GTA 5 Realistic Vehicle Damage Mod was downloaded 6969 times and it has 10.00 of 10 points so far. Download it now for GTA 5! Engine damage is set to 2x. Instructions You NEED OpenIV 2.6. GTAinside is the ultimate Mod Database for GTA 5, GTA 4, San Andreas, Vice City & GTA 3. GTA V; I found this car damage mod for V GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus or tools. However your engine can still malfunction after a couple of beats and wheels can go off. Grand Theft Auto; GTA V; I found this car damage mod for V. May 16, 2015 @TrophiHunter Hey, I am working on a mod that allows for realistic damage and realistic speed since there aren't any at the moment that aren't dead mods. What I did was use your mod, and then just reduce dragcoef x10 for every car just as @brunodrl94 did with his mod. I wanted to know if it was OK if I publish the mod and give the credit to you guys. REALISTIC CAR DAMAGE Will now not be updated. I found a little hiccup in the file.So go and download the new and a hole lot better with always going to be. Contents.handling.meta file in GTA V, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in.commondata and can be edited with any text editor.ParametersThere are 50 parameters in 6 groups, plus additional sub handling data.Physical AttributesThese seven values represent the vehicle's physical proportions within the game:handlingNameThis is used by the file to identify the handling line of the vehicle.Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.) fMassThis is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.Value: 0.0 - 10000.0 and above. FInitialDragCoeffSets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag. Value: 10 to 120 fDownForceModifierSets the amount of downforce applied to the vehicle. Mar 14, 2013 - GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus or tools. Do NOT post them here or advertise them,. Welcome to GTA5-Mods.com. Select one of the following categories to start browsing the latest GTA 5 PC mods. Lien: http://gta5modsparadise.blogspot.fr/p/engine-control.html. Increase this value to increase the grip at high speed. Value: TBD fPercentSubmergedA percentage of vehicle height in the water before vehicle 'floats'. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface. VecCentreOfMassOffsetThis value shifts the center of gravity in meters from side to side (when in vehicle looking forward).Value x: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity right. Value y: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity forwards. Value z: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity up. Changing this value to great negative quantities (E.G.10 or greater) will cause the vehicle to behave erratically, moving many feet per frame. VecInertiaMultiplier Value x: 10.0. Value y: 10.0. Value z: 10.0. Transmission AttributesThese values describe the vehicle's straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. FSteeringLock can be thought of as a measure of sideways acceleration.fDriveBiasFrontThis value is used to determine whether a vehicle is front, rear, or four wheel drive.Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.) nInitialDriveGearsHow many forward speeds a transmission contains.Value: 1-16 or more. FInitialDriveForceThis multiplier modifies the game's calculation of drive force (from the output of the transmission). Drive force formula TBDValue: 0.01 - 2.0 and above. 1.0 uses drive force calculation unmodified. Values less than 1.0 will in effect give the vehicle less drive force and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25. FDriveInertiaDescribes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline thanan engine with a short stroke and light flywheel. Drive inertia formula TBDValue: 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia. Bigger value = quicker redline fClutchChangeRateScaleUpShiftClutch speed multiplier on up shifts, bigger number = faster shiftsfClutchChangeRateScaleDownShiftClutch speed multiplier on down shifts, bigger number = faster shiftsfInitialDriveMaxFlatVelDetermines the speed at redline in top gear. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0-82 to get the speed in mph or multiply by 1.32 to get kphValue: 0.00 - 500.0 and above. FBrakeForceMultiplies the game's calculation of deceleration. Bigger number = harder braking. Brake Force formula TBDValue: 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified. When you will Mount Image the CD, setup will be launched. Wwe 2k17 for pc download. After installation open CD folder and then open “CODEX” folder. Install the setup file completely. Custom grooves 8 count. FBrakeBiasFrontThis controls the distribution of braking force between the front and rear axles.Value: 0.0 means the rear axle only receives brake force, 1.0 means the front axle only receives brake force. 0.5 gives both axles equal brake force. A value between 0.01 and 0.49 means the rear axle will receive more brake force than the front and a value between.051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65). FHandBrakeForceBraking power for handbrake. Bigger number = harder brakingfSteeringLockThis value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius. Steering lock formula TBDValue: 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily. Wheel Traction AttributesThe following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.fTractionCurveMax(formerly fTractionMult)Cornering grip of the vehicle as a multiplier of the tire surface friction.fTractionCurveMin(formerly fTractionLoss)Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.fTractionCurveLateralShape of lateral traction curve (peak traction position in degrees).fTractionSpringDeltaMaxThis value denotes at what distance above the ground the car will lose traction.fLowSpeedTractionLossMultHow much traction is reduced at low speed, 0.0 means normal traction. It affects mainly car burnout (spinning wheels when car doesn't move) when pressing gas. Decreasing value will cause less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0.fCamberStiffnesssThis value modify the grip of the car when you're drifting and you release the gas. In general, it makes your car slide more on sideways movement.More than 0 make the car sliding on the same angle you're drifting and less than 0 make your car oversteer (not recommend to use more than 0.1 / -0.1 if you don't know what you're doing).This value depend of the others, and is better to modify when your handling is finished (or quasi finished). Not recommended to modify it for grip.fTractionBiasFrontDetermines the distribution of traction from front to rear.Value: 0.01 - 0.99. 0.01 = only rear axle has traction. 0.99 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value of 0.0 or 1.0 causes the vehicle to have no traction (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground. FTractionLossMultHow much is traction affected by material grip differences from 1.0. Basically it affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you loose, making car less responsive and prone to sliding).Suspension Attributes fSuspensionForce1 / (Force. Fifa street 2 download ps2 pc. NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.fSuspensionCompDampDamping during strut compression. Bigger = stiffer.fSuspensionReboundDampDamping during strut rebound. Bigger = stifferfSuspensionUpperLimitVisual limit. How far can wheels move up / down from original positionfSuspensionLowerLimitVisual limit. How far can wheels move up / down from original positionfSuspensionRaiseThe amount that the suspension raises the body off the wheels. Recommend adjusting at second decimal unless vehicle has room to move. Ie -0.02 is plenty of drop on an already low car. Too much will show the wheels clipping through or if positive, no suspension joining the body to wheelsfSuspensionBiasFrontForce damping scale front/back. If more wheels at back (e.g. Trucks) need front suspension to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.fAntiRollBarForceThe spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force. Larger Numbers = less body rollfAntiRollBarBiasFrontThe bias between front and rear for the antiroll bar(0 front, 1 rear)fRollCentreHeightFrontThis value modify the weight transmission during an acceleration between the left and right. I REALLY recommend to be very careful while modifying it, because it's very sensitive and can ruin your driving control. Larger Numbers = less rollover opportunity (drive like on rails)A negative value will make the weight more important at the opposite direction when you accelerate, and a positive will make your weight more important on the same direction you're going.A positive value is visually unrealistic, so i don't recommend to do it.Best to do is to only go between 0.15/-0.15.fRollCentreHeightRearThis value modify the weight transmission during an acceleration between the front and rear (and can affect the acceleration speed). I REALLY recommend to be very careful while modifying it, because it's very sensitive and can ruin your driving control (a high positive value can make your car able to do wheelies, but you won't be able to control it if you turn your wheel). Larger Numbers = less rollover opportunity (drive like on rails)A negative value will make the weight more important at the rear when you accelerate, and a positive will make your weight more important on the front.A positive value is visually unrealistic, so i don't recommend to do it.Best to do is to only go between 0.15/-0.15.Damage AttributesThe following attributes dictate how the vehicle will react to damaging effects.fCollisionDamageMultMultiplies the game's calculation of damage to the vehicle through collision.Value: 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision. FWeaponDamageMultMultiplies the game's calculation of damage to the vehicle through weapon damage.Value: 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons. FDeformationDamageMultMultiplies the game's calculation of deformation-causing damage.Value: 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage. FEngineDamageMultMultiplies the game's calculation of damage to the engine, causing explosion or engine failure.Value: 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine. FPetrolTankVolumeAmount of petrol that will leak after shooting the vehicle's petrol tank.fOilVolumeBlack smoke time before engine dies?Miscellaneous Attributes fSeatOffsetDistXThe distance from the door to the car seat.Value: Driver passenger fSeatOffsetDistYThe distance from the door to the car seat.Value: Trunk hood fSeatOffsetDistZThe distance from the door to the car seat.Value: Undercarriage roof nMonetaryValueVehicle worth.strModelFlagsModel flags. Written in HEX. JagerBom:i tried many different thing, but how can we set lower damage? Because was driving and did an accident with other vehicle and couldn’t drive anymore.The point of the mod is to make failure more realistic. In real life your car is often disabled in rather low speed accidents.If you feel the car is too easily damaged, you can change one or two numbers at the top of the client.lua file: local damageFactor = 15.0local cascadingFailureSpeedFactor = 10Try setting damageFactor to a lower number to make the cars more resilient to crashes.The cascadingFailureSpeedFactor determines how fast the engine will self-destruct when the vehicle health drops below a certain point. Lowering this number will make the car work for a longer time, even after being badly damaged.Think of it this way:You can damage the car somewhat and it will still be drivable. But when the oil starts leaking, the car will self-destruct no matter what. It’s just a matter of time.The first variable determines how fast you reach the oil-leak point.The second variable determines how fast the oil will leak.Remember to restart the script after editing! New version released. This one adds Realistic Vehicle Repair. Type /repair in the chat to repair your vehicle. There are two types of repairs, depending on your location:At the mechanic. If you are at a mechanic your vehicle will be completely fixed, as good as new. Mechanics are located several places in San Andreas. Look for the blips on the map.Not at a mechanic. If you are not at a mechanic, you may be able to perform a DIY emergency repair in the field. You can only reattach the oil plug once or twice, but after that, the vehicle will be beyond repair. An emergency repair in the field will only make the car drivable, not completely fixed. ![]() Gta 5 Police Car ModsA minor accident will most likely kill the car again. If you let the damaged car sit too long, the oil will drain completely, preventing further repairs. Electric vehicles can not be fixed by you, only by a mechanic. Technology is complex, and chewing gum just won’t fix a dead battery.Download from GitHub, link in original post. Heppa:Hi, perfect script, very realistic. But when vehicles is repaired by mechanic. Gta V Realistic Damage ModThe car will still not drive. So i cant use it im using vRPex.Just to be sure: You got a green message “The mechanic repaired your car” when repairing?Otherwise you might not have been close enough to a mechanic.If you /repair when not at a mechanic, the car propably was too far gone to revive.If you did get the green message, then were you able to repair it using another script like /fix or using a trainer?
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