Ace Advanced Driving Simulator [Handling] [MT] [CGR] 0.8.5.0 (beta)
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1 463
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Contributors:
Ramtin Ace THM
ikt
Killatomate85
any333
(plus anyone who did help)
"This could not have been done without the outstanding work of ikt on Manual Transmission, Custom Gear Ratios, Dial Accuracy Fix(&more to mention), plus killatomate’s respectable approach on Vanilla Handlings and Realistic Damping Rates
Thanks to the work of Eddlm as well, for Livelyworld”
Please if you like This Mod, Donate the Mentioned Individuals
Cars Included:
Audi RS5 '14
BMW M3 e46 '01
BMW M3 e46 GTR MW '01
BMW M3 e92 '13
Bugatti 16.4 Veyron '05
Bugatti 16.4 Veyron Super Sport '14
Chevrolet Corvette C6 Z06 '06
Dodge Charger SRT-8 '14
Ferrari 360 Modena '99
Ferrari 458 Italia '14
Ferrari 458 Speciale '14
Ferrari 458 Spider '14
Ferrari F12berlinetta '14
Ferrari LaFerrari '14
Ford GT '05
Ford Mustang GT '05
Honda Civic Type R '17
Hyundai Tiburon GT V6 '03
Koenigsegg Agera '14
Koenigsegg Agera R '14
Lamborghini Aventador LP700-4 '14
Lamborghini Gallardo '06
Lamborghini Gallardo '04
McLaren MP4-12c '11
McLaren 12c '13
McLaren 12c Spider '13
McLaren P1 '14
Mercedes-Benz CL65 AMG '07
Mercedes-Benz SL65 AMG '09
Mercedes-Benz SLK55 AMG '14
Mercedes-Benz SLR McLaren '03
Mitsubishi Eclipse GT '06
Nissan 240SX (S13) '91
Pagani Huayra '13
Porsche 918 Spyder '14
Porsche Carrera GT '03
Changelog:
0.8.5.0
Realistic Damage is now available with around 70 percent of realism, make sure to check the installation for vehicles.meta to make it work properly
Koenigsegg Agera:roll centre revised, drag corrected, now tops 430 Km/h
Porche Carrera GT full revision of acceleration and top speed(Auto Motor und Sport)
McLaren P1 full revision of acceleration,(johnny bohmer) now a bit slower on top end acceleration and less top speed
McLaren 12C full revision of acceleration and top speed(quattroroute)
Ferrari 458 Italia and Spider revision of acceleration and top speed(car and driver, autozeitung)
Corvette Z06 Revision of acceleration and top speed
Corrected idle rpm for all cars
corrected drive inertias for all cars based on peak power and aspiration, N/A cars and cars with higher peak power closer to redline have higher value and the opposite have lower value
0.8.1.7
A New and easier method of installation and the removal of too many confusing folders
Added Pagani Huayra
Added Mercedes SLR McLaren
Tweaked drive inertias for LaFerrari and 918 Spyder, other cars in the future updates
Support for Manual Transmission 5.4.0
Tweaked LaFerrari Acceleration and TopSpeed based on Quattroroute test in 2015, now the car tops 355 Km/h, faster acceleration to 200 Km/h
Tweaked Porsche 918 Spyder Acceleration, now its faster to 300 Km/h just like real life, and its fsater to 200 Km/h also, the 0-100 is now much faster as well
0.8.1.5
Added 11 new cars
Slightly Tweaked Acceleration and Drag For Ford GT and Carrera GT to match their real life test results(A Twist of LeMans Motortrend Test)
Slightly Tweaked 458 Speciale Suspension Sharpness
Added Alignment Data(a very slight level of Camber)to McLaren P1 and LaFerrari for added realism(slightly tweaked traction curveMax as well)
Tweaked Top Speed for 918 Spyder, now 347 Km/h
Tweaked Brakes For M3 e92 to be more accurate
Tweaked 458 Spider and 12c Spider TractionCurveMax to feel more realistic, values need to use a formula however for now it is estimated
Tweaked ManualTransmission Data to fit the new version 5.3.0
Tweaked Data Sheet
0.8.1.0
IMPORTANT-Ferrari F12berlinetta Completely revised as now uses 00AbOlFaZl00's Model(Its much better)and the car is reworked for the US Spec(it was wrongly somewhat EU Spec in acceleration)
Slightly Reworked formula for Traction so cars now have a bit closer feel to real life
Reworked Engine Braking to much more realistic levels
Lamborghini Gallardo's are fixed in slight calculational error which had PZero input instead of Pzero rosso so now the handling is a bit more difficult
Porsche Carrera GT is fixed for TractionCurveMax as it was mistakenly put 0.99g for 300ft, which is for 200ft and the 300ft is 1.02g now
Configured for the latest Manual Transmission Version 5.2.0
Launch control configured and works although not properly realistic but still functional
Reconfigured Drag for Some Cars including SLK55 AMG which now tops out at 310 Km/h
Added 2018 Civic Type R
Added 2009 Mercedes-Benz SL65 AMG
Added 2007 Mercedes-Benz CL65 AMG
Minor Improvements
Removed Lap Times Table temporarily due to lack of time to record new ones
Added Cars after 2014 folder for cars which are not in production at Single Player's Story game time
Table of Contents:
1-Introduction
2-Detailed Description
3-Installation
4-F.A.Q
1. Introduction
Rockstar Advanced Game Engine has SIM-like capabilities to an extent, with few flaws as we know now after the Birth of this Mod
Here I am, after 3 years of hard work, finally finding near correct values for grip on R.A.G.E
No longer 2.5g+ steering with a Honda Civic on any approaching corner at 50mph, no more sub 10 meter 60-0 braking, no more supercars capped at low top speeds
This is based on Full SIM behavior, except for tire wear, temp, (F/R exact tuning of suspension and ride height-->"HOWEVER CLOSELY SIMULATED") & ... etc.
Do not expect a steady 2g Cornering from a McLaren P1,a 15s 0-300 from LaFerrari or God-Like AWD Stability
Everything here is based on “RECORDED REAL LIFE DATA” from cars, gathered within years of research, hours of frustration, and countless times of giving up, and then returning focused on this project
Cars bite in real life, be a Kia Forte or a Ferrari F12, uncontrolled actions=Horrific Accidents, so anything portrayed here is in no way permitted in real life. Drive Safe, Obey the rules of the road and always fasten your seatbelt (and occupants)
This mod will be updated in the future as developing needs extensive research and correction of mistakes since I have to closely calibrate the handling values to come close to their real life behavior, so it takes time, and I'm quite busy
This mod is exclusively done for appreciation of ikt’s work on GTA V, and the huge efforts made by Killatomate on Vanilla Cars.
This mods does not support any Vanilla Vehicle
This mod only uses specific versions of specific car models, designed for specific year models, updates and changes (minor and major to the extent I have control on)
& For now I’m mostly Doing Cars Before 2014 as the game time is, and I lack some of the info on newer cars as there are not yet as much data available, time issue etc.
You can use these Handlings on Eddlm’s ARS but the experience will be hampered as the Mods Currently do not Support the configurations(LSD, adaptive AWD, etc.)to be fully loaded for NPC or AI vehicles
Please
DO NOT USE A SPECIFIC HANDLING OF A SPECIFIC VEHICLE ON ANOTHER VEHICLE MODEL, WHICH WILL RESULT IN TOTAL MISCALIBRATION OF CENTER OF MASS AND MODEL SETTINGS, THUS INAPPROPRIATE BEHAVIOR, SO PROCEED ONLY AS INSTRUCTED
So as explained , if you are interested in what this mod does, then read on all the way to the description, which I’ll then carefully explain what changes are done where and where needs work.
If not, you want to drive, take the vehicles for a spin and experience real life simulation in Grand Theft Auto 5, Proceed to Installation.
ikt
killatomate85
eddlm
ChunLi
(+Model authors for the one’s provided)
The mentioned individuals can include this mod in their work
2. Detailed Description
What this mod does:
Over 92.5% Realistic Mass
Over 90% Realistic Inertial Forces(x,y,z)
Over 92.5% Realistic Drag(and 50% downforce effects) (Empirical)
Over 92.5% Realistic Center of Mass (Empirical)
Over 95% Realistic Horsepower
Over 50% Realistic AWD*(Thanks to ikt)
Over 95% Realistic Gear Ratios
Over 92.5% Realistic Shift Times
Over 90% Realistic Brake Force
Over 90% Realistic E-Brake Force
(complicated explanation, will do later)
Over 92.5% Realistic Steering Ratio and Lock to Lock Angle(lots of research)
Over 90% Realistic Traction
(factors affecting are contact path difference based on width and diameter of tire, material adhesion, positive weight effects, negative weight inertial effects, tire pressure and other minimal stuff related to tire shape & camber, toe, caster angle, etc, which I do not have much knowledge of)
Over 80% Realistic Wet/Off-road Grip
(based on tires)
Over 90% Realistic Suspension
(realistic spring rates must be caculated within tbe effect of weight, heavier the car, the looser it feels, realistic damping rates as well follow this rule, antirollbar data mainly come from forza horizon 4 as real life data nearly non existent, heavier a car, the less effect of antiroll bars as well, suspension bias is the average of ride height and suspension stiffness, has both effects combined together which lacks for proper tuning)
Over 90% Realistic ABS (Thanks to ikt)
Over 70% Realistic McLaren Brake Steer
(uses a ver little bit of stabillity control for understeer, limiting the amount of torque sometimes at oversteer, it happens in real life and it does remove some understeer as well. Being said oversteer correction is not used. The effect is subtle and does not hamper progressive drifting and slidin, sometimes aiding it and saving you from spin outs)
Over 50% Realistic Limited Slip Differential** (Thanks to ikt)
Over 50% Realistic BMW E-Limited Slip Differential** (Thanks to ikt)
Over 75 Percent Dial Accuracy (Thanks to ikt)
Over 75 Percent Realistic Brake Glow when heated and cooldown (Thanks to ikt)
Convenient First Person View Camera
70 Percent Realistic Damage
This Mod falls short of:
Realistic Buoyancy
*Fully Realistic AWD Shift Both ways (Currently only oversteer or understeer correction/Traction)(ManualTransmission Script needs to add this feature for over 90% Realistic AWD)
**Fully Realistic Limited Slip Differential ,as the Current MT mod Features only LSD in Acceleration and not In Coasting, and Also the distribution of LSD between the Front and Rear in AWD Systems(ManualTransmission Script needs to add this feature for over 90% Realistic LSD)
Front and Rear Suspension Bias like in real life and adjusting front and rear ride height, camber, toe, caster, etc.
AWD-RWD transition of Porsche 918 at 265 Km/h(although Effects somewhat simulated with esc and Real time AWD(thanks to ikt))
Tire Temp Traction loss/Grip & related items, weather effects, moist, etc.
3. Installation
Carefully Read the Steps, otherwise it’s not guaranteed to work, anyway I'm here for any questions you got.
For quality, I carefully checked everything and I made sure everything works as intended, however, I still might have errors in my work, since it’s still a very early version
IMPORTANT NOTICE:
Cars with automatic spoilers have lessened Traction Values= TractionCurveMax & Min
/1.06
Cars with alignment data do not support GTA V versions older than 1.43
If you are using older versions you must replace the subhandlingdata with a handling
file that does not have those, otherwise it may cause crash!
So we proceed
STEP 1
You need Latest Versions of:
ScripthoookV (and asiloader)
Community Scripthook.net
ManualTransmission(5.4.0)by ikt
Custom Gear Ratios by ikt
Dashhook by ikt
Dial Accuracy Fix by ikt
Glowing brakes by ikt
Stop!Powercutting by any333(0.1)(optional)
STEP 2
After installing all of the Aforementioned Scripts, you need to copy the files inside the Requirements folder in your GTA V directory and Replace All the files provided
\Requirements\files here
GTAVFOLDER\to here
Then, we proceed to the car files, for example we want to install the Ferrari 458 Setup,
First you open the Authors.txt inside the folder: Cars
Search the txt file for 458 and find the author
Then you download or if you already have the car and the version provided only by the specific author mentioned
STEP 3
After correctly installing all the other data files required for the car to show up ingame, you will Replace the handling File inside the folder below for example:
Cars/Handling/Ferrari 458 Italia.txt
IMPORTANT:IF THE HANDLING NAME IS DIFFERENT FROM THE CAR NAME FOR EXAMPLE THE ECLIPSE GT HAS THE NAME “PENUMBRA”
THEN YOU NEED TO FIND NAME FOR THE FILES IN LATER STEPS THE SAME AS THE NAME OF THE HANDLING INSIDE THE HANDLING FILE
With the handling line the respective author Provided or if not provided, the handling line it is going to use(Try to do this place carefully and replace line to line and if you use other name for handling that must be further updated otherwise it will either not work or cause game crash)
*CHECK README FILE FOR INSTRUCTIONS ON VEHICLES. META OTHERWISE THE REALISTIC DAMAGE WILL NOT WORK PROPERLY
STEP 4
Find the desired file, here is 458:
Copy the File inside:
Cars\ CustomGearRatios\Configs\458
To the same directory as
GTAVFOLDER\CustomGearRatios\Configs\here
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
Remember to change the model name and description if you use different names
OTHERWISE IT WILL NOT WORK!!!!!
e.g. you name your 458 italia Model and Handling Name to 458a
then:
458_7_345kph_458
458A_7_345kph_458a
Then inside the file
458
458
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
To
458a
458A
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
STEP 5
Find the desired file, here is the 458:
Cars\ ManualTransmission\Vehicles\458.ini
To
GTAVFOLDER\ManualTransmission\Vehicles\458.ini
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
If you use Different name, e.g. 458a, then
You rename the ini file to 458a.ini
Then inside the file
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
To
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458a
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
STEP 6
SEE README FILE
STEP 7
Fixing dial accuracy
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
You go to the following directory in the mod and open the following file
Cars\ Dials Fix\ Paste in Settings ini.txt
Find the car you want , here is the 458:
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
You will paste this at the bottom of the file in the following Directory:
GTAVFOLDER\DialAccuracyFix\Settings.ini
It will look like this:
[MAIN]
Cheat = rld
; https://www.gta5-mods.com/vehicles/audi-s-3-02-riceable-wanted188
[audis32]
SpeedScale = 1.1225
SpeedOffset = 0.0
RPMScale = 1.40
RPMOffset = 0.0
; https://www.gta5-mods.com/vehicles/peugeot-205-turbo-16-rally-2in1-add-on-tuning-livery
[ypg205t16b]
SpeedScale = 1.45
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[cgt]
SpeedScale = 0.52
SpeedOffset = 2.7
RPMScale = 0.763
RPMOffset = 0.092
[fgt]
SpeedScale = 1.053
SpeedOffset = 0.0
RPMScale = 0.91
RPMOffset = 0.0
[modena]
SpeedScale = 0.86
SpeedOffset = -7.0
RPMScale = 0.866
RPMOffset = -0.027
[huayra]
SpeedScale = 0.93
SpeedOffset = -0.015
RPMScale = 1.16
RPMOffset = 0.1008
[gallardo]
SpeedScale = 0.862
SpeedOffset = 0.0
RPMScale = 0.96
RPMOffset = -0.01
[458spider]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
[m3e92]
SpeedScale = 1.3
SpeedOffset = 15.5
RPMScale = 1.08
RPMOffset = 0.092
[elegy2]
SpeedScale = 0.92
SpeedOffset = 0.0
RPMScale = 1.0388
RPMOffset = 0.07
[f12]
SpeedScale = 0.9128
SpeedOffset = -1.2
RPMScale = 0.85
RPMOffset = 0.06
[2014rs5]
SpeedScale = 1.94
SpeedOffset = -5.0
RPMScale = 1.14
RPMOffset = -0.1251
[slk5512]
SpeedScale = 0.95
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[sentinel2]
SpeedScale = 1.072
SpeedOffset = 6.0
RPMScale = 0.839
RPMOffset = 0.055
[buffalo2]
SpeedScale = 1.05
SpeedOffset = 10.0
RPMScale = 0.87
RPMOffset = 0.0942
[kuruma]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.03
RPMOffset = 0.0
[p1]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 0.757
RPMOffset = 0.0
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
If model name change to e.g. 458a
Then add this to the bottom of that file
[458a]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
4. F.A.Q
Before going for troubleshooting, please make sure you have done everything carefully and exactly as the steps followed in the instructions of installation process, and you have to use the same settings provided for the ManualTransmission settings,
For Steering wheel users, set auto countersteer and steering reduction to off, completely, as there is no way to turn of the unwanted autocountersteer for controller and keyboard users for a better experience, so until now we still don’t have a chance to fully experience simulation on controllers and keyboards
For further info about steering wheels and how to use ingame, contact ikt through the ManualTransmission Page on GTA5-Mods.com
I have not used a Steering wheel on this mod but it is fully designed for it.
It is not advised to Play on Keyboard. A Controller would be Much Better
Q1: Game Crashes
A: You have not followed the instructions correctly or it is of other issues
Q2: Cars Handle Erratically
A: This is as close as it gets to real life experience of driving, weight and traction, original game handlings provide near F1 grip for nearly all cars, be City Cars or Hypercars, even trucks don’t feel as heavy as they should, and the negative effect on weight is not induced in traction, use a controller, smooth things out use little throttle, and drive slowly, until you master your skills enough
Q3: Gear Configurations won’t load
You can load them manually by using the cgr menu and loading the files by the name provided, you may have done something wrong in the procedure, or maybe other issues I still don’t know yet
Q4: Brakes don’t Glow
The problem lies with an installation issue, either the car setup, either the whole mod, check that in detail
Q5: LSD, Camera, shifts, not proper
Check MT file or check if manual transmission is active
Q6: Dials way off the accuracy
Check dials file
Ramtin Ace THM
ikt
Killatomate85
any333
(plus anyone who did help)
"This could not have been done without the outstanding work of ikt on Manual Transmission, Custom Gear Ratios, Dial Accuracy Fix(&more to mention), plus killatomate’s respectable approach on Vanilla Handlings and Realistic Damping Rates
Thanks to the work of Eddlm as well, for Livelyworld”
Please if you like This Mod, Donate the Mentioned Individuals
Cars Included:
Audi RS5 '14
BMW M3 e46 '01
BMW M3 e46 GTR MW '01
BMW M3 e92 '13
Bugatti 16.4 Veyron '05
Bugatti 16.4 Veyron Super Sport '14
Chevrolet Corvette C6 Z06 '06
Dodge Charger SRT-8 '14
Ferrari 360 Modena '99
Ferrari 458 Italia '14
Ferrari 458 Speciale '14
Ferrari 458 Spider '14
Ferrari F12berlinetta '14
Ferrari LaFerrari '14
Ford GT '05
Ford Mustang GT '05
Honda Civic Type R '17
Hyundai Tiburon GT V6 '03
Koenigsegg Agera '14
Koenigsegg Agera R '14
Lamborghini Aventador LP700-4 '14
Lamborghini Gallardo '06
Lamborghini Gallardo '04
McLaren MP4-12c '11
McLaren 12c '13
McLaren 12c Spider '13
McLaren P1 '14
Mercedes-Benz CL65 AMG '07
Mercedes-Benz SL65 AMG '09
Mercedes-Benz SLK55 AMG '14
Mercedes-Benz SLR McLaren '03
Mitsubishi Eclipse GT '06
Nissan 240SX (S13) '91
Pagani Huayra '13
Porsche 918 Spyder '14
Porsche Carrera GT '03
Changelog:
0.8.5.0
Realistic Damage is now available with around 70 percent of realism, make sure to check the installation for vehicles.meta to make it work properly
Koenigsegg Agera:roll centre revised, drag corrected, now tops 430 Km/h
Porche Carrera GT full revision of acceleration and top speed(Auto Motor und Sport)
McLaren P1 full revision of acceleration,(johnny bohmer) now a bit slower on top end acceleration and less top speed
McLaren 12C full revision of acceleration and top speed(quattroroute)
Ferrari 458 Italia and Spider revision of acceleration and top speed(car and driver, autozeitung)
Corvette Z06 Revision of acceleration and top speed
Corrected idle rpm for all cars
corrected drive inertias for all cars based on peak power and aspiration, N/A cars and cars with higher peak power closer to redline have higher value and the opposite have lower value
0.8.1.7
A New and easier method of installation and the removal of too many confusing folders
Added Pagani Huayra
Added Mercedes SLR McLaren
Tweaked drive inertias for LaFerrari and 918 Spyder, other cars in the future updates
Support for Manual Transmission 5.4.0
Tweaked LaFerrari Acceleration and TopSpeed based on Quattroroute test in 2015, now the car tops 355 Km/h, faster acceleration to 200 Km/h
Tweaked Porsche 918 Spyder Acceleration, now its faster to 300 Km/h just like real life, and its fsater to 200 Km/h also, the 0-100 is now much faster as well
0.8.1.5
Added 11 new cars
Slightly Tweaked Acceleration and Drag For Ford GT and Carrera GT to match their real life test results(A Twist of LeMans Motortrend Test)
Slightly Tweaked 458 Speciale Suspension Sharpness
Added Alignment Data(a very slight level of Camber)to McLaren P1 and LaFerrari for added realism(slightly tweaked traction curveMax as well)
Tweaked Top Speed for 918 Spyder, now 347 Km/h
Tweaked Brakes For M3 e92 to be more accurate
Tweaked 458 Spider and 12c Spider TractionCurveMax to feel more realistic, values need to use a formula however for now it is estimated
Tweaked ManualTransmission Data to fit the new version 5.3.0
Tweaked Data Sheet
0.8.1.0
IMPORTANT-Ferrari F12berlinetta Completely revised as now uses 00AbOlFaZl00's Model(Its much better)and the car is reworked for the US Spec(it was wrongly somewhat EU Spec in acceleration)
Slightly Reworked formula for Traction so cars now have a bit closer feel to real life
Reworked Engine Braking to much more realistic levels
Lamborghini Gallardo's are fixed in slight calculational error which had PZero input instead of Pzero rosso so now the handling is a bit more difficult
Porsche Carrera GT is fixed for TractionCurveMax as it was mistakenly put 0.99g for 300ft, which is for 200ft and the 300ft is 1.02g now
Configured for the latest Manual Transmission Version 5.2.0
Launch control configured and works although not properly realistic but still functional
Reconfigured Drag for Some Cars including SLK55 AMG which now tops out at 310 Km/h
Added 2018 Civic Type R
Added 2009 Mercedes-Benz SL65 AMG
Added 2007 Mercedes-Benz CL65 AMG
Minor Improvements
Removed Lap Times Table temporarily due to lack of time to record new ones
Added Cars after 2014 folder for cars which are not in production at Single Player's Story game time
Table of Contents:
1-Introduction
2-Detailed Description
3-Installation
4-F.A.Q
1. Introduction
Rockstar Advanced Game Engine has SIM-like capabilities to an extent, with few flaws as we know now after the Birth of this Mod
Here I am, after 3 years of hard work, finally finding near correct values for grip on R.A.G.E
No longer 2.5g+ steering with a Honda Civic on any approaching corner at 50mph, no more sub 10 meter 60-0 braking, no more supercars capped at low top speeds
This is based on Full SIM behavior, except for tire wear, temp, (F/R exact tuning of suspension and ride height-->"HOWEVER CLOSELY SIMULATED") & ... etc.
Do not expect a steady 2g Cornering from a McLaren P1,a 15s 0-300 from LaFerrari or God-Like AWD Stability
Everything here is based on “RECORDED REAL LIFE DATA” from cars, gathered within years of research, hours of frustration, and countless times of giving up, and then returning focused on this project
Cars bite in real life, be a Kia Forte or a Ferrari F12, uncontrolled actions=Horrific Accidents, so anything portrayed here is in no way permitted in real life. Drive Safe, Obey the rules of the road and always fasten your seatbelt (and occupants)
This mod will be updated in the future as developing needs extensive research and correction of mistakes since I have to closely calibrate the handling values to come close to their real life behavior, so it takes time, and I'm quite busy
This mod is exclusively done for appreciation of ikt’s work on GTA V, and the huge efforts made by Killatomate on Vanilla Cars.
This mods does not support any Vanilla Vehicle
This mod only uses specific versions of specific car models, designed for specific year models, updates and changes (minor and major to the extent I have control on)
& For now I’m mostly Doing Cars Before 2014 as the game time is, and I lack some of the info on newer cars as there are not yet as much data available, time issue etc.
You can use these Handlings on Eddlm’s ARS but the experience will be hampered as the Mods Currently do not Support the configurations(LSD, adaptive AWD, etc.)to be fully loaded for NPC or AI vehicles
Please
DO NOT USE A SPECIFIC HANDLING OF A SPECIFIC VEHICLE ON ANOTHER VEHICLE MODEL, WHICH WILL RESULT IN TOTAL MISCALIBRATION OF CENTER OF MASS AND MODEL SETTINGS, THUS INAPPROPRIATE BEHAVIOR, SO PROCEED ONLY AS INSTRUCTED
So as explained , if you are interested in what this mod does, then read on all the way to the description, which I’ll then carefully explain what changes are done where and where needs work.
If not, you want to drive, take the vehicles for a spin and experience real life simulation in Grand Theft Auto 5, Proceed to Installation.
ikt
killatomate85
eddlm
ChunLi
(+Model authors for the one’s provided)
The mentioned individuals can include this mod in their work
2. Detailed Description
What this mod does:
Over 92.5% Realistic Mass
Over 90% Realistic Inertial Forces(x,y,z)
Over 92.5% Realistic Drag(and 50% downforce effects) (Empirical)
Over 92.5% Realistic Center of Mass (Empirical)
Over 95% Realistic Horsepower
Over 50% Realistic AWD*(Thanks to ikt)
Over 95% Realistic Gear Ratios
Over 92.5% Realistic Shift Times
Over 90% Realistic Brake Force
Over 90% Realistic E-Brake Force
(complicated explanation, will do later)
Over 92.5% Realistic Steering Ratio and Lock to Lock Angle(lots of research)
Over 90% Realistic Traction
(factors affecting are contact path difference based on width and diameter of tire, material adhesion, positive weight effects, negative weight inertial effects, tire pressure and other minimal stuff related to tire shape & camber, toe, caster angle, etc, which I do not have much knowledge of)
Over 80% Realistic Wet/Off-road Grip
(based on tires)
Over 90% Realistic Suspension
(realistic spring rates must be caculated within tbe effect of weight, heavier the car, the looser it feels, realistic damping rates as well follow this rule, antirollbar data mainly come from forza horizon 4 as real life data nearly non existent, heavier a car, the less effect of antiroll bars as well, suspension bias is the average of ride height and suspension stiffness, has both effects combined together which lacks for proper tuning)
Over 90% Realistic ABS (Thanks to ikt)
Over 70% Realistic McLaren Brake Steer
(uses a ver little bit of stabillity control for understeer, limiting the amount of torque sometimes at oversteer, it happens in real life and it does remove some understeer as well. Being said oversteer correction is not used. The effect is subtle and does not hamper progressive drifting and slidin, sometimes aiding it and saving you from spin outs)
Over 50% Realistic Limited Slip Differential** (Thanks to ikt)
Over 50% Realistic BMW E-Limited Slip Differential** (Thanks to ikt)
Over 75 Percent Dial Accuracy (Thanks to ikt)
Over 75 Percent Realistic Brake Glow when heated and cooldown (Thanks to ikt)
Convenient First Person View Camera
70 Percent Realistic Damage
This Mod falls short of:
Realistic Buoyancy
*Fully Realistic AWD Shift Both ways (Currently only oversteer or understeer correction/Traction)(ManualTransmission Script needs to add this feature for over 90% Realistic AWD)
**Fully Realistic Limited Slip Differential ,as the Current MT mod Features only LSD in Acceleration and not In Coasting, and Also the distribution of LSD between the Front and Rear in AWD Systems(ManualTransmission Script needs to add this feature for over 90% Realistic LSD)
Front and Rear Suspension Bias like in real life and adjusting front and rear ride height, camber, toe, caster, etc.
AWD-RWD transition of Porsche 918 at 265 Km/h(although Effects somewhat simulated with esc and Real time AWD(thanks to ikt))
Tire Temp Traction loss/Grip & related items, weather effects, moist, etc.
3. Installation
Carefully Read the Steps, otherwise it’s not guaranteed to work, anyway I'm here for any questions you got.
For quality, I carefully checked everything and I made sure everything works as intended, however, I still might have errors in my work, since it’s still a very early version
IMPORTANT NOTICE:
Cars with automatic spoilers have lessened Traction Values= TractionCurveMax & Min
/1.06
Cars with alignment data do not support GTA V versions older than 1.43
If you are using older versions you must replace the subhandlingdata with a handling
file that does not have those, otherwise it may cause crash!
So we proceed
STEP 1
You need Latest Versions of:
ScripthoookV (and asiloader)
Community Scripthook.net
ManualTransmission(5.4.0)by ikt
Custom Gear Ratios by ikt
Dashhook by ikt
Dial Accuracy Fix by ikt
Glowing brakes by ikt
Stop!Powercutting by any333(0.1)(optional)
STEP 2
After installing all of the Aforementioned Scripts, you need to copy the files inside the Requirements folder in your GTA V directory and Replace All the files provided
\Requirements\files here
GTAVFOLDER\to here
Then, we proceed to the car files, for example we want to install the Ferrari 458 Setup,
First you open the Authors.txt inside the folder: Cars
Search the txt file for 458 and find the author
Then you download or if you already have the car and the version provided only by the specific author mentioned
STEP 3
After correctly installing all the other data files required for the car to show up ingame, you will Replace the handling File inside the folder below for example:
Cars/Handling/Ferrari 458 Italia.txt
IMPORTANT:IF THE HANDLING NAME IS DIFFERENT FROM THE CAR NAME FOR EXAMPLE THE ECLIPSE GT HAS THE NAME “PENUMBRA”
THEN YOU NEED TO FIND NAME FOR THE FILES IN LATER STEPS THE SAME AS THE NAME OF THE HANDLING INSIDE THE HANDLING FILE
With the handling line the respective author Provided or if not provided, the handling line it is going to use(Try to do this place carefully and replace line to line and if you use other name for handling that must be further updated otherwise it will either not work or cause game crash)
*CHECK README FILE FOR INSTRUCTIONS ON VEHICLES. META OTHERWISE THE REALISTIC DAMAGE WILL NOT WORK PROPERLY
STEP 4
Find the desired file, here is 458:
Copy the File inside:
Cars\ CustomGearRatios\Configs\458
To the same directory as
GTAVFOLDER\CustomGearRatios\Configs\here
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
Remember to change the model name and description if you use different names
OTHERWISE IT WILL NOT WORK!!!!!
e.g. you name your 458 italia Model and Handling Name to 458a
then:
458_7_345kph_458
458A_7_345kph_458a
Then inside the file
458
458
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
To
458a
458A
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
STEP 5
Find the desired file, here is the 458:
Cars\ ManualTransmission\Vehicles\458.ini
To
GTAVFOLDER\ManualTransmission\Vehicles\458.ini
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
If you use Different name, e.g. 458a, then
You rename the ini file to 458a.ini
Then inside the file
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
To
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458a
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
STEP 6
SEE README FILE
STEP 7
Fixing dial accuracy
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
You go to the following directory in the mod and open the following file
Cars\ Dials Fix\ Paste in Settings ini.txt
Find the car you want , here is the 458:
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
You will paste this at the bottom of the file in the following Directory:
GTAVFOLDER\DialAccuracyFix\Settings.ini
It will look like this:
[MAIN]
Cheat = rld
; https://www.gta5-mods.com/vehicles/audi-s-3-02-riceable-wanted188
[audis32]
SpeedScale = 1.1225
SpeedOffset = 0.0
RPMScale = 1.40
RPMOffset = 0.0
; https://www.gta5-mods.com/vehicles/peugeot-205-turbo-16-rally-2in1-add-on-tuning-livery
[ypg205t16b]
SpeedScale = 1.45
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[cgt]
SpeedScale = 0.52
SpeedOffset = 2.7
RPMScale = 0.763
RPMOffset = 0.092
[fgt]
SpeedScale = 1.053
SpeedOffset = 0.0
RPMScale = 0.91
RPMOffset = 0.0
[modena]
SpeedScale = 0.86
SpeedOffset = -7.0
RPMScale = 0.866
RPMOffset = -0.027
[huayra]
SpeedScale = 0.93
SpeedOffset = -0.015
RPMScale = 1.16
RPMOffset = 0.1008
[gallardo]
SpeedScale = 0.862
SpeedOffset = 0.0
RPMScale = 0.96
RPMOffset = -0.01
[458spider]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
[m3e92]
SpeedScale = 1.3
SpeedOffset = 15.5
RPMScale = 1.08
RPMOffset = 0.092
[elegy2]
SpeedScale = 0.92
SpeedOffset = 0.0
RPMScale = 1.0388
RPMOffset = 0.07
[f12]
SpeedScale = 0.9128
SpeedOffset = -1.2
RPMScale = 0.85
RPMOffset = 0.06
[2014rs5]
SpeedScale = 1.94
SpeedOffset = -5.0
RPMScale = 1.14
RPMOffset = -0.1251
[slk5512]
SpeedScale = 0.95
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[sentinel2]
SpeedScale = 1.072
SpeedOffset = 6.0
RPMScale = 0.839
RPMOffset = 0.055
[buffalo2]
SpeedScale = 1.05
SpeedOffset = 10.0
RPMScale = 0.87
RPMOffset = 0.0942
[kuruma]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.03
RPMOffset = 0.0
[p1]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 0.757
RPMOffset = 0.0
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
If model name change to e.g. 458a
Then add this to the bottom of that file
[458a]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
4. F.A.Q
Before going for troubleshooting, please make sure you have done everything carefully and exactly as the steps followed in the instructions of installation process, and you have to use the same settings provided for the ManualTransmission settings,
For Steering wheel users, set auto countersteer and steering reduction to off, completely, as there is no way to turn of the unwanted autocountersteer for controller and keyboard users for a better experience, so until now we still don’t have a chance to fully experience simulation on controllers and keyboards
For further info about steering wheels and how to use ingame, contact ikt through the ManualTransmission Page on GTA5-Mods.com
I have not used a Steering wheel on this mod but it is fully designed for it.
It is not advised to Play on Keyboard. A Controller would be Much Better
Q1: Game Crashes
A: You have not followed the instructions correctly or it is of other issues
Q2: Cars Handle Erratically
A: This is as close as it gets to real life experience of driving, weight and traction, original game handlings provide near F1 grip for nearly all cars, be City Cars or Hypercars, even trucks don’t feel as heavy as they should, and the negative effect on weight is not induced in traction, use a controller, smooth things out use little throttle, and drive slowly, until you master your skills enough
Q3: Gear Configurations won’t load
You can load them manually by using the cgr menu and loading the files by the name provided, you may have done something wrong in the procedure, or maybe other issues I still don’t know yet
Q4: Brakes don’t Glow
The problem lies with an installation issue, either the car setup, either the whole mod, check that in detail
Q5: LSD, Camera, shifts, not proper
Check MT file or check if manual transmission is active
Q6: Dials way off the accuracy
Check dials file
Первая загрузка: 14 января 2021
Последнее обновление: 11 июля 2021
Последнее скачивание: вчера
60 комментариев
Contributors:
Ramtin Ace THM
ikt
Killatomate85
any333
(plus anyone who did help)
"This could not have been done without the outstanding work of ikt on Manual Transmission, Custom Gear Ratios, Dial Accuracy Fix(&more to mention), plus killatomate’s respectable approach on Vanilla Handlings and Realistic Damping Rates
Thanks to the work of Eddlm as well, for Livelyworld”
Please if you like This Mod, Donate the Mentioned Individuals
Cars Included:
Audi RS5 '14
BMW M3 e46 '01
BMW M3 e46 GTR MW '01
BMW M3 e92 '13
Bugatti 16.4 Veyron '05
Bugatti 16.4 Veyron Super Sport '14
Chevrolet Corvette C6 Z06 '06
Dodge Charger SRT-8 '14
Ferrari 360 Modena '99
Ferrari 458 Italia '14
Ferrari 458 Speciale '14
Ferrari 458 Spider '14
Ferrari F12berlinetta '14
Ferrari LaFerrari '14
Ford GT '05
Ford Mustang GT '05
Honda Civic Type R '17
Hyundai Tiburon GT V6 '03
Koenigsegg Agera '14
Koenigsegg Agera R '14
Lamborghini Aventador LP700-4 '14
Lamborghini Gallardo '06
Lamborghini Gallardo '04
McLaren MP4-12c '11
McLaren 12c '13
McLaren 12c Spider '13
McLaren P1 '14
Mercedes-Benz CL65 AMG '07
Mercedes-Benz SL65 AMG '09
Mercedes-Benz SLK55 AMG '14
Mercedes-Benz SLR McLaren '03
Mitsubishi Eclipse GT '06
Nissan 240SX (S13) '91
Pagani Huayra '13
Porsche 918 Spyder '14
Porsche Carrera GT '03
Changelog:
0.8.5.0
Realistic Damage is now available with around 70 percent of realism, make sure to check the installation for vehicles.meta to make it work properly
Koenigsegg Agera:roll centre revised, drag corrected, now tops 430 Km/h
Porche Carrera GT full revision of acceleration and top speed(Auto Motor und Sport)
McLaren P1 full revision of acceleration,(johnny bohmer) now a bit slower on top end acceleration and less top speed
McLaren 12C full revision of acceleration and top speed(quattroroute)
Ferrari 458 Italia and Spider revision of acceleration and top speed(car and driver, autozeitung)
Corvette Z06 Revision of acceleration and top speed
Corrected idle rpm for all cars
corrected drive inertias for all cars based on peak power and aspiration, N/A cars and cars with higher peak power closer to redline have higher value and the opposite have lower value
0.8.1.7
A New and easier method of installation and the removal of too many confusing folders
Added Pagani Huayra
Added Mercedes SLR McLaren
Tweaked drive inertias for LaFerrari and 918 Spyder, other cars in the future updates
Support for Manual Transmission 5.4.0
Tweaked LaFerrari Acceleration and TopSpeed based on Quattroroute test in 2015, now the car tops 355 Km/h, faster acceleration to 200 Km/h
Tweaked Porsche 918 Spyder Acceleration, now its faster to 300 Km/h just like real life, and its fsater to 200 Km/h also, the 0-100 is now much faster as well
0.8.1.5
Added 11 new cars
Slightly Tweaked Acceleration and Drag For Ford GT and Carrera GT to match their real life test results(A Twist of LeMans Motortrend Test)
Slightly Tweaked 458 Speciale Suspension Sharpness
Added Alignment Data(a very slight level of Camber)to McLaren P1 and LaFerrari for added realism(slightly tweaked traction curveMax as well)
Tweaked Top Speed for 918 Spyder, now 347 Km/h
Tweaked Brakes For M3 e92 to be more accurate
Tweaked 458 Spider and 12c Spider TractionCurveMax to feel more realistic, values need to use a formula however for now it is estimated
Tweaked ManualTransmission Data to fit the new version 5.3.0
Tweaked Data Sheet
0.8.1.0
IMPORTANT-Ferrari F12berlinetta Completely revised as now uses 00AbOlFaZl00's Model(Its much better)and the car is reworked for the US Spec(it was wrongly somewhat EU Spec in acceleration)
Slightly Reworked formula for Traction so cars now have a bit closer feel to real life
Reworked Engine Braking to much more realistic levels
Lamborghini Gallardo's are fixed in slight calculational error which had PZero input instead of Pzero rosso so now the handling is a bit more difficult
Porsche Carrera GT is fixed for TractionCurveMax as it was mistakenly put 0.99g for 300ft, which is for 200ft and the 300ft is 1.02g now
Configured for the latest Manual Transmission Version 5.2.0
Launch control configured and works although not properly realistic but still functional
Reconfigured Drag for Some Cars including SLK55 AMG which now tops out at 310 Km/h
Added 2018 Civic Type R
Added 2009 Mercedes-Benz SL65 AMG
Added 2007 Mercedes-Benz CL65 AMG
Minor Improvements
Removed Lap Times Table temporarily due to lack of time to record new ones
Added Cars after 2014 folder for cars which are not in production at Single Player's Story game time
Table of Contents:
1-Introduction
2-Detailed Description
3-Installation
4-F.A.Q
1. Introduction
Rockstar Advanced Game Engine has SIM-like capabilities to an extent, with few flaws as we know now after the Birth of this Mod
Here I am, after 3 years of hard work, finally finding near correct values for grip on R.A.G.E
No longer 2.5g+ steering with a Honda Civic on any approaching corner at 50mph, no more sub 10 meter 60-0 braking, no more supercars capped at low top speeds
This is based on Full SIM behavior, except for tire wear, temp, (F/R exact tuning of suspension and ride height-->"HOWEVER CLOSELY SIMULATED") & ... etc.
Do not expect a steady 2g Cornering from a McLaren P1,a 15s 0-300 from LaFerrari or God-Like AWD Stability
Everything here is based on “RECORDED REAL LIFE DATA” from cars, gathered within years of research, hours of frustration, and countless times of giving up, and then returning focused on this project
Cars bite in real life, be a Kia Forte or a Ferrari F12, uncontrolled actions=Horrific Accidents, so anything portrayed here is in no way permitted in real life. Drive Safe, Obey the rules of the road and always fasten your seatbelt (and occupants)
This mod will be updated in the future as developing needs extensive research and correction of mistakes since I have to closely calibrate the handling values to come close to their real life behavior, so it takes time, and I'm quite busy
This mod is exclusively done for appreciation of ikt’s work on GTA V, and the huge efforts made by Killatomate on Vanilla Cars.
This mods does not support any Vanilla Vehicle
This mod only uses specific versions of specific car models, designed for specific year models, updates and changes (minor and major to the extent I have control on)
& For now I’m mostly Doing Cars Before 2014 as the game time is, and I lack some of the info on newer cars as there are not yet as much data available, time issue etc.
You can use these Handlings on Eddlm’s ARS but the experience will be hampered as the Mods Currently do not Support the configurations(LSD, adaptive AWD, etc.)to be fully loaded for NPC or AI vehicles
Please
DO NOT USE A SPECIFIC HANDLING OF A SPECIFIC VEHICLE ON ANOTHER VEHICLE MODEL, WHICH WILL RESULT IN TOTAL MISCALIBRATION OF CENTER OF MASS AND MODEL SETTINGS, THUS INAPPROPRIATE BEHAVIOR, SO PROCEED ONLY AS INSTRUCTED
So as explained , if you are interested in what this mod does, then read on all the way to the description, which I’ll then carefully explain what changes are done where and where needs work.
If not, you want to drive, take the vehicles for a spin and experience real life simulation in Grand Theft Auto 5, Proceed to Installation.
ikt
killatomate85
eddlm
ChunLi
(+Model authors for the one’s provided)
The mentioned individuals can include this mod in their work
2. Detailed Description
What this mod does:
Over 92.5% Realistic Mass
Over 90% Realistic Inertial Forces(x,y,z)
Over 92.5% Realistic Drag(and 50% downforce effects) (Empirical)
Over 92.5% Realistic Center of Mass (Empirical)
Over 95% Realistic Horsepower
Over 50% Realistic AWD*(Thanks to ikt)
Over 95% Realistic Gear Ratios
Over 92.5% Realistic Shift Times
Over 90% Realistic Brake Force
Over 90% Realistic E-Brake Force
(complicated explanation, will do later)
Over 92.5% Realistic Steering Ratio and Lock to Lock Angle(lots of research)
Over 90% Realistic Traction
(factors affecting are contact path difference based on width and diameter of tire, material adhesion, positive weight effects, negative weight inertial effects, tire pressure and other minimal stuff related to tire shape & camber, toe, caster angle, etc, which I do not have much knowledge of)
Over 80% Realistic Wet/Off-road Grip
(based on tires)
Over 90% Realistic Suspension
(realistic spring rates must be caculated within tbe effect of weight, heavier the car, the looser it feels, realistic damping rates as well follow this rule, antirollbar data mainly come from forza horizon 4 as real life data nearly non existent, heavier a car, the less effect of antiroll bars as well, suspension bias is the average of ride height and suspension stiffness, has both effects combined together which lacks for proper tuning)
Over 90% Realistic ABS (Thanks to ikt)
Over 70% Realistic McLaren Brake Steer
(uses a ver little bit of stabillity control for understeer, limiting the amount of torque sometimes at oversteer, it happens in real life and it does remove some understeer as well. Being said oversteer correction is not used. The effect is subtle and does not hamper progressive drifting and slidin, sometimes aiding it and saving you from spin outs)
Over 50% Realistic Limited Slip Differential** (Thanks to ikt)
Over 50% Realistic BMW E-Limited Slip Differential** (Thanks to ikt)
Over 75 Percent Dial Accuracy (Thanks to ikt)
Over 75 Percent Realistic Brake Glow when heated and cooldown (Thanks to ikt)
Convenient First Person View Camera
70 Percent Realistic Damage
This Mod falls short of:
Realistic Buoyancy
*Fully Realistic AWD Shift Both ways (Currently only oversteer or understeer correction/Traction)(ManualTransmission Script needs to add this feature for over 90% Realistic AWD)
**Fully Realistic Limited Slip Differential ,as the Current MT mod Features only LSD in Acceleration and not In Coasting, and Also the distribution of LSD between the Front and Rear in AWD Systems(ManualTransmission Script needs to add this feature for over 90% Realistic LSD)
Front and Rear Suspension Bias like in real life and adjusting front and rear ride height, camber, toe, caster, etc.
AWD-RWD transition of Porsche 918 at 265 Km/h(although Effects somewhat simulated with esc and Real time AWD(thanks to ikt))
Tire Temp Traction loss/Grip & related items, weather effects, moist, etc.
3. Installation
Carefully Read the Steps, otherwise it’s not guaranteed to work, anyway I'm here for any questions you got.
For quality, I carefully checked everything and I made sure everything works as intended, however, I still might have errors in my work, since it’s still a very early version
IMPORTANT NOTICE:
Cars with automatic spoilers have lessened Traction Values= TractionCurveMax & Min
/1.06
Cars with alignment data do not support GTA V versions older than 1.43
If you are using older versions you must replace the subhandlingdata with a handling
file that does not have those, otherwise it may cause crash!
So we proceed
STEP 1
You need Latest Versions of:
ScripthoookV (and asiloader)
Community Scripthook.net
ManualTransmission(5.4.0)by ikt
Custom Gear Ratios by ikt
Dashhook by ikt
Dial Accuracy Fix by ikt
Glowing brakes by ikt
Stop!Powercutting by any333(0.1)(optional)
STEP 2
After installing all of the Aforementioned Scripts, you need to copy the files inside the Requirements folder in your GTA V directory and Replace All the files provided
\Requirements\files here
GTAVFOLDER\to here
Then, we proceed to the car files, for example we want to install the Ferrari 458 Setup,
First you open the Authors.txt inside the folder: Cars
Search the txt file for 458 and find the author
Then you download or if you already have the car and the version provided only by the specific author mentioned
STEP 3
After correctly installing all the other data files required for the car to show up ingame, you will Replace the handling File inside the folder below for example:
Cars/Handling/Ferrari 458 Italia.txt
IMPORTANT:IF THE HANDLING NAME IS DIFFERENT FROM THE CAR NAME FOR EXAMPLE THE ECLIPSE GT HAS THE NAME “PENUMBRA”
THEN YOU NEED TO FIND NAME FOR THE FILES IN LATER STEPS THE SAME AS THE NAME OF THE HANDLING INSIDE THE HANDLING FILE
With the handling line the respective author Provided or if not provided, the handling line it is going to use(Try to do this place carefully and replace line to line and if you use other name for handling that must be further updated otherwise it will either not work or cause game crash)
*CHECK README FILE FOR INSTRUCTIONS ON VEHICLES. META OTHERWISE THE REALISTIC DAMAGE WILL NOT WORK PROPERLY
STEP 4
Find the desired file, here is 458:
Copy the File inside:
Cars\ CustomGearRatios\Configs\458
To the same directory as
GTAVFOLDER\CustomGearRatios\Configs\here
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
Remember to change the model name and description if you use different names
OTHERWISE IT WILL NOT WORK!!!!!
e.g. you name your 458 italia Model and Handling Name to 458a
then:
458_7_345kph_458
458A_7_345kph_458a
Then inside the file
458
458
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
To
458a
458A
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
STEP 5
Find the desired file, here is the 458:
Cars\ ManualTransmission\Vehicles\458.ini
To
GTAVFOLDER\ManualTransmission\Vehicles\458.ini
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
If you use Different name, e.g. 458a, then
You rename the ini file to 458a.ini
Then inside the file
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
To
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458a
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
STEP 6
SEE README FILE
STEP 7
Fixing dial accuracy
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
You go to the following directory in the mod and open the following file
Cars\ Dials Fix\ Paste in Settings ini.txt
Find the car you want , here is the 458:
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
You will paste this at the bottom of the file in the following Directory:
GTAVFOLDER\DialAccuracyFix\Settings.ini
It will look like this:
[MAIN]
Cheat = rld
; https://www.gta5-mods.com/vehicles/audi-s-3-02-riceable-wanted188
[audis32]
SpeedScale = 1.1225
SpeedOffset = 0.0
RPMScale = 1.40
RPMOffset = 0.0
; https://www.gta5-mods.com/vehicles/peugeot-205-turbo-16-rally-2in1-add-on-tuning-livery
[ypg205t16b]
SpeedScale = 1.45
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[cgt]
SpeedScale = 0.52
SpeedOffset = 2.7
RPMScale = 0.763
RPMOffset = 0.092
[fgt]
SpeedScale = 1.053
SpeedOffset = 0.0
RPMScale = 0.91
RPMOffset = 0.0
[modena]
SpeedScale = 0.86
SpeedOffset = -7.0
RPMScale = 0.866
RPMOffset = -0.027
[huayra]
SpeedScale = 0.93
SpeedOffset = -0.015
RPMScale = 1.16
RPMOffset = 0.1008
[gallardo]
SpeedScale = 0.862
SpeedOffset = 0.0
RPMScale = 0.96
RPMOffset = -0.01
[458spider]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
[m3e92]
SpeedScale = 1.3
SpeedOffset = 15.5
RPMScale = 1.08
RPMOffset = 0.092
[elegy2]
SpeedScale = 0.92
SpeedOffset = 0.0
RPMScale = 1.0388
RPMOffset = 0.07
[f12]
SpeedScale = 0.9128
SpeedOffset = -1.2
RPMScale = 0.85
RPMOffset = 0.06
[2014rs5]
SpeedScale = 1.94
SpeedOffset = -5.0
RPMScale = 1.14
RPMOffset = -0.1251
[slk5512]
SpeedScale = 0.95
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[sentinel2]
SpeedScale = 1.072
SpeedOffset = 6.0
RPMScale = 0.839
RPMOffset = 0.055
[buffalo2]
SpeedScale = 1.05
SpeedOffset = 10.0
RPMScale = 0.87
RPMOffset = 0.0942
[kuruma]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.03
RPMOffset = 0.0
[p1]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 0.757
RPMOffset = 0.0
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
If model name change to e.g. 458a
Then add this to the bottom of that file
[458a]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
4. F.A.Q
Before going for troubleshooting, please make sure you have done everything carefully and exactly as the steps followed in the instructions of installation process, and you have to use the same settings provided for the ManualTransmission settings,
For Steering wheel users, set auto countersteer and steering reduction to off, completely, as there is no way to turn of the unwanted autocountersteer for controller and keyboard users for a better experience, so until now we still don’t have a chance to fully experience simulation on controllers and keyboards
For further info about steering wheels and how to use ingame, contact ikt through the ManualTransmission Page on GTA5-Mods.com
I have not used a Steering wheel on this mod but it is fully designed for it.
It is not advised to Play on Keyboard. A Controller would be Much Better
Q1: Game Crashes
A: You have not followed the instructions correctly or it is of other issues
Q2: Cars Handle Erratically
A: This is as close as it gets to real life experience of driving, weight and traction, original game handlings provide near F1 grip for nearly all cars, be City Cars or Hypercars, even trucks don’t feel as heavy as they should, and the negative effect on weight is not induced in traction, use a controller, smooth things out use little throttle, and drive slowly, until you master your skills enough
Q3: Gear Configurations won’t load
You can load them manually by using the cgr menu and loading the files by the name provided, you may have done something wrong in the procedure, or maybe other issues I still don’t know yet
Q4: Brakes don’t Glow
The problem lies with an installation issue, either the car setup, either the whole mod, check that in detail
Q5: LSD, Camera, shifts, not proper
Check MT file or check if manual transmission is active
Q6: Dials way off the accuracy
Check dials file
Ramtin Ace THM
ikt
Killatomate85
any333
(plus anyone who did help)
"This could not have been done without the outstanding work of ikt on Manual Transmission, Custom Gear Ratios, Dial Accuracy Fix(&more to mention), plus killatomate’s respectable approach on Vanilla Handlings and Realistic Damping Rates
Thanks to the work of Eddlm as well, for Livelyworld”
Please if you like This Mod, Donate the Mentioned Individuals
Cars Included:
Audi RS5 '14
BMW M3 e46 '01
BMW M3 e46 GTR MW '01
BMW M3 e92 '13
Bugatti 16.4 Veyron '05
Bugatti 16.4 Veyron Super Sport '14
Chevrolet Corvette C6 Z06 '06
Dodge Charger SRT-8 '14
Ferrari 360 Modena '99
Ferrari 458 Italia '14
Ferrari 458 Speciale '14
Ferrari 458 Spider '14
Ferrari F12berlinetta '14
Ferrari LaFerrari '14
Ford GT '05
Ford Mustang GT '05
Honda Civic Type R '17
Hyundai Tiburon GT V6 '03
Koenigsegg Agera '14
Koenigsegg Agera R '14
Lamborghini Aventador LP700-4 '14
Lamborghini Gallardo '06
Lamborghini Gallardo '04
McLaren MP4-12c '11
McLaren 12c '13
McLaren 12c Spider '13
McLaren P1 '14
Mercedes-Benz CL65 AMG '07
Mercedes-Benz SL65 AMG '09
Mercedes-Benz SLK55 AMG '14
Mercedes-Benz SLR McLaren '03
Mitsubishi Eclipse GT '06
Nissan 240SX (S13) '91
Pagani Huayra '13
Porsche 918 Spyder '14
Porsche Carrera GT '03
Changelog:
0.8.5.0
Realistic Damage is now available with around 70 percent of realism, make sure to check the installation for vehicles.meta to make it work properly
Koenigsegg Agera:roll centre revised, drag corrected, now tops 430 Km/h
Porche Carrera GT full revision of acceleration and top speed(Auto Motor und Sport)
McLaren P1 full revision of acceleration,(johnny bohmer) now a bit slower on top end acceleration and less top speed
McLaren 12C full revision of acceleration and top speed(quattroroute)
Ferrari 458 Italia and Spider revision of acceleration and top speed(car and driver, autozeitung)
Corvette Z06 Revision of acceleration and top speed
Corrected idle rpm for all cars
corrected drive inertias for all cars based on peak power and aspiration, N/A cars and cars with higher peak power closer to redline have higher value and the opposite have lower value
0.8.1.7
A New and easier method of installation and the removal of too many confusing folders
Added Pagani Huayra
Added Mercedes SLR McLaren
Tweaked drive inertias for LaFerrari and 918 Spyder, other cars in the future updates
Support for Manual Transmission 5.4.0
Tweaked LaFerrari Acceleration and TopSpeed based on Quattroroute test in 2015, now the car tops 355 Km/h, faster acceleration to 200 Km/h
Tweaked Porsche 918 Spyder Acceleration, now its faster to 300 Km/h just like real life, and its fsater to 200 Km/h also, the 0-100 is now much faster as well
0.8.1.5
Added 11 new cars
Slightly Tweaked Acceleration and Drag For Ford GT and Carrera GT to match their real life test results(A Twist of LeMans Motortrend Test)
Slightly Tweaked 458 Speciale Suspension Sharpness
Added Alignment Data(a very slight level of Camber)to McLaren P1 and LaFerrari for added realism(slightly tweaked traction curveMax as well)
Tweaked Top Speed for 918 Spyder, now 347 Km/h
Tweaked Brakes For M3 e92 to be more accurate
Tweaked 458 Spider and 12c Spider TractionCurveMax to feel more realistic, values need to use a formula however for now it is estimated
Tweaked ManualTransmission Data to fit the new version 5.3.0
Tweaked Data Sheet
0.8.1.0
IMPORTANT-Ferrari F12berlinetta Completely revised as now uses 00AbOlFaZl00's Model(Its much better)and the car is reworked for the US Spec(it was wrongly somewhat EU Spec in acceleration)
Slightly Reworked formula for Traction so cars now have a bit closer feel to real life
Reworked Engine Braking to much more realistic levels
Lamborghini Gallardo's are fixed in slight calculational error which had PZero input instead of Pzero rosso so now the handling is a bit more difficult
Porsche Carrera GT is fixed for TractionCurveMax as it was mistakenly put 0.99g for 300ft, which is for 200ft and the 300ft is 1.02g now
Configured for the latest Manual Transmission Version 5.2.0
Launch control configured and works although not properly realistic but still functional
Reconfigured Drag for Some Cars including SLK55 AMG which now tops out at 310 Km/h
Added 2018 Civic Type R
Added 2009 Mercedes-Benz SL65 AMG
Added 2007 Mercedes-Benz CL65 AMG
Minor Improvements
Removed Lap Times Table temporarily due to lack of time to record new ones
Added Cars after 2014 folder for cars which are not in production at Single Player's Story game time
Table of Contents:
1-Introduction
2-Detailed Description
3-Installation
4-F.A.Q
1. Introduction
Rockstar Advanced Game Engine has SIM-like capabilities to an extent, with few flaws as we know now after the Birth of this Mod
Here I am, after 3 years of hard work, finally finding near correct values for grip on R.A.G.E
No longer 2.5g+ steering with a Honda Civic on any approaching corner at 50mph, no more sub 10 meter 60-0 braking, no more supercars capped at low top speeds
This is based on Full SIM behavior, except for tire wear, temp, (F/R exact tuning of suspension and ride height-->"HOWEVER CLOSELY SIMULATED") & ... etc.
Do not expect a steady 2g Cornering from a McLaren P1,a 15s 0-300 from LaFerrari or God-Like AWD Stability
Everything here is based on “RECORDED REAL LIFE DATA” from cars, gathered within years of research, hours of frustration, and countless times of giving up, and then returning focused on this project
Cars bite in real life, be a Kia Forte or a Ferrari F12, uncontrolled actions=Horrific Accidents, so anything portrayed here is in no way permitted in real life. Drive Safe, Obey the rules of the road and always fasten your seatbelt (and occupants)
This mod will be updated in the future as developing needs extensive research and correction of mistakes since I have to closely calibrate the handling values to come close to their real life behavior, so it takes time, and I'm quite busy
This mod is exclusively done for appreciation of ikt’s work on GTA V, and the huge efforts made by Killatomate on Vanilla Cars.
This mods does not support any Vanilla Vehicle
This mod only uses specific versions of specific car models, designed for specific year models, updates and changes (minor and major to the extent I have control on)
& For now I’m mostly Doing Cars Before 2014 as the game time is, and I lack some of the info on newer cars as there are not yet as much data available, time issue etc.
You can use these Handlings on Eddlm’s ARS but the experience will be hampered as the Mods Currently do not Support the configurations(LSD, adaptive AWD, etc.)to be fully loaded for NPC or AI vehicles
Please
DO NOT USE A SPECIFIC HANDLING OF A SPECIFIC VEHICLE ON ANOTHER VEHICLE MODEL, WHICH WILL RESULT IN TOTAL MISCALIBRATION OF CENTER OF MASS AND MODEL SETTINGS, THUS INAPPROPRIATE BEHAVIOR, SO PROCEED ONLY AS INSTRUCTED
So as explained , if you are interested in what this mod does, then read on all the way to the description, which I’ll then carefully explain what changes are done where and where needs work.
If not, you want to drive, take the vehicles for a spin and experience real life simulation in Grand Theft Auto 5, Proceed to Installation.
ikt
killatomate85
eddlm
ChunLi
(+Model authors for the one’s provided)
The mentioned individuals can include this mod in their work
2. Detailed Description
What this mod does:
Over 92.5% Realistic Mass
Over 90% Realistic Inertial Forces(x,y,z)
Over 92.5% Realistic Drag(and 50% downforce effects) (Empirical)
Over 92.5% Realistic Center of Mass (Empirical)
Over 95% Realistic Horsepower
Over 50% Realistic AWD*(Thanks to ikt)
Over 95% Realistic Gear Ratios
Over 92.5% Realistic Shift Times
Over 90% Realistic Brake Force
Over 90% Realistic E-Brake Force
(complicated explanation, will do later)
Over 92.5% Realistic Steering Ratio and Lock to Lock Angle(lots of research)
Over 90% Realistic Traction
(factors affecting are contact path difference based on width and diameter of tire, material adhesion, positive weight effects, negative weight inertial effects, tire pressure and other minimal stuff related to tire shape & camber, toe, caster angle, etc, which I do not have much knowledge of)
Over 80% Realistic Wet/Off-road Grip
(based on tires)
Over 90% Realistic Suspension
(realistic spring rates must be caculated within tbe effect of weight, heavier the car, the looser it feels, realistic damping rates as well follow this rule, antirollbar data mainly come from forza horizon 4 as real life data nearly non existent, heavier a car, the less effect of antiroll bars as well, suspension bias is the average of ride height and suspension stiffness, has both effects combined together which lacks for proper tuning)
Over 90% Realistic ABS (Thanks to ikt)
Over 70% Realistic McLaren Brake Steer
(uses a ver little bit of stabillity control for understeer, limiting the amount of torque sometimes at oversteer, it happens in real life and it does remove some understeer as well. Being said oversteer correction is not used. The effect is subtle and does not hamper progressive drifting and slidin, sometimes aiding it and saving you from spin outs)
Over 50% Realistic Limited Slip Differential** (Thanks to ikt)
Over 50% Realistic BMW E-Limited Slip Differential** (Thanks to ikt)
Over 75 Percent Dial Accuracy (Thanks to ikt)
Over 75 Percent Realistic Brake Glow when heated and cooldown (Thanks to ikt)
Convenient First Person View Camera
70 Percent Realistic Damage
This Mod falls short of:
Realistic Buoyancy
*Fully Realistic AWD Shift Both ways (Currently only oversteer or understeer correction/Traction)(ManualTransmission Script needs to add this feature for over 90% Realistic AWD)
**Fully Realistic Limited Slip Differential ,as the Current MT mod Features only LSD in Acceleration and not In Coasting, and Also the distribution of LSD between the Front and Rear in AWD Systems(ManualTransmission Script needs to add this feature for over 90% Realistic LSD)
Front and Rear Suspension Bias like in real life and adjusting front and rear ride height, camber, toe, caster, etc.
AWD-RWD transition of Porsche 918 at 265 Km/h(although Effects somewhat simulated with esc and Real time AWD(thanks to ikt))
Tire Temp Traction loss/Grip & related items, weather effects, moist, etc.
3. Installation
Carefully Read the Steps, otherwise it’s not guaranteed to work, anyway I'm here for any questions you got.
For quality, I carefully checked everything and I made sure everything works as intended, however, I still might have errors in my work, since it’s still a very early version
IMPORTANT NOTICE:
Cars with automatic spoilers have lessened Traction Values= TractionCurveMax & Min
/1.06
Cars with alignment data do not support GTA V versions older than 1.43
If you are using older versions you must replace the subhandlingdata with a handling
file that does not have those, otherwise it may cause crash!
So we proceed
STEP 1
You need Latest Versions of:
ScripthoookV (and asiloader)
Community Scripthook.net
ManualTransmission(5.4.0)by ikt
Custom Gear Ratios by ikt
Dashhook by ikt
Dial Accuracy Fix by ikt
Glowing brakes by ikt
Stop!Powercutting by any333(0.1)(optional)
STEP 2
After installing all of the Aforementioned Scripts, you need to copy the files inside the Requirements folder in your GTA V directory and Replace All the files provided
\Requirements\files here
GTAVFOLDER\to here
Then, we proceed to the car files, for example we want to install the Ferrari 458 Setup,
First you open the Authors.txt inside the folder: Cars
Search the txt file for 458 and find the author
Then you download or if you already have the car and the version provided only by the specific author mentioned
STEP 3
After correctly installing all the other data files required for the car to show up ingame, you will Replace the handling File inside the folder below for example:
Cars/Handling/Ferrari 458 Italia.txt
IMPORTANT:IF THE HANDLING NAME IS DIFFERENT FROM THE CAR NAME FOR EXAMPLE THE ECLIPSE GT HAS THE NAME “PENUMBRA”
THEN YOU NEED TO FIND NAME FOR THE FILES IN LATER STEPS THE SAME AS THE NAME OF THE HANDLING INSIDE THE HANDLING FILE
With the handling line the respective author Provided or if not provided, the handling line it is going to use(Try to do this place carefully and replace line to line and if you use other name for handling that must be further updated otherwise it will either not work or cause game crash)
*CHECK README FILE FOR INSTRUCTIONS ON VEHICLES. META OTHERWISE THE REALISTIC DAMAGE WILL NOT WORK PROPERLY
STEP 4
Find the desired file, here is 458:
Copy the File inside:
Cars\ CustomGearRatios\Configs\458
To the same directory as
GTAVFOLDER\CustomGearRatios\Configs\here
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
Remember to change the model name and description if you use different names
OTHERWISE IT WILL NOT WORK!!!!!
e.g. you name your 458 italia Model and Handling Name to 458a
then:
458_7_345kph_458
458A_7_345kph_458a
Then inside the file
458
458
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
To
458a
458A
autoload_model
7
65.6667
-3.08
3.08333
2.19316
1.62852
1.28874
1.032
0.841236
0.686
STEP 5
Find the desired file, here is the 458:
Cars\ ManualTransmission\Vehicles\458.ini
To
GTAVFOLDER\ManualTransmission\Vehicles\458.ini
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
If you use Different name, e.g. 458a, then
You rename the ini file to 458a.ini
Then inside the file
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
To
[ID]
; Model (spawn) names, separated by a space.
ModelName = 458a
Plate =
Description = No description.
; Plates, separated by a space.
; When a plate matches, the model isn't checked.
; All settings listed below can be used to override the corresponding
; main settings.
; When a setting is not present, the main setting will be used.
[MT_OPTIONS]
ShiftMode = 2
[MT_PARAMS]
ClutchCatchpoint = 0.150000
StallingRPM = 0.040000
StallingRate = 3.750000
StallingSlip = 0.400000
RPMDamage = 0.000000
MisshiftDamage = 0.000000
EngBrakePower = 0.039385
EngBrakeThreshold = 0.000000
CreepIdleThrottle = 0.130000
CreepIdleRPM = 0.098000
[DRIVING_ASSISTS]
LSD = true
LSDViscosity = 50.000000
ABSFilter = false
AWDCustomMin = 0.990000
AWDCustomMax = 0.010000
LaunchControl = true
ABS = true
[AUTO_PARAMS]
UpshiftLoad = 0.050000
DownshiftLoad = 0.300000
NextGearMinRPM = 0.500000
CurrGearMinRPM = 0.500000
EcoRate = 0.010000
DownshiftTimeoutMult = 0.300000
UsingATCU = false
[CAM]
Enable = true
AttachId = 0
FollowMovement = true
MovementMultVel = 0.750000
MovementMultRot = 0.150000
MovementCap = 0.000000
RemoveHead = false
FOV = 55.000000
OffsetHeight = 0.040000
OffsetForward = 0.050000
OffsetSide = 0.000000
Pitch = -3.199999
LookTime = 0.000010
MouseLookTime = 0.000001
MouseCenterTimeout = 750
MouseSensitivity = 0.100000
LongForwardMult = 0.050000
LongBackwardMult = 0.600000
LongDeadzone = 0.950000
LongGamma = 1.230000
LongForwardLimit = 0.070000
LongBackwardLimit = 0.090000
[STEERING]
CSSoftLock = 720.000000
[SHIFT_OPTIONS]
DownshiftBlip = true
STEP 6
SEE README FILE
STEP 7
Fixing dial accuracy
REMEMBER THE NAME FOR THE FILES HERE ARE SAME AS THE HANDLING NAME INSIDE THE HANDLING FILE, SOME CARS DO NOT HAVE SAME NAMES, FOR EXAMPLE ECLIPSE GT USES PENUMBRA FOR ALL CONFIGURATION FILES
You go to the following directory in the mod and open the following file
Cars\ Dials Fix\ Paste in Settings ini.txt
Find the car you want , here is the 458:
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
You will paste this at the bottom of the file in the following Directory:
GTAVFOLDER\DialAccuracyFix\Settings.ini
It will look like this:
[MAIN]
Cheat = rld
; https://www.gta5-mods.com/vehicles/audi-s-3-02-riceable-wanted188
[audis32]
SpeedScale = 1.1225
SpeedOffset = 0.0
RPMScale = 1.40
RPMOffset = 0.0
; https://www.gta5-mods.com/vehicles/peugeot-205-turbo-16-rally-2in1-add-on-tuning-livery
[ypg205t16b]
SpeedScale = 1.45
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[cgt]
SpeedScale = 0.52
SpeedOffset = 2.7
RPMScale = 0.763
RPMOffset = 0.092
[fgt]
SpeedScale = 1.053
SpeedOffset = 0.0
RPMScale = 0.91
RPMOffset = 0.0
[modena]
SpeedScale = 0.86
SpeedOffset = -7.0
RPMScale = 0.866
RPMOffset = -0.027
[huayra]
SpeedScale = 0.93
SpeedOffset = -0.015
RPMScale = 1.16
RPMOffset = 0.1008
[gallardo]
SpeedScale = 0.862
SpeedOffset = 0.0
RPMScale = 0.96
RPMOffset = -0.01
[458spider]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
[m3e92]
SpeedScale = 1.3
SpeedOffset = 15.5
RPMScale = 1.08
RPMOffset = 0.092
[elegy2]
SpeedScale = 0.92
SpeedOffset = 0.0
RPMScale = 1.0388
RPMOffset = 0.07
[f12]
SpeedScale = 0.9128
SpeedOffset = -1.2
RPMScale = 0.85
RPMOffset = 0.06
[2014rs5]
SpeedScale = 1.94
SpeedOffset = -5.0
RPMScale = 1.14
RPMOffset = -0.1251
[slk5512]
SpeedScale = 0.95
SpeedOffset = 0.0
RPMScale = 1.0
RPMOffset = 0.0
[sentinel2]
SpeedScale = 1.072
SpeedOffset = 6.0
RPMScale = 0.839
RPMOffset = 0.055
[buffalo2]
SpeedScale = 1.05
SpeedOffset = 10.0
RPMScale = 0.87
RPMOffset = 0.0942
[kuruma]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.03
RPMOffset = 0.0
[p1]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 0.757
RPMOffset = 0.0
[458]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
If model name change to e.g. 458a
Then add this to the bottom of that file
[458a]
SpeedScale = 1.0
SpeedOffset = 0.0
RPMScale = 1.3
RPMOffset = -0.224
4. F.A.Q
Before going for troubleshooting, please make sure you have done everything carefully and exactly as the steps followed in the instructions of installation process, and you have to use the same settings provided for the ManualTransmission settings,
For Steering wheel users, set auto countersteer and steering reduction to off, completely, as there is no way to turn of the unwanted autocountersteer for controller and keyboard users for a better experience, so until now we still don’t have a chance to fully experience simulation on controllers and keyboards
For further info about steering wheels and how to use ingame, contact ikt through the ManualTransmission Page on GTA5-Mods.com
I have not used a Steering wheel on this mod but it is fully designed for it.
It is not advised to Play on Keyboard. A Controller would be Much Better
Q1: Game Crashes
A: You have not followed the instructions correctly or it is of other issues
Q2: Cars Handle Erratically
A: This is as close as it gets to real life experience of driving, weight and traction, original game handlings provide near F1 grip for nearly all cars, be City Cars or Hypercars, even trucks don’t feel as heavy as they should, and the negative effect on weight is not induced in traction, use a controller, smooth things out use little throttle, and drive slowly, until you master your skills enough
Q3: Gear Configurations won’t load
You can load them manually by using the cgr menu and loading the files by the name provided, you may have done something wrong in the procedure, or maybe other issues I still don’t know yet
Q4: Brakes don’t Glow
The problem lies with an installation issue, either the car setup, either the whole mod, check that in detail
Q5: LSD, Camera, shifts, not proper
Check MT file or check if manual transmission is active
Q6: Dials way off the accuracy
Check dials file
Первая загрузка: 14 января 2021
Последнее обновление: 11 июля 2021
Последнее скачивание: вчера
@Ramtin_ace_thm That´s really kind from you, thanks for the offer to pin me. Take your time of course. Great to see you working with your sense for details and accuracy again. I didn´t know that the latest work for MT is Patreon content now. I will search for better information for me the Patreon site of MT.
On discord I will search your name and send you an request. My name on discord is Byronic to let you know when you get an request from me.
Nice to read that your F40 work is close to the ground. :D
Last time I has driven your tweaked Ferrari 458 again. Really like the fusion of those great mods like MT combined and set up in your old mod. To have the different handlings and drive styles of so many cars makes a great level of individuality for the Game.
So I finally got around to trying out the civic type r handlings and they are just awesome! No longer does the car fly off at sharp drifts and is much more down to earth. If I could give you another 5 stars I would because you definitely earned it!
@Shamwill thanks for your positivity, see if you want other cars "before 2014" to have handlings configured for them as Im currently working on cars from that era
@Ramtin_ace_thm well if you want suggestions, I would recommend the 1970 Dodge Coronet Super bee.
https://www.gta5-mods.com/vehicles/1970-dodge-coronet-super-bee
The model is stellar and it feels just great. With your magic edits, this could be one of my new favorite classics!
@Shamwill adding the car to my future to do list, going to do research on classics, thanks for your suggestion
@Ramtin_ace_thm Your Effort and detail you put in your mod is amazing. I could test it with 2 Cars with my Dualshock 4 Controller. Unfortunetly I was not able to test the Handling with a Wheel. But I must say Wheel or not, feels great with a Controller. I did not thought a Handling mod comes to a acceptable Point in GTA V.
I don´t know why your mod don´t have more downloads? Could only be it´s a little "work" to do to have everything placed in his right Folders and not just replace 1 or 2 Files. :D
Keep up the good work. Updates always appreciated.
@xcaps
Its great you liked it, you know I did lots of effort to get them right as close as possible to a real life experience, everything there is researched, from how much 235 to 245 tire change in all 4 wheels affect the traction and how much does the 235/35 to 245/30 (lowering other right number) negatively affect contact path to the positive and negative effects of weight on traction, tire pressure difference, spring rates, body roll, brake force, the limit which brakes start to lock(traction dependent), brake piston size, count, rotor diameter, thickness and everything is calculated to be as realistic as possibe
And I think the reason it has low downloads by now is its wrongly placed in the misc category instead of vehicles, and I'm planning to merge the folders and put all files in a few seperate folders instead of too many confusing ones for easier installation
@Ramtin_ace_thm Don´t worry, Quality gets always a Top Place. So I think the downloads will increase. Do you have any Influence when you upload a mod in which Category it will placed or depends it where the Website placed your mod?
Yeah would be helpful for many when you merge the Folders. But on the other hand, for me it´s well placed because this way I can learn more about the File structure and Values that be changed by placing them with a little effort. I really liked mods where we as a End User can make changes by ourself, like mods with xml or ini Files to get the full personal desired way everyone wanna play his game. :D
Or in your mods case download the right car, edit the different Files inside Manual Transmission and all the other additional mods and this way we can see where you made the edits and changes.
Sorry if I am drift away with thoughts. :D
Anyway, I know many Users like the easy way to install mods, and if you provide your merged Folders could be a heads up for download amount.
@xcaps actually the ini files are eidtable however i dont recommend editing car files since they are accuratwly fitted, things like engine braking power and camera and gear ratios, they have all been tailored to match the real car, the idle RPM's need some work as some cars rest differently than 650-700 rpm, but other than that the manual transmission file is something that you may configure yourself based on the setup you have, and the ini file for the stop power cutting must be the same as mine (if you use it) otherwise it ruins torque in lower gears which is unnecessary
Once the mod was uploaded it was placed on misc category, i tried to shift it to vehicles in the past but didnt work so i swapped it back on misc, which is the main reason there are low downloads cause most users check vehicles and script files mostly, I will try that in my future upload to see if that works. Im also thinking of merged handling lines into one handling file however car names have to be specified in another text file to make finding the cars easier, or I might not merge the handling files, but I think merging it would be better, i just have to put lots of spacing in between the lines to avoid confusion
@Ramtin_ace_thm I dont know how to install this because i am new to installing mods is there a way to send a video of the whole installation (for the whole mod) because i have tried this for hours and still cant get it to work
@BINAEEKARIM it will take time to upload installation video but ask me exactly which step do you need help and I'll tell you where to go
@Ramtin_ace_thm sos for late response but i have never downloaded a mod before so i dont know what to do this is the first mod ever being downloaded
@BINAEEKARIM
Tell me more
But what you should know
This mod mainly cosists of handling.meta
And Manualtransmission
Plus Custom Gear ratios to work
The two mods mentioned need to be downloaded from this website,
There are otber features as well
Dialaccuracy fix which is a fix for wrong dials
And glowing brakes for brakes glowing when used a lot mostly on performance cars
So it has steps to work properly which is in the readme file
And there is a part you need to check vehicles.meta for some values to be corrected if needed for realistic damage to work
These are the main things that you have to do however there are details in the installation which you need to precisely follow in order to work properly
Ask me about the details and where exactly you have problems with the installations, I'll help you out
No worries this mod's installation looks difficult but its much easier than installing carpacks and stuff like that
If you dont have the car models needed you have to download them first, install them properly, check vehicles.meta for the values explained in the installation and then proceed to this mod.
If you don't know how to install car models tell me, that has some difficulties and I'm not using mods folder btw so if you want to use mods folder you must ask other people, but for adding cars you mainly need an RPF file with stuff in it, you can download a car sample as an addon and continue to install other addons in that same rpf, or you may wish to install multiple addons which will not work after adding some packs, so I recommended using big addon files up to 4gb if you want to use carpacks and Isolate them every 4gb to avoid game crash
You need proper gameconfig based on your game version for addon cars to work after adding a few cars...
And lots of other stuff you need in modding & I assume you know many of these but if you don't know these are the main things to consider, also modding GTA V has to be carefully planned, as issues in copy paste, wrong places and stuff will result in game crashes so you need to be precise.
This mod hasn't been updated for quite some time, I was struggling with university entrance exam for my Master's last year (successful) and other difficulties I've been dealing with, and a lot of mental exhaustion from powerlifting and busy schedule , left me without much energy, barely enough to only do my necessary tasks such as Gym, Exams, and a lot of other stuff that got in my way of moving forward with this mod. These issues caused me to pause my work for a while. But as the Resource Adjuster mod came out there was a spark of hope and joy as now we can integrate real traffic mods into Vram up untill it overloads into ram and delays the Texture Bug, don't know how to pause the traffic scripts after a specific amount of time or when the ram gets overloaded, So for know I have to do it manually, and the memory error pops in so there are a lot of setbacks yet, but anyways that made me think to work on gta again. I use a custom carpack which my network does not have the upload speed to upload 16+ Gb of added cars and other vanilla replacements, car upgrades and stuff. And most cars in my own carpack, are planned to use generic realistic handlings, means they will be designed with realistic traction and mass, but the other factors only remain in acceptable degree of accuracy, not anything accurate or real life close in terms of acceleration, top speed, g forces and..., as for Now I only work on models I feel them as near perfect, like dsawdsaws 458 pack which the models are incredibly detailed and all features such as breaking glass, glass texture, proper detailed engine model engine damage, good damage model, working dials and dashboard signs, working lights and indicators, acceptable light coronas, head does not clip the roof, not too much reflections on seats, good interior textures and materials. Bullet holes appearing on body, dirtmap, lights have breakable glasses, and the car does not have lateral movement when it's supposed to move in a straight line! (I remember a murcielago and koenigsegg one had that issue) Other minor stuff I might set aside and go with it are sometimes the calipers move with the damaged body which I only accept necessary cars, some have improper damage models(bad aftermath look, bumpers spin from center when damaged, holes that see through the cabin or see through damaged panels, but perfect everything and there are no other choices so I must go with it, some may have unacceptable engine nodels but there are no other choices and I'm left optionless until a proper model arrives. And some insanely detailed models have strange issues, such as the Beautiful Ford GT by Aige, which has almost perfect everything but the glass does not break! And the Porsche Carrera GT made by the same author has bad damage model and heavy frontal impacts causes the front end to stick to the ground and the car gets stuck (not forget to mention I do not consider this as a bug, as l'm working in a way to disable all cars after heavy impacts when totalled just like in real life)
I'm adding the new downforce mecahnics to the cars which have lift instead of downforce, doing the torque maps as well as the gear ratios for maximum accuracy. Simulating realisting downforce effect as best as I can to real life cars(some I may not be able to go so close),and I'm discontinuing the cars that did not arrive in US at the timespan of the Game (August 2013 to October 2013), or any model's with advanced technology, GTA can't do with its functiins or no scripts to do that. because of the aforementioned problems, I'm discontinuing the work on e.g. Porsche 918, cause I don't know how to make the engine decouple the front electric motor and I do not know how to define a torque map and gear ratio for the electric motor on the front axle, so the handling available in the future update had torque map and ratios, but inaccurate and I've simulated the decoupler's acceleration cut with drag, but the front axle remains intact (if I find a way to do that or anyone knows to use the handling replacement library to do that, let me know). I've managed the torque mapping and gear ratios, everything on McLaren P1, so they work perfectly but other models not available in US for any reason or not available after that timeline isn't my priority (time is limited), this time I did the work on those models even though they didn't arrive in US after Q1 2014(love for those cars), but I may not update them in the future(it's unlikely for them to need updates). I'll discontinue work on improper models as well and add better built models in the archive. I try to give the update but don't know the exact time I'll be free for that.
@Ramtin_ace_thm
Hello, still a fan of your Mod. Just thinking to myself after reading your pinned comment from 2023, if you are still planing to update your great work at anytime in the future? Would like to see you are coming back.
@xcaps Your comment means a lot to me, you don't know how happy you kade me during these times!
actually, I've calculated the exact center of mass/estimated roll center=calculated the estimated suspension force closely and tweaked the dampers to get best accuracy / added torque map=95% realistic acceleration/revising the gear change speeds back to original speeds because of newer ManualTransmission versions/revised damage map and engine damage in corelation to deformation/+ some more features
It's still on certain cars like p1/veyron/laferrari/slr
The revised suspension may alter the traction values and if that happens I must calculate the whole acceleration times again, so I'm doing this in a slower pace, less cars but more realism
The only issue here is the ManualTransmission 5.6.2 which has support for 1.68 3095 game version and upwards, isn't free and it's on patreon, with a DRM, requires a license key generated by confirmation of a valid patreon subscription
The 1.68 3095 version especially broke MT, and a lit more mods
However
1.67 3028 and before 5.6.1 works there
The script has went under huge revision so the author decided to patreon it
These all work with 5.6.1 and should work with 5.6.2 as well
I can't get the script from patreon currently, but that is the issue here
If you can downgrade or buy the script then it will work for you
Forgot to say, all roll centers areestimated based on the real values of Ferrari F40 around 10cm's from ground
I'll try to test the P1
I'll tag you here when I finished some cars before updating, I'll give you some early releases just to repay your kindness 😀
On discord or telegram or anywhere you wish
Ramtinbass
Search me on IG or Telegram
@Ramtin_ace_thm Thank you for the offer to tag me when you release something new. Seems the Forum Admins have deleted my already written reply to you 3 days ago. So just wanna inform you I search you at Discord.
@xcaps I tried to change my name to ramtinbass but it didn't work completely, so my old name ramtin_ace_thm may be the name
I searched you and sent a request to the name you provided but I don't know where to check for messages
@Ramtin_ace_thm Hello Friend, today I sended you a friend request at Discord. Your old name was available.
@xcaps Hi, I actually send a request to another member the same name as Byronic, thought it was you, good thing we can keep this going, talk to you there