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!
Евгений Райдер GEARS G BRAKES FInitialDriveMaxFlatVel
люди, как массу настраивать? fMass не двигается! теперь танк как пушинка
Масса не меняется( А кто знает где звуки двигателей находятся?
Евгений Райдер до точки соколько км/ч 55.0000000 это например rhino едит 55 км/ч
Развёрнутый Faq По значениям бы увидеть и список названий машин с картинками.
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Handling_Files_OIV 2
More mods by defiant:
More mods in tools category:
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
@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.
@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
mpgunrunning, mpspecialraces, mpsmuggler are missing.
@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?
@HerrBeef fix coming for missing files. many thanks to you for that. thought i got them all. let me know if you find anymore.
fixed. added missing files. thanks to HerrBeef. version 1.1.
@defiant Great mod!
Just what I needed!
@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.
update coming within the week. as soon i get windows 10 locked down and sorted. ugg
updated with the current dlc. go crazy
que es y para que sirve
@Kik Vutoski para hacer tus propias modificaciones de manejo
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 | ||
---|---|---|
HEX | Name | Description |
0x1 | HF_SMOOTHED_COMPRESSION | Makes the suspension compression smoother. |
0x2 | HF_REDUCED_MOD_MASS | Reduces the mass that is added with modification parts. |
0x4 | HF_HAS_KERS | Partially 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. |
0x8 | MF_HAS_TRACKS | Official 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. |
0x10 | HF_NO_HANDBRAKE | Disables handbrake control. |
0x20 | HF_STEER_REARWHEELS | Rear wheels will steer instead of the front. |
0x40 | HF_HANDBRAKE_REARWHEELSTEER | Allows to use the handbrake to steer the vehicle with rear wheels, in addition to the front wheels. |
0x80 | HF_STEER_ALL_WHEELS | Front and rear wheels will steer. |
0x100 | HF_FREEWHEEL_NO_GAS | |
0x200 | HF_NO_REVERSE | Disables reverse control. |
0x400 | _0x4C11C7F9 | Official name hash: 0x4C11C7F9 |
0x800 | HF_STEER_NO_WHEELS | Prevents vehicle from steering. |
0x1000 | HF_CVT | Enables electric vehicle physics. |
0x2000 | HF_ALT_EXT_WHEEL_BOUNDS_BEH | |
0x4000 | HF_DONT_RAISE_BOUNDS_AT_SPEED | |
0x8000 | HF_EXT_WHEEL_BOUNDS_COL | |
0x10000 | HF_LESS_SNOW_SINK | The vehicle will sink less when driving over snow. |
0x20000 | HF_TYRES_CAN_CLIP | Allows the tires to clip into the ground based on the tire sidewall, letting the vehicle handle bumps much easier. |
0x40000 | _0x2DEA7A05 | Official name hash: 0x2DEA7A05 |
0x80000 | HF_HEAVY_VEHICLE | |
0x100000 | HF_OFFROAD_ABILITIES | Allows the vehicle to perform better off-road. |
0x200000 | HF_OFFROAD_ABILITIES_X2 | Allows the vehicle to perform even better off-road. |
0x400000 | HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD | |
0x800000 | INCREASED_GRAVITY | Official name hash: 0xB7AD98ED |
0x1000000 | HF_ENABLE_LEAN | |
0x2000000 | _0xD43251F6 | Official name hash: 0xD43251F6 |
0x4000000 | HF_HEAVYARMOUR | |
0x8000000 | HF_ARMOURED | Prevents vehicle doors from breaking open in collisions. |
0x10000000 | HF_SELF_RIGHTING_IN_WATER | |
0x20000000 | HF_IMPROVED_RIGHTING_FORCE | Adds extra force when trying to flip the vehicle back on its wheels. |
0x40000000 | HF_USE_EXTRA_SOFT_SURFACE_SUS | Possibly exclusive to RDRII. |
0x80000000 | HF_LAST_AVAILABLE_FLAG | Does 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 | ||
---|---|---|
HEX | Name | Description |
0x1 | DF_DRIVER_SIDE_FRONT_DOOR | Makes the driver-side front door ( door_dside_f ) non-breakable. |
0x2 | DF_DRIVER_SIDE_REAR_DOOR | Makes the driver-side rear door ( door_dside_r ) non-breakable. |
0x4 | DF_DRIVER_PASSENGER_SIDE_FRONT_DOOR | Makes the passenger-side front door ( door_pside_f ) non-breakable. |
0x8 | DF_DRIVER_PASSENGER_SIDE_REAR_DOOR | Makes the passenger-side rear door ( door_pside_r ) non-breakable. |
0x10 | DF_BONNET | Makes the hood ( bonnet ) non-breakable. |
0x20 | DF_BOOT | Makes 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.
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Natural Vehicle Dynamics Realistic Handling 1.04
More mods by P2FX:
More mods in vehicles category:
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 »