Стоковый файл для управления настройками авто handling meta

GTA 5 Handling Editor

Для работы понадобится OpenIV чтобы изменять файл handling.meta

Программа редактирует настройки автомобилей.

через OpenIV ищим файл

update\update.rpf\common\data там лежеит handling.meta (делаем копию) и редактируем!

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Евгений Райдер GEARS G BRAKES FInitialDriveMaxFlatVel

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

люди, как массу настраивать? fMass не двигается! теперь танк как пушинка

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Масса не меняется( А кто знает где звуки двигателей находятся?

Стоковый файл для управления настройками авто handling meta

Евгений Райдер до точки соколько км/ч 55.0000000 это например rhino едит 55 км/ч

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Развёрнутый Faq По значениям бы увидеть и список названий машин с картинками.

Источник

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Handling_Files_OIV 2

Стоковый файл для управления настройками авто handling meta

More mods by defiant:

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Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

this is just an oiv package file containing all the locations of all the handling.meta files in gta5. you can open this file with winrar or 7zip. once opened find the handling.meta file you’d like to modify in the folders and drag to your desktop (remember its location). now you can edit it with any handling editor (found in tools on this site) or any text editor ie notepad++. once you’ve completed your edits open the oiv package file again and drag n drop your modified handling.meta back to it’s folder. save. now install with openiv package installer. easy. happy modding.

just to note this mod by itself doesn’t change anything. not until you change something in the handling.meta files and install with openiv. i made it to make handling mods easier to make and manage.

1.1 added missing files mpgunrunning, mpspecialraces, mpsmuggler. thanks to HerrBeef.
2.0 updated with the current dlc. go crazy

23 комментария

More mods by defiant:

this is just an oiv package file containing all the locations of all the handling.meta files in gta5. you can open this file with winrar or 7zip. once opened find the handling.meta file you’d like to modify in the folders and drag to your desktop (remember its location). now you can edit it with any handling editor (found in tools on this site) or any text editor ie notepad++. once you’ve completed your edits open the oiv package file again and drag n drop your modified handling.meta back to it’s folder. save. now install with openiv package installer. easy. happy modding.

just to note this mod by itself doesn’t change anything. not until you change something in the handling.meta files and install with openiv. i made it to make handling mods easier to make and manage.

1.1 added missing files mpgunrunning, mpspecialraces, mpsmuggler. thanks to HerrBeef.
2.0 updated with the current dlc. go crazy

Стоковый файл для управления настройками авто handling meta

@SLY95ZER No need for a video, this isn’t a handling mod, it’s just useful for handling mod makers. I’ve deleted your comment due to rating without fair reason.

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

@Jitnaught the name should at least explain what it does then shouldn’t it calling it handling makes people think that it is a mod for that not one to create your own

Стоковый файл для управления настройками авто handling meta

mpgunrunning, mpspecialraces, mpsmuggler are missing.

Стоковый файл для управления настройками авто handling meta

@SLY95ZER give me an appropriate name and i’ll change it. handling recourse oiv? handling tool oiv? its not really a tool persay. handling files oiv?

Стоковый файл для управления настройками авто handling meta

@HerrBeef fix coming for missing files. many thanks to you for that. thought i got them all. let me know if you find anymore.

Стоковый файл для управления настройками авто handling meta

fixed. added missing files. thanks to HerrBeef. version 1.1.

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

@defiant Great mod!
Just what I needed!

Стоковый файл для управления настройками авто handling meta

@rastakilla thank you..ive wanted a mod like this for ages. i finally just bit the bullet and started tracking down all files and there places. it was tedious. the way rockstar adds new things to their game. ugg. id love to redue all the files and condense and merge everything to make modding easier. but my time, work, and family limits me. someday.

Стоковый файл для управления настройками авто handling meta

update coming within the week. as soon i get windows 10 locked down and sorted. ugg

Стоковый файл для управления настройками авто handling meta

updated with the current dlc. go crazy

Стоковый файл для управления настройками авто handling meta

que es y para que sirve

Стоковый файл для управления настройками авто handling meta

@Kik Vutoski para hacer tus propias modificaciones de manejo

Источник

handling.meta

Contents

handling.meta file in GTA V, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in ..\common\data and can be edited with any text editor.

Parameters

There are 50 parameters in 6 groups, plus additional sub handling data.

Physical Attributes

These seven values represent the vehicle’s physical proportions within the game:

handlingName

This is used by the vehicles.meta file to identify the handling line of the vehicle.

Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.)

fMass

This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.

fInitialDragCoeff

Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.

This affects the maximum speed of the vehicle. Greater value will lower the maximum speed.

fDownForceModifier

Sets the amount of downforce applied to the vehicle. Increase this value to increase the grip at high speed.

fPercentSubmerged

A percentage of vehicle height in the water before vehicle «floats». So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).

Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.

vecCentreOfMassOffset

This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).

vecInertiaMultiplier

This value affects the ease with which the vehicle spins around each axis. Therefore, the x axis affects how quickly the car shifts forward and back under braking and acceleration and how it rotates end over end in the air, the y axis affects how quickly the car shifts from side to side when cornering (or in the air) and the z axis affects how the car rotates around the middle, which mostly manifests as appearing to turn into corners very quickly. Recommend keeping the z value around 2.0 and above because anything less looks very unnatural.

Note: Four cars do not respond typically to this value; the police3 (Police Interceptor), Gang Burrito, 190Z and Zion Classic. They need lower z values or else they will rotate around corners like they are stuck in mud.

Value x: 4.0. Value y: 4.0. Value z: 4.0.

Transmission Attributes

These values describe the vehicle’s straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. fSteeringLock can be thought of as a measure of sideways acceleration.

fDriveBiasFront

This value is used to determine whether a vehicle is front, rear, or four wheel drive.

Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)

nInitialDriveGears

How many forward speeds a transmission contains.

Value: 1-16 or more. It is not recommended to have a value higher than 8 here as issues with downshifting can occur if the car’s top gear is higher than 9th gear.

fInitialDriveForce

This multiplier modifies the game’s calculation of drive force (from the output of the transmission).

fDriveInertia

Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel.

fClutchChangeRateScaleUpShift

Clutch speed multiplier on up shifts, bigger number = faster shifts. Recommended to not go over 13. A value of 1 = 1 second to shift gears.

fClutchChangeRateScaleDownShift

Clutch speed multiplier on down shifts, bigger number = faster shifts. Recommended to not go over 13. A value of 1 = 1 second to shift gears.

fInitialDriveMaxFlatVel

Determines the speed at redline in top gear; Controls the final drive of the vehicle’s gearbox. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0.82 to get the speed in mph or multiply by 1.32 to get kph. To find the right value for a given kph figure, kph * 0.75.

fBrakeForce

Multiplies the game’s calculation of deceleration. Bigger number = harder braking

fBrakeBiasFront

This controls the distribution of braking force between the front and rear axles.

fHandBrakeForce

Braking power for handbrake. Bigger number = harder braking

fSteeringLock

This value is a multiplier of the game’s calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.

Wheel Traction Attributes

The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.

fTractionCurveMax

Cornering grip of the vehicle as a multiplier of the tire surface friction. Effectively the peak grip status before any loss of grip.

fTractionCurveMin

Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction. Effectively the minimum grip status after losing traction, e.g. in a skidding situation.

fTractionCurveLateral

Shape of lateral traction curve (peak traction position in degrees). Lower values make the vehicle’s grip more responsive but less forgiving to loss of traction. Higher values make the vehicle’s grip less responsive but more forgiving to loss of traction.

fTractionSpringDeltaMax

This value denotes at what distance above the ground the car will lose traction.

fLowSpeedTractionLossMult

How much traction is reduced at low speed, 0.0 means normal traction. It affects mainly car burnout (spinning wheels when car doesn’t move) when pressing gas. Decreasing value will cause less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0. A completely artificial force.

fCamberStiffnesss

fTractionBiasFront

Determines the distribution of traction from front to rear.

fTractionLossMult

How much is traction affected by material grip differences from 1.0. Basically it affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you loose, making car less responsive and prone to sliding).

Suspension Attributes

fSuspensionForce

1 / (Force * NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.

fSuspensionCompDamp

Damping during strut compression. Bigger = stiffer.

fSuspensionReboundDamp

Damping during strut rebound. Bigger = stiffer

fSuspensionUpperLimit

Visual limit. how far can wheels move up / down from original position

fSuspensionLowerLimit

Visual limit. how far can wheels move up / down from original position

fSuspensionRaise

fSuspensionBiasFront

Force damping scale front/back. If more wheels at back (e.g. trucks) need front suspension to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.

fAntiRollBarForce

The spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force. Larger Numbers = less body roll

fAntiRollBarBiasFront

The bias between front and rear for the antiroll bar(0 front, 1 rear)

fRollCentreHeightFront

This value modify the weight transmission during an acceleration between the left and right. I REALLY recommend to be very careful while modifying it, because it’s very sensitive and can ruin your driving control. Larger Numbers = less rollover opportunity (drive like on rails)

A negative value will make the weight more important at the opposite direction when you accelerate, and a positive will make your weight more important on the same direction you’re going.

Optimal values will depend on your needs and will differ on different vehicle models.

fRollCentreHeightRear

This value modify the weight transmission during an acceleration between the front and rear (and can affect the acceleration speed). I REALLY recommend to be very careful while modifying it, because it’s very sensitive and can ruin your driving control (a high positive value can make your car able to do wheelies, but you won’t be able to control it if you turn your wheel). Larger Numbers = less rollover opportunity (drive like on rails)

A negative value will make the weight more important at the rear when you accelerate, and a positive will make your weight more important on the front.

Optimal values will depend on your needs and will differ on different vehicle models.

Damage Attributes

The following attributes dictate how the vehicle will react to damaging effects.

fCollisionDamageMult

Multiplies the game’s calculation of damage to the vehicle through collision.

fWeaponDamageMult

Multiplies the game’s calculation of damage to the vehicle through weapon damage.

fDeformationDamageMult

Multiplies the game’s calculation of deformation-causing damage.

fEngineDamageMult

Multiplies the game’s calculation of damage to the engine, causing explosion or engine failure.

fPetrolTankVolume

Amount of petrol that will leak after shooting the vehicle’s petrol tank. Also used by some fuel-usage scripts.

fOilVolume

Black smoke time before engine dies?

Miscellaneous Attributes

fSeatOffsetDistX

The distance from the door to the car seat.

Value: Driver > passenger

fSeatOffsetDistY

The distance from the door to the car seat.

fSeatOffsetDistZ

The distance from the door to the car seat.

Value: Undercarriage > roof

nMonetaryValue

strModelFlags

Affects model-related functions.

strHandlingFlags

Affects handling-related functions.

Handling Flags
HEXNameDescription
0x1HF_SMOOTHED_COMPRESSIONMakes the suspension compression smoother.
0x2HF_REDUCED_MOD_MASSReduces the mass that is added with modification parts.
0x4HF_HAS_KERSPartially enables KERS on the vehicle; disables horn and shows the recharge bar below the minimap. KERS boost itself still needs to be enabled by the SET_VEHICLE_KERS_ALLOWED native.
0x8MF_HAS_TRACKSOfficial name hash for this flag is the same as the MF_HAS_TRACKS flag from strModelFlags. The actual function is that the vehicle’s grip becomes inverted.
0x10HF_NO_HANDBRAKEDisables handbrake control.
0x20HF_STEER_REARWHEELSRear wheels will steer instead of the front.
0x40HF_HANDBRAKE_REARWHEELSTEERAllows to use the handbrake to steer the vehicle with rear wheels, in addition to the front wheels.
0x80HF_STEER_ALL_WHEELSFront and rear wheels will steer.
0x100HF_FREEWHEEL_NO_GAS
0x200HF_NO_REVERSEDisables reverse control.
0x400_0x4C11C7F9Official name hash: 0x4C11C7F9
0x800HF_STEER_NO_WHEELSPrevents vehicle from steering.
0x1000HF_CVTEnables electric vehicle physics.
0x2000HF_ALT_EXT_WHEEL_BOUNDS_BEH
0x4000HF_DONT_RAISE_BOUNDS_AT_SPEED
0x8000HF_EXT_WHEEL_BOUNDS_COL
0x10000HF_LESS_SNOW_SINKThe vehicle will sink less when driving over snow.
0x20000HF_TYRES_CAN_CLIPAllows the tires to clip into the ground based on the tire sidewall, letting the vehicle handle bumps much easier.
0x40000_0x2DEA7A05Official name hash: 0x2DEA7A05
0x80000HF_HEAVY_VEHICLE
0x100000HF_OFFROAD_ABILITIESAllows the vehicle to perform better off-road.
0x200000HF_OFFROAD_ABILITIES_X2Allows the vehicle to perform even better off-road.
0x400000HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD
0x800000INCREASED_GRAVITYOfficial name hash: 0xB7AD98ED
0x1000000HF_ENABLE_LEAN
0x2000000_0xD43251F6Official name hash: 0xD43251F6
0x4000000HF_HEAVYARMOUR
0x8000000HF_ARMOUREDPrevents vehicle doors from breaking open in collisions.
0x10000000HF_SELF_RIGHTING_IN_WATER
0x20000000HF_IMPROVED_RIGHTING_FORCEAdds extra force when trying to flip the vehicle back on its wheels.
0x40000000HF_USE_EXTRA_SOFT_SURFACE_SUSPossibly exclusive to RDRII.
0x80000000HF_LAST_AVAILABLE_FLAGDoes nothing. Possibly exclusive to RDRII.
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names have been taken from Red Dead Redemption II, which lets go of the HEX system in favor of strings. The flags in that game are identical to ones found in GTA V.

strDamageFlags

Indicates the doors that are nonbreakable.

Damage Flags
HEXNameDescription
0x1DF_DRIVER_SIDE_FRONT_DOORMakes the driver-side front door ( door_dside_f ) non-breakable.
0x2DF_DRIVER_SIDE_REAR_DOORMakes the driver-side rear door ( door_dside_r ) non-breakable.
0x4DF_DRIVER_PASSENGER_SIDE_FRONT_DOORMakes the passenger-side front door ( door_pside_f ) non-breakable.
0x8DF_DRIVER_PASSENGER_SIDE_REAR_DOORMakes the passenger-side rear door ( door_pside_r ) non-breakable.
0x10DF_BONNETMakes the hood ( bonnet ) non-breakable.
0x20DF_BOOTMakes the trunk ( boot ) non-breakable.
Flag names prefixed with an underscore are unofficial and/or based on guesswork or observations.
Official names have been taken from Red Dead Redemption II, which lets go of the HEX system in favor of strings. The flags in that game are identical to ones found in GTA V.

AIHandling

Tells the AI which driving profile it should use when driving the vehicle. Use AVERAGE for boats, bikes, aircraft, etc.

SubHandlingData

Can use 3 different sub handling data items. For blank items, set type to «NULL»

CBoatHandlingData

Some car handling variables are used for alternate functions in boats.

Источник

Welcome to GTA5-Mods.com

Select one of the following categories to start browsing the latest GTA 5 PC mods:

Natural Vehicle Dynamics Realistic Handling 1.04

Стоковый файл для управления настройками авто handling meta

More mods by P2FX:

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Стоковый файл для управления настройками авто handling meta

Стоковый файл для управления настройками авто handling meta

This is my attempt at making the game’s vehicle handling as realistic as possible while still fit-in with the open-world game environment of GTA5. All road vehicles are modified to have realistic physics. I’ve beat the game at 100 percent with this mod installed so it does not break missions. This mod has been 2 years in the making.

Main features:
-Realistic COG.
-Stop-watch timed 0-60mph.
-Realistic top speed.
-Realistic brake distance.
-Realistic suspension upper and lower limit, spring rate and damping.
-Realistic tire grip, for both acceleration / breaking and cornering.
-Increased crash deformation.
-Terrain’s effect on grip is much more reasonable. Supercars can no longer climb hills like cable-cars.
-Got rid of the stupid fLowSpeedTractionLossMult value, cars won’t do burn-outs by just slightly touch the pedal. Burn-outs now happen when should.
-Tires now act as a part of the suspension system(as they should!) and will absorb some bumps. Choosing wheels with low profile tire(sports, SUV, hi-end) or high profile tire(muscle, lowrider, turner, offroad) at Los Santos Customs will have different effect on ride quality.
-Anti-lock brakes are now only available on cars with appropriate model year. Slam on the brakes when driving vintage and classic vehicles may cause the wheels to lock-up.

Copyleft. You are free to use values from this mod to make your own handling.

111 Comments

More mods by P2FX:

This is my attempt at making the game’s vehicle handling as realistic as possible while still fit-in with the open-world game environment of GTA5. All road vehicles are modified to have realistic physics. I’ve beat the game at 100 percent with this mod installed so it does not break missions. This mod has been 2 years in the making.

Main features:
-Realistic COG.
-Stop-watch timed 0-60mph.
-Realistic top speed.
-Realistic brake distance.
-Realistic suspension upper and lower limit, spring rate and damping.
-Realistic tire grip, for both acceleration / breaking and cornering.
-Increased crash deformation.
-Terrain’s effect on grip is much more reasonable. Supercars can no longer climb hills like cable-cars.
-Got rid of the stupid fLowSpeedTractionLossMult value, cars won’t do burn-outs by just slightly touch the pedal. Burn-outs now happen when should.
-Tires now act as a part of the suspension system(as they should!) and will absorb some bumps. Choosing wheels with low profile tire(sports, SUV, hi-end) or high profile tire(muscle, lowrider, turner, offroad) at Los Santos Customs will have different effect on ride quality.
-Anti-lock brakes are now only available on cars with appropriate model year. Slam on the brakes when driving vintage and classic vehicles may cause the wheels to lock-up.

Copyleft. You are free to use values from this mod to make your own handling. View topic on GTAForums »

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