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Discussion help with handling line

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Xx Qc 420 xX

Da Accura420

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hi i need to know wich are the best handling line for wheelie, flying, go super fast and drifting thx for ya help
 
Duck

Duck

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Flying:

You need 2 lines for flying, one for handling and the other for extended data. Just replace the current lines with the following ones:

Handling:
Code:
9999 0.1 -1 0.0 0.0 -0.8 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Extended:
Code:
$ 99 99 99 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.5 1.0 1.0 1.0 1.0 1.0 1.0

Make sure you add the VEHICLE NAME after the $ symbol but before the coding

Super Fast:

Light Mass:

Code:
1000 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Heavy Mass:

Code:
9999 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Drift Line:

Code:
9999999999 6.5 75 0 -0.15 -0.22 0.4 6 1.0 5 200 0.9 0.85 0.7 60 0.82 1.0 16.5 0.12 0.5 2.5 1 1.4 0.2 -0.08 0 0.5 1.0 0.5 2.5 2.5 0 110000 20440014 2470C401 1

Make sure you add the VEHICLE NAME before the coding



Just paste these codes over the selected vehicles within hand.dat. I don't have a wheelie line to give you so you might want to wait for that one :smile:

If you need any help just ask!
 
M

Metalbird

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hi i need to know wich are the best handling line for wheelie, flying, go super fast and drifting thx for ya help
Hi,
Here is a wheelie handling line:

Code:
1700.0 2.0 85 0.0 -0.60 -0.30 0.0 5 0.99 1.5 345.0 0.45 0.65 0.7 35.0 4.05 3.80 14.0 0.15 0.42 1.3 0.7 0.7 0.14 -0.23 0.0 0.31 0 0 0 0 0.0 22000 440000 0 0

Hope this helps. :smile:
 
Xx Qc 420 xX

Da Accura420

Real Life Mods 2.0
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Flying:

You need 2 lines for flying, one for handling and the other for extended data. Just replace the current lines with the following ones:

Handling:
Code:
9999 0.1 -1 0.0 0.0 -0.8 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Extended:
Code:
$ 99 99 99 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.5 1.0 1.0 1.0 1.0 1.0 1.0

Make sure you add the VEHICLE NAME after the $ symbol but before the coding

Super Fast:

Light Mass:

Code:
1000 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Heavy Mass:

Code:
9999 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Drift Line:

Code:
9999999999 6.5 75 0 -0.15 -0.22 0.4 6 1.0 5 200 0.9 0.85 0.7 60 0.82 1.0 16.5 0.12 0.5 2.5 1 1.4 0.2 -0.08 0 0.5 1.0 0.5 2.5 2.5 0 110000 20440014 2470C401 1

Make sure you add the VEHICLE NAME before the coding



Just paste these codes over the selected vehicles within hand.dat. I don't have a wheelie line to give you so you might want to wait for that one :smile:

If you need any help just ask!

thx i really do apreciate that you rock

Hi,
Here is a wheelie handling line:

Code:
1700.0 2.0 85 0.0 -0.60 -0.30 0.0 5 0.99 1.5 345.0 0.45 0.65 0.7 35.0 4.05 3.80 14.0 0.15 0.42 1.3 0.7 0.7 0.14 -0.23 0.0 0.31 0 0 0 0 0.0 22000 440000 0 0

Hope this helps. :smile:

thx for the wheelie line you rock :smile:

Flying:

You need 2 lines for flying, one for handling and the other for extended data. Just replace the current lines with the following ones:

Handling:
Code:
9999 0.1 -1 0.0 0.0 -0.8 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Extended:
Code:
$ 99 99 99 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.5 1.0 1.0 1.0 1.0 1.0 1.0

Make sure you add the VEHICLE NAME after the $ symbol but before the coding

Super Fast:

Light Mass:

Code:
1000 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Heavy Mass:

Code:
9999 0.1 -1 0.0 0.1 -1.0 0.5 15 3 0.1 99999 2 0.65 1.9 54 8 7 45 0.14 0.47 2 1.4 1.6 0.15 -0.15 0.01 0.5 0 0 0 0 0.0 80000 00440810 01000000 1

Make sure you add the VEHICLE NAME before the coding

Drift Line:

Code:
9999999999 6.5 75 0 -0.15 -0.22 0.4 6 1.0 5 200 0.9 0.85 0.7 60 0.82 1.0 16.5 0.12 0.5 2.5 1 1.4 0.2 -0.08 0 0.5 1.0 0.5 2.5 2.5 0 110000 20440014 2470C401 1

Make sure you add the VEHICLE NAME before the coding



Just paste these codes over the selected vehicles within hand.dat. I don't have a wheelie line to give you so you might want to wait for that one :smile:

If you need any help just ask!

where is the extended dat or do i have to paste twice on the same line ?????
 
Duck

Duck

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thx i really do apreciate that you rock



thx for the wheelie line you rock :smile:



where is the extended dat or do i have to paste twice on the same line ?????

Extended Data is near to the bottom of handling.dat - it's the data starting with $,% and !

Example:

Code:
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (J) Bank Force Mult	(K) Rudder Turn Force	(L) Speed Steer Falloff
; (R) Vertical Wave Hit Limit	(S) Forward Wave Hit Brake	(V) WaterResistance Volume Mult	(W)	Water Damping Mult
; (AB) Handbrake Drag Mult		(AC) Sideslip Force
;
; '%' identifies this line as boat data for reading
;
;				BBoxFwd			BBoxSide		SampleBottom	AqPlaneWfMult	AqPlaneWfApp		RudderOSet		MoveResXY		MoveResZDown		TurnResY		Look_L_R_BehindCamHeight
;	ID					BBoxBack		SampleTop		AqPlaneForce	AqPlaneWfCap		RudderF			WaveAudioMult	MoveResZUp			TurnResX		TurnResZ	
;
%	DINGHY		0.8 	0.8 	0.7 	0.2		0.1		1.40 	0.4		3.5		0.002		0.5		0.0		4.0		0.01	0.50  	0.10 		0.04	0.30	0.04	4.0
%	JETMAX		0.8 	0.8 	0.7 	0.2		0.2		2.20 	0.4		3.5		0.002		0.5		0.0		4.0		0.008	0.50  	0.10 		0.05	0.50	0.04	4.0
%	MARQUIS 	0.8 	0.8 	0.7 	0.3		0.1		0.02 	1.0		2.5		0.001		8.0		0.0		4.0		0.01	0.50 	0.10		0.05	0.30	0.05	4.0
%	PREDATOR	0.8 	0.8 	0.7 	0.2		0.1		1.90 	0.4		3.5		0.002		0.5		0.0		4.0		0.007	0.50  	0.10 		0.04	0.30	0.04	4.0
%	REEFER  	0.8 	0.8 	0.7 	0.3		0.0		0.30 	0.6		2.0		0.001		6.0		0.0		4.0		0.0065	0.50 	0.10		0.05	0.30	0.05	4.0
%	SQUALO		0.8 	0.8 	0.7 	0.2		0.2		1.80 	0.4		3.5		0.002		0.5	   -0.3		4.0		0.008	0.50  	0.10 		0.05	0.40	0.05	4.0
%	TROPIC		0.8 	0.8 	0.7 	0.2		0.2		2.20 	0.4		3.5		0.002		0.5		0.0		4.0		0.008	0.50  	0.10 		0.05	0.50	0.04	4.0
%	TUG     	0.8 	0.9 	0.85 	0.3		0.0		0.02 	2.0		1.0		0.002		8.0		0.0		4.0		0.01	0.50 	0.10		0.05	0.30	0.05	4.0
;
;
;
;
;
;
;
; '!' identifies this line as bike data for reading
;	A			B		C		D		E		F		G		H		I		J		K		L		M		N		O		P
;
;				LeanFwdCOM		LeanBakCOM		MaxLean			DesLean			BrakeStabil		WheelieAng		WheelieSteer	StoppieStabMult
;	ID					LeanFwdForce	LeanBackForce	FullAnimLean	StickLean		InAirSteer		StoppieAng		WheelieStabMult
;
!	BOBBER		0.15 	 2.0	 0.25	 3.5	30.0	38.0	0.30	0.20	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	FAGGIO		0.25 	 4.5	 0.35	 5.0	30.0	38.0	0.30	0.40	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	HELLFURY	0.15 	 2.0	 0.20	 3.0	30.0	38.0	0.30	0.20	-0.5	-2.0	35.0	-40.0	-10.0	10.0	5.0
!	NRG900		0.3 	 5.0 	 0.3	 5.0 	40.0	38.0	0.38	0.30	-1.0	-2.5	40.0	-40.0	-10.0	10.0	5.0
!	PCJ			0.3 	 5.0 	 0.35	 5.0 	40.0	38.0	0.35	0.30	-1.0	-2.5	40.0	-40.0	-10.0	10.0	5.0
!	SANCHEZ		0.35	 5.0 	 0.35	 5.0 	45.0	38.0	0.32	0.40 	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	ZOMBIE		0.15 	 2.0	 0.20	 3.0	30.0	38.0	0.30	0.20	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
;
;
;
;
;
;
;
; '$' identifies this line as flying handling data when loading
;
;	A			B		C		D		E			F		G		H		I		J		K		L		M	 	N	  O		P		Q		R		S			T		U		V		W
;
;	id					ThrustFallOff	 Yaw				 SideSlip		RollStab		PitchStab		AttackLift	 GearDownL				TurnRes.x		TurnRes.z			SpeedRes.y
;				Thrust			ThrustVec		 	YawStab			Roll			Pitch			FormLift		GearUpR	  WindMult	MoveRes			TurnRes.y			SpeedRes.x		SpeedRes.z
;
$	ANNHIL		0.60	0.03	0.8		-1.10		0.001	 0.005	1.40	 0.010	1.50	0.0008 	0.6		2.0		0.2	 1.0  0.0		0.01	0.55	0.55	0.7			0.5		0.5		0.7
$	MAVERICK	0.50	0.03	0.4		-0.90		0.0007	 0.004	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.8		0.7		0.8			0.5		0.5		0.7
$	POLMAV		0.50	0.03	0.4		-0.90		0.001	 0.006	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.6		0.6		0.7			0.5		0.5		0.7
$	TOURMAV		0.50	0.03	0.4		-0.90		0.001	 0.006	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.6		0.6		0.7			0.5		0.5		0.7
$	ANDROM		0.5		2.0		0.0		-0.003  	0.002	 0.10	0.03	-0.002	0.003	0.0020	0.1		0.1 	1.0	 1.0  0.0		0.01	0.5		0.5		0.5			0.5		0.5  	0.5
$	DODO		0.5		0.40	0.0		-0.00015	0.002	 0.10	0.003	-0.002	0.0003	0.0020	0.020	0.15	1.0	 1.0  0.0		1.0		0.998	0.998	0.995		20.0	50.0  	20.0
#$	FIGHTER		0.5		2.0		0.0		-0.003  	0.002	 0.10	0.03	-0.002	0.003	0.0020	0.0		0.1 	1.0	 1.0  0.0		0.01	0.5		0.5		0.5			0.5		0.5  	0.5
;
 
Xx Qc 420 xX

Da Accura420

Real Life Mods 2.0
Messages
1,251
Reaction score
325
Points
165
Sin$
0
Extended Data is near to the bottom of handling.dat - it's the data starting with $,% and !

Example:

Code:
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (J) Bank Force Mult	(K) Rudder Turn Force	(L) Speed Steer Falloff
; (R) Vertical Wave Hit Limit	(S) Forward Wave Hit Brake	(V) WaterResistance Volume Mult	(W)	Water Damping Mult
; (AB) Handbrake Drag Mult		(AC) Sideslip Force
;
; '%' identifies this line as boat data for reading
;
;				BBoxFwd			BBoxSide		SampleBottom	AqPlaneWfMult	AqPlaneWfApp		RudderOSet		MoveResXY		MoveResZDown		TurnResY		Look_L_R_BehindCamHeight
;	ID					BBoxBack		SampleTop		AqPlaneForce	AqPlaneWfCap		RudderF			WaveAudioMult	MoveResZUp			TurnResX		TurnResZ	
;
%	DINGHY		0.8 	0.8 	0.7 	0.2		0.1		1.40 	0.4		3.5		0.002		0.5		0.0		4.0		0.01	0.50  	0.10 		0.04	0.30	0.04	4.0
%	JETMAX		0.8 	0.8 	0.7 	0.2		0.2		2.20 	0.4		3.5		0.002		0.5		0.0		4.0		0.008	0.50  	0.10 		0.05	0.50	0.04	4.0
%	MARQUIS 	0.8 	0.8 	0.7 	0.3		0.1		0.02 	1.0		2.5		0.001		8.0		0.0		4.0		0.01	0.50 	0.10		0.05	0.30	0.05	4.0
%	PREDATOR	0.8 	0.8 	0.7 	0.2		0.1		1.90 	0.4		3.5		0.002		0.5		0.0		4.0		0.007	0.50  	0.10 		0.04	0.30	0.04	4.0
%	REEFER  	0.8 	0.8 	0.7 	0.3		0.0		0.30 	0.6		2.0		0.001		6.0		0.0		4.0		0.0065	0.50 	0.10		0.05	0.30	0.05	4.0
%	SQUALO		0.8 	0.8 	0.7 	0.2		0.2		1.80 	0.4		3.5		0.002		0.5	   -0.3		4.0		0.008	0.50  	0.10 		0.05	0.40	0.05	4.0
%	TROPIC		0.8 	0.8 	0.7 	0.2		0.2		2.20 	0.4		3.5		0.002		0.5		0.0		4.0		0.008	0.50  	0.10 		0.05	0.50	0.04	4.0
%	TUG     	0.8 	0.9 	0.85 	0.3		0.0		0.02 	2.0		1.0		0.002		8.0		0.0		4.0		0.01	0.50 	0.10		0.05	0.30	0.05	4.0
;
;
;
;
;
;
;
; '!' identifies this line as bike data for reading
;	A			B		C		D		E		F		G		H		I		J		K		L		M		N		O		P
;
;				LeanFwdCOM		LeanBakCOM		MaxLean			DesLean			BrakeStabil		WheelieAng		WheelieSteer	StoppieStabMult
;	ID					LeanFwdForce	LeanBackForce	FullAnimLean	StickLean		InAirSteer		StoppieAng		WheelieStabMult
;
!	BOBBER		0.15 	 2.0	 0.25	 3.5	30.0	38.0	0.30	0.20	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	FAGGIO		0.25 	 4.5	 0.35	 5.0	30.0	38.0	0.30	0.40	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	HELLFURY	0.15 	 2.0	 0.20	 3.0	30.0	38.0	0.30	0.20	-0.5	-2.0	35.0	-40.0	-10.0	10.0	5.0
!	NRG900		0.3 	 5.0 	 0.3	 5.0 	40.0	38.0	0.38	0.30	-1.0	-2.5	40.0	-40.0	-10.0	10.0	5.0
!	PCJ			0.3 	 5.0 	 0.35	 5.0 	40.0	38.0	0.35	0.30	-1.0	-2.5	40.0	-40.0	-10.0	10.0	5.0
!	SANCHEZ		0.35	 5.0 	 0.35	 5.0 	45.0	38.0	0.32	0.40 	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
!	ZOMBIE		0.15 	 2.0	 0.20	 3.0	30.0	38.0	0.30	0.20	-0.5	-2.5	35.0	-40.0	-10.0	10.0	5.0
;
;
;
;
;
;
;
; '$' identifies this line as flying handling data when loading
;
;	A			B		C		D		E			F		G		H		I		J		K		L		M	 	N	  O		P		Q		R		S			T		U		V		W
;
;	id					ThrustFallOff	 Yaw				 SideSlip		RollStab		PitchStab		AttackLift	 GearDownL				TurnRes.x		TurnRes.z			SpeedRes.y
;				Thrust			ThrustVec		 	YawStab			Roll			Pitch			FormLift		GearUpR	  WindMult	MoveRes			TurnRes.y			SpeedRes.x		SpeedRes.z
;
$	ANNHIL		0.60	0.03	0.8		-1.10		0.001	 0.005	1.40	 0.010	1.50	0.0008 	0.6		2.0		0.2	 1.0  0.0		0.01	0.55	0.55	0.7			0.5		0.5		0.7
$	MAVERICK	0.50	0.03	0.4		-0.90		0.0007	 0.004	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.8		0.7		0.8			0.5		0.5		0.7
$	POLMAV		0.50	0.03	0.4		-0.90		0.001	 0.006	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.6		0.6		0.7			0.5		0.5		0.7
$	TOURMAV		0.50	0.03	0.4		-0.90		0.001	 0.006	1.30	 0.010	1.40	0.001 	0.6		2.0		0.2	 1.0  0.0		0.05	0.6		0.6		0.7			0.5		0.5		0.7
$	ANDROM		0.5		2.0		0.0		-0.003  	0.002	 0.10	0.03	-0.002	0.003	0.0020	0.1		0.1 	1.0	 1.0  0.0		0.01	0.5		0.5		0.5			0.5		0.5  	0.5
$	DODO		0.5		0.40	0.0		-0.00015	0.002	 0.10	0.003	-0.002	0.0003	0.0020	0.020	0.15	1.0	 1.0  0.0		1.0		0.998	0.998	0.995		20.0	50.0  	20.0
#$	FIGHTER		0.5		2.0		0.0		-0.003  	0.002	 0.10	0.03	-0.002	0.003	0.0020	0.0		0.1 	1.0	 1.0  0.0		0.01	0.5		0.5		0.5			0.5		0.5  	0.5
;

ok perfect thx for helping me out :smile:
 
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