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Reactors
Kaliningrad
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  • C9de8c reactors logo 6 micro

    @kaizzzz Here is a current example of physics. For many it will look like usual, but for those who notice small details, I think a huge difference will be noticeable! https://www.youtube.com/watch?v=BQwjrQXOSfs

  • C9de8c reactors logo 6 micro

    @kaizzzz By the way, many flags in handling.meta and vehicles.meta have additional, hidden properties that affect the physics of the game. And not just those properties whose description can be found.

  • C9de8c reactors logo 6 micro

    @kaizzzz The thing is that my game is seriously reworked in terms of physics and it seems to me that I have achieved maximum realism of car physics in GTA. I spent thousands of hours searching for the right combinations of flags in different game files, each time selecting new combinations of handling parameters, with different combinations of flags. Reworked materials.dat and now car physics works close to the level of a car simulator. Correct mass, inertia, physics of wheels, suspension and many other little things. I also added more than 800 new vehicles and made many real specs. Therefore, the physics in my game is more realistic and works a little differently with this mod. In the ManualTransmission mod, the HillBrakeWorkaround function really helps the vehicle accelerate when it rolls down, but there is no way to move a car that is completely stopped. I would like to disable this unrealistic game function that holds the car in place when stopped.

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    @kaizzzz I am amazed that you implemented my idea so quickly! Thank you very much! Previously, only @ikt did something like this! But unfortunately, this is not quite what I wanted. The car tries to move forward when it is on a flat surface and even goes uphill a little. I wanted the car to be stopped on a flat surface, but roll forward, or backward if it is on a slope. That is, the mass pulled it down, like in real life.

  • C9de8c reactors logo 6 micro

    @kaizzzz My discord is not working. In GTA there is an automatic stop of the vehicle when it has reached the minimum speed. When the car is rolling on a flat surface, at the end of the road it automatically stops, as if someone pressed the brake. In order for the car to be stopped on a slope, you do not need to hold the brake, which is wrong. In the Manual Transmission mod there is a HillBrakeWorkaround function, but it only works when the car is not completely stopped. I would like another mod that allows the car to roll to a real complete stop and not stop on a slope, but continue to roll and accelerate (implemented by the HillBrakeWorkaround function if the car was not completely stopped). I need the handbrake to be on, or the brake to be held, so that the car does not roll. If you release the brake or handbrake, the car should start rolling! Thank you and sorry for my English!

  • C9de8c reactors logo 6 micro

    Ahaha! All enemies will be defeated! A new way to replay the game!

  • C9de8c reactors logo 6 micro

    @kaizzzz It would be great if you did the opposite, disabling the automatic stop of the car at minimum speed, so that the car rolls down the hill if the brake is not held, or the handbrake is not on! This would add a lot of realism! =)
    Support the idea!

  • C9de8c reactors logo 6 micro
  • C9de8c reactors logo 6 micro

    Honestly, the design is crap, but the Machinators have come a long way! =)

  • C9de8c reactors logo 6 micro

    @thalilmythos In version 3 KNOCKOUTTIME does not work correctly. If the time is short, then the defeated person is knocked out for a long time, or gets up and falls again. There is also a funny glitch where the attacker falls down along with the knocked out one and continues to run and attack while lying down. Looks funny, but needs fixing!