25.685
314
25.685
314
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (but not cartoonish GTAIV levels of roll). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer), ENB (for cabin deformation) and a trainer that prevents DLC traffic from de-spawning. Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer), ENB (for cabin deformation) and a trainer that prevents DLC traffic from de-spawning. Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Pertama diunggah: Rabu, 24 Maret 2021
Terakhir diperbarui: Jumat, 24 Juni 2022
Terakhir Diunduh: 1 menit yang lalu
All Versions
536 Komentar
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (but not cartoonish GTAIV levels of roll). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer), ENB (for cabin deformation) and a trainer that prevents DLC traffic from de-spawning. Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer), ENB (for cabin deformation) and a trainer that prevents DLC traffic from de-spawning. Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Pertama diunggah: Rabu, 24 Maret 2021
Terakhir diperbarui: Jumat, 24 Juni 2022
Terakhir Diunduh: 1 menit yang lalu
Sorry for the long wait everyone. I was in the middle of some big projects like fixing the traffic issues and experimenting with engine damage when the DLC came out, so it caught me off guard when I was not planning on releasing an update anytime soon at the time.
hi, great mod dude, but the police car seems as if they have a lifted suspension which makes them wobbly when turning and even overturn i do have some modded police cars not all. the cars take longer to turn and are very heavy. the police sedans too have a same behaviour
@PermissionToLand,
"Hi, I tried the newest version and traffic disappears, it seems to be spawning some cars that just disappeared."
I have the same problem with the traffic. How to fix it?
And thanks for the great mod! The cars feel really cool! :)
@xboltik @immersivegamer83 Unless you have a trainer that prevents it, Rockstar makes the DLC cars despawn. https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
@Darp819 Replacing vehicles often changes the center of gravity so they will not drive the same. This mod is only for the original vehicles.
do i really need enb to run this mod
@PermissionToLand Hey bro I changed the suspension force, comp damp and rebound damp of all cars to 3.0, 1.0, 7.0 respectively. It works without any crashing till now.
I used notepad++ and a regex generator website. Just pasted the particular command on the website, copied the result, and used the 'find and replace' feature of notepad++. In order to find and replace them all use \d
For e.g <fSuspensionForce value="3\.0" /> , replace the 3 and 0 with \d. You may need to sometimes enter \d twice after the decimal. Try it out it's a pretty good shortcut
@bones_ No, ENB is just for enabling cabin deformation.
Thanks for updating, your mod is essential for me now !
Hi! does this mod also make the vehicle weights more like IV like how the player can push around other vehicles with similar weights or less with ease or is it still like Vanilla GTA V where hitting any ped car will bring your car to almost a complete stop or still unrealistic.
@PermissionToLand Any plans for The Criminal Enterprises? hehe
@Stryfaar Of course. I'm already working on it. ;)
@Inara72 Yes, a small car will not stop a semi truck anymore.
Mod is either Outdated or Bugged.
Everytime i reinstall the Mod or install it to my Game.
The Mod causes Permanently Despawn infront of the Traffic Infront of my Nose
@PermissionToLand actually the vehicle weights still aren't that realistic or like GTA IV, I spawned in 2 Sultans, since they are the same car they should be able to be pushed around with ease since they both have the same weight like in Grand Theft Auto IV, while here even with the handling mod the car still was halted to a stop after a short push like the Vanilla GTA V. or in other words, the car weights are still unrealistic.
I think the vehicle speeds might need to be changed a little bit too, some cars like the Open Wheel cars should go a lot faster than they actually do, and most of the sports and super cars still feel too slow or are too slow because I driven them through areas like the airport and used a MPH speedometer and 140 was the most common speed most cars I driven would max out at.
@Takaschimi Unless you have a trainer that prevents it, Rockstar makes the DLC cars despawn. https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
@Inara72 An average car cannot push another car of the same size.
instalei esse mod meu gta não pega mais, fica só na tela de carregamento
@PermissionToLand Maybe, I am just taking how it was in IV, you could push the cars around in IV easily, in V it feels like your car has less weight than any car with a ped in it, like you can barely push a ped car while the ped easily pushes you out of the way.
@Inara72 Rockstar probably scripted AI vehicles to be able to push you.