the roads due to wrong naming (OPTIONAL FILE)
- Added Kalahari on Countryside roads (OPTIONAL FILE)
ADDITION:
Added files that enable DLC vehicles on the road to be seen!
These files are for enabling DLC cars on the road as well as adding character specific vehicles to be seen on road.
It also adds more Post-vans, police cars, police peds on the roads and sidewalks. Also it adds some rare vehicles etc. Use with caution.
Instructions how to install are below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.
Previous version (included in the package for those who prefered them):
v1.9
- Improvements for vehicle mass
- Fixed Adder's speed
- Improved top speed of Baller3,4,5,6
- Improved Speed of Progen T20
- Other Minor fixes and improvements
WARNING:
This mod is NOT for people who look for total realism.
This mod is the one I've been working on for quite some time.
We all know that V driving physics are boring. They tend to be too easy, car suspension being too hard or that damage is terrible and we all know that there has to be a balance between realism and fun, right?
Well, this mod does just that. I've spent around 160 hours on making this. For me personally total simulation in arcade game such as GTA is a no go. So everyone who likes something in between, this mod is for them. I've tried to make this one as believable as possible.
Basically what it does is make car physics mix between IV and V. The suspension in cars is not too hard and not too soft, it's between V and IV. Vehicles don't have high understeer like some other mods have, or too high turning radius at high speeds. Here if you will be driving at high speed your car can drift/spin, if you hit a wall, there is a chance of you jamming your wheel completely.
Since I've began making this mod, I've always wondered why police and their cruisers have unhealthy advantage over your car, making pursuits agitating. The chases felt a little bland with that old damage modelling that I thought that maybe, just maybe if I could increase somehow deformation, I could make chases a lot more exciting and introduce few new tactics that can help you escape, or get you into even more trouble if you're careless.
Thanks to twice increased deformation, you and police have equal chances of getting knocked out. We all know that police cruises love to smash into your back, right? Well now Ai will smash into you, but they have to take risks because 5 hits and their car can be on fire and knocked out of the chase. Same goes to player.
So:
New tactic in regards to damage makes police equally vulnerable. If you hit them in the front side panel where wheel is (or any of the wheels really), you have high chance of jamming their wheel and making them unable to catch up with you. Same goes to player. You can do that to any car pretty much, making chases even more exciting (atleast for me) and make you THINK before you crash into someone or something.
Add that drop of realism to the car physics and you got yourself a fun mix between simulation and arcade that V lacks, but IV had (however overdone).
This mod includes all DLC vehicles, including newest updates. It also removes turbulence from aircrafts/helis and improves slightly bike driving (however thanks to me being rather vehicle NERD I've spent more time on cars and trucks rather than planes and bikes, but don't worry, I will keep this one up to date.
Features:
- Softer suspension, a mix between V and IV.
- A bit more realistic car physics that applies to all cars including DLC ones.
- Increased twice car deformation, introducing few new tactics to chases
- Removed turbulence from aircrafts/helicopters
- Slightly improved vanilla bike physics
- Trucks have now 8 or 10 gears (however I don't think it works right so please test it and give feedback)
Instructions:
Use OpenIV and drop handling.meta file into update.rpf/common/data.
Instructions for installing additional files:
1. Use OpenIV to insert popcycle.dat and vehicles.meta into update.rpf/common/data/levels/gta5
2. Using OpenIV move popgroups.ymt to update.rpf/x64/levels/gta5
If there are issues, please tell me. Also give me suggestions, I will do everything I can to satisfy mod users so don't hesitate to tell me what bothers you here.
Credits:
Alabeo - creation
obajtektsw92 - Inspiration and references
Alexander Blade - his amazing scripthook and IV car physics (had lots of fun with it too)
Killomante - His realistic Driving physics where I have looked at real life counterparts for references.
plnoxxon - his military jet handling
v1.9.6
Info: Skipped 1.9.5 due to bugs.
-Resolved Sultan RS and Banshee2 Speed (which also solved issue with Banshee's dials not working in cockpit)
- Fixed DLC cars deformation
- Fixed Police3 suspension
- Added DLC cars to the additional files. Please repleace Popgroups.ymt
- Fixed Stalion not appearing on the roads due to wrong naming (OPTIONAL FILE)
- Added Kalahari on Countryside roads (OPTIONAL FILE)
ADDITION:
Added files that enable DLC vehicles on the road to be seen!
These files are for enabling DLC cars on the road as well as adding character specific vehicles to be seen on road.
It also adds more Post-vans, police cars, police peds on the roads and sidewalks. Also it adds some rare vehicles etc. Use with caution.
Instructions how to install are below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.
Previous version (included in the package for those who prefered them):
v1.9
- Improvements for vehicle mass
- Fixed Adder's speed
- Improved top speed of Baller3,4,5,6
- Improved Speed of Progen T20
- Other Minor fixes and improvements
WARNING:
This mod is NOT for people who look for total realism.
This mod is the one I've been working on for quite some time.
We all know that V driving physics are boring. They tend to be too easy, car suspension being too hard or that damage is terrible and we all know that there has to be a balance between realism and fun, right?
Well, this mod does just that. I've spent around 160 hours on making this. For me personally total simulation in arcade game such as GTA is a no go. So everyone who likes something in between, this mod is for them. I've tried to make this one as believable as possible.
Basically what it does is make car physics mix between IV and V. The suspension in cars is not too hard and not too soft, it's between V and IV. Vehicles don't have high understeer like some other mods have, or too high turning radius at high speeds. Here if you will be driving at high speed your car can drift/spin, if you hit a wall, there is a chance of you jamming your wheel completely.
Since I've began making this mod, I've always wondered why police and their cruisers have unhealthy advantage over your car, making pursuits agitating. The chases felt a little bland with that old damage modelling that I thought that maybe, just maybe if I could increase somehow deformation, I could make chases a lot more exciting and introduce few new tactics that can help you escape, or get you into even more trouble if you're careless.
Thanks to twice increased deformation, you and police have equal chances of getting knocked out. We all know that police cruises love to smash into your back, right? Well now Ai will smash into you, but they have to take risks because 5 hits and their car can be on fire and knocked out of the chase. Same goes to player.
So:
New tactic in regards to damage makes police equally vulnerable. If you hit them in the front side panel where wheel is (or any of the wheels really), you have high chance of jamming their wheel and making them unable to catch up with you. Same goes to player. You can do that to any car pretty much, making chases even more exciting (atleast for me) and make you THINK before you crash into someone or something.
Add that drop of realism to the car physics and you got yourself a fun mix between simulation and arcade that V lacks, but IV had (however overdone).
This mod includes all DLC vehicles, including newest updates. It also removes turbulence from aircrafts/helis and improves slightly bike driving (however thanks to me being rather vehicle NERD I've spent more time on cars and trucks rather than planes and bikes, but don't worry, I will keep this one up to date.
Features:
- Softer suspension, a mix between V and IV.
- A bit more realistic car physics that applies to all cars including DLC ones.
- Increased twice car deformation, introducing few new tactics to chases
- Removed turbulence from aircrafts/helicopters
- Slightly improved vanilla bike physics
- Trucks have now 8 or 10 gears (however I don't think it works right so please test it and give feedback)
Instructions:
Use OpenIV and drop handling.meta file into update.rpf/common/data.
Instructions for installing additional files:
1. Use OpenIV to insert popcycle.dat and vehicles.meta into update.rpf/common/data/levels/gta5
2. Using OpenIV move popgroups.ymt to update.rpf/x64/levels/gta5
If there are issues, please tell me. Also give me suggestions, I will do everything I can to satisfy mod users so don't hesitate to tell me what bothers you here.
Credits:
Alabeo - creation
obajtektsw92 - Inspiration and references
Alexander Blade - his amazing scripthook and IV car physics (had lots of fun with it too)
Killomante - His realistic Driving physics where I have looked at real life counterparts for references.
plnoxxon - his military jet handling
Primeiro envio: 18 de Julho de 2015
Último envio: 29 de Janeiro de 2016
Último download: há 2 horas atrás
325 Comentários
NEW VERSION
v1.9.6
Info: Skipped 1.9.5 due to bugs.
-Resolved Sultan RS and Banshee2 Speed (which also solved issue with Banshee's dials not working in cockpit)
- Fixed DLC cars deformation
- Fixed Police3 suspension
- Added DLC cars to the additional files. Please repleace Popgroups.ymt
- Fixed Stalion not appearing on the roads due to wrong naming (OPTIONAL FILE)
- Added Kalahari on Countryside roads (OPTIONAL FILE)
ADDITION:
Added files that enable DLC vehicles on the road to be seen!
These files are for enabling DLC cars on the road as well as adding character specific vehicles to be seen on road.
It also adds more Post-vans, police cars, police peds on the roads and sidewalks. Also it adds some rare vehicles etc. Use with caution.
Instructions how to install are below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.
Previous version (included in the package for those who prefered them):
v1.9
- Improvements for vehicle mass
- Fixed Adder's speed
- Improved top speed of Baller3,4,5,6
- Improved Speed of Progen T20
- Other Minor fixes and improvements
WARNING:
This mod is NOT for people who look for total realism.
This mod is the one I've been working on for quite some time.
We all know that V driving physics are boring. They tend to be too easy, car suspension being too hard or that damage is terrible and we all know that there has to be a balance between realism and fun, right?
Well, this mod does just that. I've spent around 160 hours on making this. For me personally total simulation in arcade game such as GTA is a no go. So everyone who likes something in between, this mod is for them. I've tried to make this one as believable as possible.
Basically what it does is make car physics mix between IV and V. The suspension in cars is not too hard and not too soft, it's between V and IV. Vehicles don't have high understeer like some other mods have, or too high turning radius at high speeds. Here if you will be driving at high speed your car can drift/spin, if you hit a wall, there is a chance of you jamming your wheel completely.
Since I've began making this mod, I've always wondered why police and their cruisers have unhealthy advantage over your car, making pursuits agitating. The chases felt a little bland with that old damage modelling that I thought that maybe, just maybe if I could increase somehow deformation, I could make chases a lot more exciting and introduce few new tactics that can help you escape, or get you into even more trouble if you're careless.
Thanks to twice increased deformation, you and police have equal chances of getting knocked out. We all know that police cruises love to smash into your back, right? Well now Ai will smash into you, but they have to take risks because 5 hits and their car can be on fire and knocked out of the chase. Same goes to player.
So:
New tactic in regards to damage makes police equally vulnerable. If you hit them in the front side panel where wheel is (or any of the wheels really), you have high chance of jamming their wheel and making them unable to catch up with you. Same goes to player. You can do that to any car pretty much, making chases even more exciting (atleast for me) and make you THINK before you crash into someone or something.
Add that drop of realism to the car physics and you got yourself a fun mix between simulation and arcade that V lacks, but IV had (however overdone).
This mod includes all DLC vehicles, including newest updates. It also removes turbulence from aircrafts/helis and improves slightly bike driving (however thanks to me being rather vehicle NERD I've spent more time on cars and trucks rather than planes and bikes, but don't worry, I will keep this one up to date.
Features:
- Softer suspension, a mix between V and IV.
- A bit more realistic car physics that applies to all cars including DLC ones.
- Increased twice car deformation, introducing few new tactics to chases
- Removed turbulence from aircrafts/helicopters
- Slightly improved vanilla bike physics
- Trucks have now 8 or 10 gears (however I don't think it works right so please test it and give feedback)
Instructions:
Use OpenIV and drop handling.meta file into update.rpf/common/data.
Instructions for installing additional files:
1. Use OpenIV to insert popcycle.dat and vehicles.meta into update.rpf/common/data/levels/gta5
2. Using OpenIV move popgroups.ymt to update.rpf/x64/levels/gta5
If there are issues, please tell me. Also give me suggestions, I will do everything I can to satisfy mod users so don't hesitate to tell me what bothers you here.
Credits:
Alabeo - creation
obajtektsw92 - Inspiration and references
Alexander Blade - his amazing scripthook and IV car physics (had lots of fun with it too)
Killomante - His realistic Driving physics where I have looked at real life counterparts for references.
plnoxxon - his military jet handling
v1.9.6
Info: Skipped 1.9.5 due to bugs.
-Resolved Sultan RS and Banshee2 Speed (which also solved issue with Banshee's dials not working in cockpit)
- Fixed DLC cars deformation
- Fixed Police3 suspension
- Added DLC cars to the additional files. Please repleace Popgroups.ymt
- Fixed Stalion not appearing on the roads due to wrong naming (OPTIONAL FILE)
- Added Kalahari on Countryside roads (OPTIONAL FILE)
ADDITION:
Added files that enable DLC vehicles on the road to be seen!
These files are for enabling DLC cars on the road as well as adding character specific vehicles to be seen on road.
It also adds more Post-vans, police cars, police peds on the roads and sidewalks. Also it adds some rare vehicles etc. Use with caution.
Instructions how to install are below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.
Previous version (included in the package for those who prefered them):
v1.9
- Improvements for vehicle mass
- Fixed Adder's speed
- Improved top speed of Baller3,4,5,6
- Improved Speed of Progen T20
- Other Minor fixes and improvements
WARNING:
This mod is NOT for people who look for total realism.
This mod is the one I've been working on for quite some time.
We all know that V driving physics are boring. They tend to be too easy, car suspension being too hard or that damage is terrible and we all know that there has to be a balance between realism and fun, right?
Well, this mod does just that. I've spent around 160 hours on making this. For me personally total simulation in arcade game such as GTA is a no go. So everyone who likes something in between, this mod is for them. I've tried to make this one as believable as possible.
Basically what it does is make car physics mix between IV and V. The suspension in cars is not too hard and not too soft, it's between V and IV. Vehicles don't have high understeer like some other mods have, or too high turning radius at high speeds. Here if you will be driving at high speed your car can drift/spin, if you hit a wall, there is a chance of you jamming your wheel completely.
Since I've began making this mod, I've always wondered why police and their cruisers have unhealthy advantage over your car, making pursuits agitating. The chases felt a little bland with that old damage modelling that I thought that maybe, just maybe if I could increase somehow deformation, I could make chases a lot more exciting and introduce few new tactics that can help you escape, or get you into even more trouble if you're careless.
Thanks to twice increased deformation, you and police have equal chances of getting knocked out. We all know that police cruises love to smash into your back, right? Well now Ai will smash into you, but they have to take risks because 5 hits and their car can be on fire and knocked out of the chase. Same goes to player.
So:
New tactic in regards to damage makes police equally vulnerable. If you hit them in the front side panel where wheel is (or any of the wheels really), you have high chance of jamming their wheel and making them unable to catch up with you. Same goes to player. You can do that to any car pretty much, making chases even more exciting (atleast for me) and make you THINK before you crash into someone or something.
Add that drop of realism to the car physics and you got yourself a fun mix between simulation and arcade that V lacks, but IV had (however overdone).
This mod includes all DLC vehicles, including newest updates. It also removes turbulence from aircrafts/helis and improves slightly bike driving (however thanks to me being rather vehicle NERD I've spent more time on cars and trucks rather than planes and bikes, but don't worry, I will keep this one up to date.
Features:
- Softer suspension, a mix between V and IV.
- A bit more realistic car physics that applies to all cars including DLC ones.
- Increased twice car deformation, introducing few new tactics to chases
- Removed turbulence from aircrafts/helicopters
- Slightly improved vanilla bike physics
- Trucks have now 8 or 10 gears (however I don't think it works right so please test it and give feedback)
Instructions:
Use OpenIV and drop handling.meta file into update.rpf/common/data.
Instructions for installing additional files:
1. Use OpenIV to insert popcycle.dat and vehicles.meta into update.rpf/common/data/levels/gta5
2. Using OpenIV move popgroups.ymt to update.rpf/x64/levels/gta5
If there are issues, please tell me. Also give me suggestions, I will do everything I can to satisfy mod users so don't hesitate to tell me what bothers you here.
Credits:
Alabeo - creation
obajtektsw92 - Inspiration and references
Alexander Blade - his amazing scripthook and IV car physics (had lots of fun with it too)
Killomante - His realistic Driving physics where I have looked at real life counterparts for references.
plnoxxon - his military jet handling
Primeiro envio: 18 de Julho de 2015
Último envio: 29 de Janeiro de 2016
Último download: há 2 horas atrás
@Marlo Zarate Yes! :D
Nice mod, but the damage can be really fucking annoying at times.
Alright, this mods handling is fantastic, but the damage is very fucking annoying. I ran over a pedestrian in a time specific mission as Trevor, and the fucking engine in the truck didn't allow it to accelerate anymore, forcing me to retry the mission again. And when I was driving in the Pheonix, the car's tire all of a sudden blows out on me, even though I didn't crash into fucking anything, rendering the car unusable and undrivable. You should've just kept the original deformation for the cars, or at least given an option for others who don't want to go through annoying shit like that.
this mod don't touch the driving, right?because it's amazing the default driving of game!... of course I talk about the turning range of cars that is perfect! Because if the cars spin less I do not think I will download it, however I will try
someone knows what is "with turbulence" inside the file? what is it for? What changes do you have? please respond!
Does this mod work with addon cars?
This mod is a MUST HAVE I cannot play gta5 without this and euphoria please install this!
Is it possible somehow reduce the damage? Too high for me and cars very qucik become useless
If I'm using World of Variety, do I not need the additional files? Does the mod mess with WoV's vehicle spawning at all?
This mod causes certain vehicles like the comet2 and the futo to excessively spin their tires. To the point that they're undrivable.
@Alabeo Hey!!Great Mod Man...Can I use your mod in my own mod...I will give you the credits????
whats the latest patch that supports this?
Finally found the one! With real damage and not overly exaggerated speeds. Nice work
THE BEST, NOT CRASH 2020
Whenever I step out of the gas pedal, my car decelerates too fast. Does anyone know what item I should edit handling.meta in order to keep going for longer when I take my foot out of the accelerator? Thanks!
This mod crashed me when i was playing the Yacht mission it crashes me when i ride Amanda's Car
gameplay is so realistic with this mod but deformation is too high i think creater should lower it a little bit
I have tried EVERY single GTA V handling mod I can find and I'm shocked to say that of all of them, THIS is the one I like the best! I want something more realistic than the vanilla handling so that the cars don't stop on a dime or receive only a scratch after slamming into a brick wall at 90 miles an hour, and "Semi-Realistic Vehicle Physics V 1.9.6" solves BOTH of these problems.
All the other supposedly realistic handling mods I've tried, including the big ones, all have something that is very unrealistic about them. Often it feels like I'm driving on ice, where the car spins out at the slightest bit of acceleration. How is that realistic exactly? Or after a head-on collision, your car will flip up in the air like some fake movie stunt.
THIS mod gets both the basic driving, and the core damage from collisions, exactly right, IMO. Which I could rate it ten stars instead of just five!
@Hellaints nice you like it. it is better than drive V also and its work for you with the newest gta v update? (3274)
@Hellaints nice you like it. it is better than drive V also and its work for you with the newest gta v update? (3274)