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Just updated to latest version, and can no longer save new cars, nor overwrite existing ones!
Upon trying to save, it just says "save error"...
Fantastic - dropped in the .asi from that update you linked, and it now switches perfectly again!
@IKT - soz for delay - in wheel settings i've left both clutch axis and button unassigned, on their default "-1" setting...
I'm not touching the throttle pedal when using keys so presumably it's detecting errant clutch input from "device = -1"..? Should i change "-1" to "UNKNOWN"? Or maybe i just need to assign a clutch button on the wheel, even if i'm not gonna use it? I don't have a clutch pedal..
Minor issue with the most recent versions - it's no longer switching cleanly to keyboard input, as if it's constantly reading input from my wheel even though i'm not touching it.
I can work around this by disabling "wheelWithoutManual" in the config, and then disabling the mod when switching to keyboard input.
In earlier versions however i could leave the mod enabled, and the wheel always on, and switch cleanly to keyboard without bother. It's as if the mod is detecting constant wheel input when it's not being touched. When i reach for keyboard input the message pops up saying "switching to keyboard", but as soon as i lift off a key it immediately reads "switching to wheel".
My wheel's a Thrustmaster F430.
Also, it has a max lock of 270°, but this value is incompatible with the increments in the menu - i have to set it in the .cfg instead. Furthermore, the mod appears to be doubling that 270° - as if it's applying 270° from center to full-left, and another 270°from center to full-right... so i actually have to set the range in the .cfg to 135° to get a 270° full-lock from left to right! Again though, the menu doesn't 'like' this value, and if i pull up the menu in-game it instantly resets to 1080° of lock, which has me pulling donuts with the slightest touch of the wheel.. LOL
All perfectly manageable for now, just a heads-up... Thanks again for this incredible mod!
Just have to say i love this mod, it's one of the few mods that gives a real sense of purpose to the SP game.
I do hope the mentioned revisions become available in time - disabling the default taxi missions, etc.
As for the satnav bug, i find it's much more engaging to switch off the satnav entirely and use proper map-reading to learn 'The Knowledge'.. The reliance on street names is great to that effect..
Amazing, 1.04 seems rock solid stable, thanks so much for this, just spent a few hours spamming thru dozens of vehicles i could never drive before, total blast. Popped a lil' drink in yer PP,
Only a few remaining niggles - max pitch in-car doesn't seem to be responding to the slider setting, although on-foot i can look straight up, and also the pitch increments could do with being smaller, minor details though. Oh and the industrial vehicles could maybe use a little more Z height. For most of the supersports cars i'm maxing the height slider already, so a slight increase would also give them a little more overhead. It's nigh-on perfect as-is tho, and i love the way you've integrated it so seamlessly into the game settings menu!
For anyone using a TrackIR and FFB wheel, this mod is an absolute necessity..
..just tried adding one notch of Z to the Youga van - still a little too much height boost, but compared to default it's night and day.. for the first time i can actually drive the thing and see where i'm going.
Plus there's no apparent FPS drop when using the mod - big bonus there. This is great so far, it's basically opening up a whole range of previously undriveable vehicles - there's only a handful i could actually use before, and mostly crap cars. Always wanted to try the supersports but could never see over the dashboard in most of them. Beggars belief that R* are still releasing new vehicles all with this same idiotic bug that's been there since day 1..
...actually, it seems the crash on startup is fairly random - sometimes it'll crash first go, then run successfully on 2nd attempt without having changed anything in between.
Also i notice now that the pitch offset actually does accept 90°, but that it only works on-foot, not in-car.. so when driving i still have the default max angle limit..
@CamxxCore - playing around a bit more, it seems stable when using the settings menu, however with certain restrictions:
- max pitch angle that can be set seems to be 55°. In the last version (POVCU) i could look straight upwards (i use headtracking so this was a really nice touch). Even 180° worked.. At present though entering say 90 in the cfg causes the mod to crash on loading with a ScriptHook error.
- Z offset increments via the slider are way too large! However settings made via the cfg file don't seem to register - for instance with the Cheetah and Turismo it seems i need to raise the height by around 0.08, but entering this value manually doesn't seem to affect the view over the dash. One notch up on the slider however raises it by 0.16, leaving your head poking thru the roof.. All i wanna do is slide a cushion under me arse.. I'm guessing the slider only needs around +0.10 of range to correct the default 'neck cam' in most vehicles, so 0.01 or 0.02 increments would be more useful..
WIll keep playing with it to see if i can find sweet values that work for me, but changing the height in minimal increments between game restarts makes it hard to notice if it's making any difference..
Had a play with the latest version, but can't get pitch-up to extend on the in-car view - it worked fine in POVcameraUnlocker, could set it to over 90° and look straight upwards or even continue backwards upside-down.. here though it seems stuck on default no matter what value i set.
Also, can't seem to get in-car Z-offset to work - Y produces a forwards / backwards offset, X presumably is left/right so i'm assuming Z is up/down, and again it seems oblivious to any values i set.
Fantastic work so far tho, keep it up!