gta 4 motorcycle handling mod

GTA IV Style Handling Mod For GTA V View topic on GTAForums »Please explain why you're reporting this file: GTA V Handling, or V-Handling for short is a mod for IV/EFLC which will make all your vehicles take much better turns and brake faster, just like in GTA V! You will never float away in the corners with this mod :) NEW: Added crash damage to ped (so you lose health if you crash into a wall etc.). Fixed braking a bit. OLD NEWS: Xbox control fixed. Added stuck on roof rolling (Press A/D to roll on wheels again) Edit the ini file to suit your preferences, like cropper turns, faster braking or enable tap to reverse. Press A+S+D at the same time to reload the ini file. *Place V-Handling.asi and VHandling.ini in your main GTA IV or EFLC directory (where EFLC.exe or GTA IV.exe is) *If you dont have dsound.dll or scripthook.dll there from before, put those there aswell *Modify the ini file to suit your needs *Own the streets of Liberty City :)

Note: This is not a handling.dat mod, and has no "real" GTA V handling files. I have reconstructed the feeling by using scripting. Added: October 8, 2013 8:10PM Last Downloaded: February 14, 2017 3:00AM File Size: 266.62 KB This tool allows you easily modify the handling of any vehicle in GTA IV. You can apply values one by one, or change a specific value for all cars! Added: December 18, 2008 5:40PM Last Downloaded: February 13, 2017 11:36PM File Size: 102.72 KB this new gameplay video shows footage of the "Realistic Driving 1.3" mod using maxed out visuals. Realistic Driving 1.3 gameplay: click on the "Youtube" icon and watch this video in 1080p ! Version 1.3 has been released, updating the handling of 39 vehicles. Realistic Driving and Flying EFLC 1.3 Realistic Driving EFLC 1.3 features completely new handling for all 170 vehicles in GTA4 and GTA EFLC. This mod works fine with all versions of GTA4 and... Realistic Driving and Flying EFLC 1.2

The handling.dat in GTA IV encompasses not just handling, but power and other performance information. The way cars handle in GTA IV is based on a series of algorithms and equations rather than physics simulation.
good motorcycle roads perthThis is most likely due to the fact that a physics simulation would be too much for most computers to handle, especially with the amount of cars working at one time.
used motorcycles for sale in lucknowIn addition, fine-tuning handling and performance would be very difficult for both game developers and third-party modders.
motorcycle chain did 530 The resulting handling feigns realism, but isn't realistic. With proper fine tuning, the handling in GTA IV can be made more realistic than its default state.

Cars on the default handling are slower, have softer suspensions, and are more prone to understeer than their real-life counterparts (and don't properly emulate things like drive wheels and weight distribution). If one wishes to make cars faster and more back-heavy to emulate realistic conditions, one thing that must be accounted for is that the car's default speeds are scaled down to match the city. Because of the sized-down nature of Liberty City, driving at a speed similar to real life will seem much faster in-game. In addition, the curves, inclines, and other road features don't emulate real-life dimensions, and can cause odd results when driving a realistically tuned car. Another factor is damage - vehicles in-game are much more resistant to damage than anything in real life. While it seems like the natural course of action, scaling down a vehicle's resistance to damage doesn't always help realism. Scaling down damage too much causes for strange model deformation when crashing (as the crash deformation built into the game is designed to work with the ideal default settings).

The game uses a rigid-body physics engine (as soft-body physics engines aren't optimized enough for most computers to run) and as a result, crashes can never really be simulated perfectly. Most of a car's handling ability is determined by its values in the handling.dat, although there are some things that are controlled by the car's model (wheelbase, suspension, etc). The handling.dat is rather complicated and poorly organized, therefore it is suggested that the modder use a third-party program such as GTA IV Handling Editor. The download link has been removed due to spam detection. Each value is catagorized based on its effects. It is shown with its label in the handling.dat, its proper name, and a brief description of what it does. These are miscellaneous values that don't fit into another category. Things such as drown level, center of mass, and weight are defined here. These are values related to the vehicle's engine, transmission, and drive train. Things like net power, gears, and drive wheels are defined here.

These values are related to the suspension of the vehicle. These can affect ride height, suspension travel, ride quality, and most other suspension-related variables. Suspension tuning requires some basic knowledge of how a springs and shocks work (Hooke's Law and Spring Damping). Without knowing the basics of springs and shocks, suspension tuning is entirely guess-and-check. With proper knowledge, suspensions alone can be set up correctly after a few trials. Properly integrating them the game's complicated traction system makes the task much more difficult. These values are related to the tires and brakes on the vehicle. These affect stopping distance, cornering, and traction in general. Braking-related values are rather self-explanatory, with only a few variables controlling their behavior. Traction, on the other hand is much more complicated. GTA IV's traction system function is based only partly on actual physics. The system outputs how much traction each wheel gets based on conditions (speed, angle, surface) and set of multipliers each vehicle has in the handling.dat file.

Because of this, the traction system is rather confusing and how it works is still not fully understood. Balancing the multipliers is pivotal to making a specific vehicle handle a certain way. Due to its complexities and the lack of knowledge regarding how it works, adjusting these multipliers is a task that requires a considerable amount of play testing. These values are related to the damage resistance of the vehicle. These affect deformation resistance, engine integrity, and damage resistance. Model flags are several on/off flags that are determined by an 8-bit number for each vehicle (some examples are 00440800, 80220804, and 80440800). The table below numbers digits in the order they appear from left to right. The game, however, reads values backwards (from right to left). This means that values beginning in 0's can have their beginning zeros culled (for example, 00440080 becomes 440080). Each digit has 4 flags. A value of 1, 2, 4, or 8 determines which flag is enabled, while a value of 0 indicates that no flag for the digit has been enabled.