What's new

Discussion Handling Lines Broken Down and Explained

  • Thread starter DeRealGatekeepe
  • Start date
  • Views 15,889
D

DeRealGatekeepe

Enthusiast
Messages
438
Reaction score
91
DeRealGateKeeper

Car Handling Line Broken down for Knobs



{name } {mass }{drag}{ boy}{centreofmass}{ transmission }{ brakes }{steer}{ wheel-traction }{ suspension }{ damage }{seat val}{mflags}{hflags }{ anim }
{ A } { B } { C } { D }{ E F G }{ Tt Tg Tf Ti Tv}{ Tb Tbb Thb}{ Ts }{Wc+ Wc- Wc- Ws+ Wbias}{Sf Scd Srd Su Sl Sr Sb }{Dc Dw Dd De }{ Ms }{ Mv }{ Mmf }{ Mhf }{ Ma }
{COMET}{86860}{ 9 } { 85 }{0.0 0.0 -0.6 }{ 0.3 5 1 3 350}{.55 .70 .7 }{ 35 }{1.35 1.1 14. .15 .48 }{2.0 1.3 1.3 .08 -0.15 -0.06 0.5}{ 0 0 0 0 }{ 0 }{ 25000 }{440000}{ 1 }{ 0 }


ITEM DESCRIPTION: WHAT IT MEANS:

(A) vehicle What is the cars Name
(B) Mass WEIGHT
(C) fDragMult How much drag is inflicted on the car when driving (how much wind resistance)
(D) nPercentSubmerged How Much Can the vehicle be in the water and drive / float
(E) CentreOfMass.x as explaind X Center of cars weight ratio
(F) CentreOfMass.y Ft of cars weight ratio
(G) CentreOfMass.z Right to left weight ratio

TRANSMISSION
(Tt) m_nDriveType 1 to 4 1 is full ft wheel drive and 4 is full rear wheel drive
(Tg) m_nDriveGears How many gears does it have
(Tf) m_fDriveForce Forward drive force when you hit somone or this vehicle hits you it will have (1=100% 2=200%) of its forward momentum transferred to your vehicle or other vehicle
(Ti) m_fDriveInertia Higher this number the more effect stop will have on driver IE YOU WILL FLY THREW WINDOW easyer the higher this is.
(Tv) m_fV Forward Velocity OR SPEED
(Tb) m_fBrakeForce higher the number the faster car stops
(Tbb) m_fBrakeBias .50= even breaking ft and rear wheels .70 is 20% more on ft and .40 is 20%
(Ts) m_fSteeringLock How far you can turn to the right or left IN DEGREES

WHEEL TRACTION
(Wc+) m_fTractionCurveMax Maximum turn you can take
(Wc-) m_fTractionCurveMin Minimum turn you can take
(Wc|) m_fTractionCurveLateral how steep your car can climb
(Wc-) m_fTractionCurveLongitudinal speaks for itself
(Ws+) m_fTractionSpringDeltaMax Spring movment / shock obsorbtion
(Wh) m_fTractionBias Traction to road

SUSPENSION
(Sf) m_fSuspensionForce How much Force is on the car body to bounces around after a bump or jump in accordance to its weight 1.0 is 100% of its weight 2.0 is 200% ect
(Scd) m_fSuspensionCompDamp Higher amount more Dampener effect so it will not
(Srd) m_fSuspensionReboundDamp How quick it recovers from bouncing Rebound Rate
(Su) m_fSuspensionUpperLimit Upper limit of suspension (how high can it bounce around)
(Sl) m_fSuspensionLowerLimit Lower Limit Of car how far can it bounce down
(Sr) m_fSuspensionRaise Height of Car (monster lift =.44 MAX on most)
(Sb) m_fSuspensionBias

DAMAGE
(Dc) m_fCollisionDamageMult Damage from crash
(Dw) m_fWeaponDamageMult Damage from Weapons
(Dd) m_fDeformationDamageMult How much the car will LOOK damaged with bends and crinkles
(De) m_fEngineDamageMult How much engine damage

MISC
(Ms) m_fSeatOffsetDist How Far apart the seats are
(Mv) m_nMonetaryValue How much the car is worth
(Mmf) mFlags (model flags - see below) THESE ARE THE FLAGS CHANGE AT YOUR OWN RISK, they are self explanitory but VERY easy to screw up.
(Mhf) hFlags (handling flags - see below)
(Ma) m_nAnimGroup (anim group type - see below below)

MODEL FLAGS = What it is
1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG
2nd digit 1: REVERSE_BONNET 2: HANGING_BOOT 4: TAILGATE_BOOT 8: NOSWING_BOOT
3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: N/A
4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR
5th digit 1: AXLE_F_NOTILT 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: AXLE_F_REVERSE
6th digit 1: AXLE_R_NOTILT 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: AXLE_R_REVERSE
7th digit 1: IS_BIKE 2: IS_HELI 4: IS_PLANE 8: IS_BOAT
8th digit 1: BOUNCE_PANELS 2: DOUBLE_RWHEELS 4: FORCE_GROUND_CLEARANCE 8: IS_HATCHBACK

HANDLING FLAGS
1st digit 1: 1G_BOOST 2: 2G_BOOST 4: NPC_ANTI_ROLL 8: NPC_NEUTRAL_HANDL
2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: ALT_STEER_OPT
3rd digit 1: WHEEL_F_NARROW2 2: WHEEL_F_NARROW 4: WHEEL_F_WIDE 8: WHEEL_F_WIDE2
4th digit 1: WHEEL_R_NARROW2 2: WHEEL_R_NARROW 4: WHEEL_R_WIDE 8: WHEEL_R_WIDE2
5th digit 1: HYDRAULIC_GEOM 2: HYDRAULIC_INST 4: HYDRAULIC_NONE 8: NOS_INST
6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HALOGEN_LIGHTS 8: PROC_REARWHEEL_1ST
7th digit 1: USE_MAXSP_LIMIT 2: LOW_RIDER 4: STREET_RACER
8th digit 1: SWINGING_CHASSIS 2: OLD_PHYSICS









GOOD LUCK, Now all the questions about cars should end..... right LMAO
THese have been tested on J-Tag a long time ago to make my mods quicker for cars.
 
D

dude8937673

I'm 12, Whats A Jtag?
Messages
1,249
Reaction score
466
Here Is Another Explanation. (I take NO Credit all credit goes to NorthernComfort of www.gtagtaming.com.)

Source (http://www.gtagaming.com/forums/showthread.php?t=118800)


Hey everyone,

I've always liked playing with the "handling" files in all of the previous GTA's, and still do in GTA IV. However, I never took the time to fully investigate the game's physics and figure out what all of the parameters did (I only played with the ones that made the most sense). Upon searching for a more comprehensive explanation of the parameters in the GTA IV handling.dat, I found only incomplete guesses at what some of them did. Thus, I took it upon myself to do some experimenting (and I do mean experimenting) to make an educated guess at the functions of ALL the parameters, not just a few. I have documented my results in the tables below so that you may use them to your advantage.

I do not claim that these are 100% correct; in fact my theoretical standpoints on some parameters may be far off. But I did my best to formulate likely theories. If anyone sees any problems, or has noticed something different themselves, feel free to point it out and I will look into it, and perhaps we can shed even more light on the game's physics.

Being in the engineering field, I must say I found it extremely annoying that the programmers of this game did not seem to base these vehicle handling characteristics on real life equivalents. When the sum of forces does not equal mass x acceleration, then what can you be sure of? Nonetheless, the system makes some sense in itself at least, even if it doesn't accurately represent true physics.

I did not play with the flags much, since they are either harder to test or self explanatory. I did include tables of them for convenience.



Now, without further delay, here are the tables as promised!

I also made a small diagram for coordinate directions in case anyone is unsure.


xyzl.jpg

handlingtable.jpg

flagstable.jpg
 
D

DeRealGatekeepe

Enthusiast
Messages
438
Reaction score
91
One would think so but everyday there are a number of questions related to this, so obviously self explanatory is not the case. And unless you have a s**t load of time and disks on your hands figuring it all out without a J-Tag will take you quite a while as you need to figure out the MAXimums that are not listed, the effects on the car and other cars, there is alot more to it than jUst changing a number and getting on with the game. One number can be the difference in a drivable car and a complete pile that wont move or turn properly. Play with the Flags and not understand what your doing and you will end up with a game that doesnt work.

And IxSR2xl REVENGE why would you even post a stupid comment like that after the threads you have started:

Bulletholes...HOW DO I DO IT
HOW Do I make my cars damage on the exterior but not the interior
What is the Speed handling value
Train How Do I....


This is all in the Handling and pertaining files for cars so It is really not self explanatory now is it!!!




Nice Addition & Set up Brady I like that one better as it is nicely organized! Good Post!
 
Xbox360Freeze

Xbox360Freeze

Enthusiast
Messages
742
Reaction score
185
Sorry to bring up this old thread, but i was wondering something-

(Sr) m_fSuspensionRaise Height of Car (monster lift =.44 MAX on most)

I've got this working on the PC version and have been fiddling around with it, but will this translate to multiplayer on 360? Will everyone be able to see it?



edit- also thanks a LOT for the explainations of the handling file
I believe only you would see the suspension difference.

The flags are interesting btw.
 
Top Bottom
Login
Register