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GOURANGA! Forums > Editing > Mod Feedback > GTASA Handling Overhaul
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Cerbera
Ben 'Cerbera' Millard

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  • Joined: Feb '03
  • Posts: 1,814
GTASA Handling Overhaul
Updated: 2005-08-23

Introduction
You may be familiar with my GTA3 Handling Overhaul and GTAVC Handling Overhaul projects which I finally completed earlier this year after years of work.  In GTA3 there are 58 vehicles, in GTAVC there are 107 and in GTASA there are 207.  Obviously this means rewriting all the handling in GTASA will be a massive task.

On top of the increased number of vehicles, my discovery of a reliable technique to simulate realistic acceleration means that each car takes a lot more testing.  This handling overhaul will have an unprecendented degree of realism since the GTASA physics and handling engine is so much more refined and flexible than previous editions.


Current Version
Code:
TAXI    1650    4000    1.5    0.0    0.30    -0.05    -1    0.65    0.65    0.50    5    170    12.0    80    F    P    3.5    0.70    0    35.0    1.00    0.125    0.0    0.25    -0.15    0.5    0.0    0.2    0    20000    240000    1000000    0    1    0
SULTAN    1300    3500    1.2    0.0    0.20    -0.10    -1    0.78    0.70    0.50    5    255    17.0    100    4    P    4.4    0.65    0    30.0    1.35    0.170    2.0    0.30    -0.15    0.5    0.1    0.25    0    35000    442000    5000001    1    1    0
BANSHEE    1600    3000    1.3    0.0    0.00    -0.20    -1    0.83    0.65    0.49    5    280    26.0    80    R    P    4.5    0.60    0    34.0    1.40    0.175    5.0    0.30    -0.10    0.5    0.3    0.15    0    45000    2004    1204003    1    1    1
INFERNUS    1350    2500    1.0    0.0    0.30    -0.25    -1    0.82    0.70    0.47    5    290    21.0    100    R    P    4.7    0.60    0    30.0    1.05    0.140    5.0    0.25    -0.10    0.5    0.4    0.37    0    95000    40002004    1C04003    2    2    1
TURISMO    1000    1500    1.0    0.0    0.20    -0.25    -1    0.90    0.85    0.40    5    335    29.0    100    R    P    5.0    0.60    0    30.0    1.00    0.125    5.0    0.10    -0.15    0.5    0.4    0.17    0    95000    40112004    1C08403    1    1    1
I am currently working on a Taxi setup to see if my methods will apply well to slower vehicles.  At the moment getting the vehicle to have a decent 0-60 time but only accelerate slowly is a real problem for slow vehicles because the acceleration curve has to curve progressively but sharply.  Using the DragMultiplier and EngineInteria settings allows the curve to be manipulated; it's just a case of finding the right balance between them and the EngineAcceleration.


Features
  • Completely re-worked acceleration with the USE_MAXSPD_LIMIT flag to make it more progressive.  0-60mph times are pretty close, as are the 0-100mph times.
  • Top speeds match real performance.  Turismo just about reaches 200mph if you run it for long enough.  Banshee gets about 160mph and the Infernus gets around 170mph.
  • Reduced traction settings and changed traction bias to better reflect real performance.
  • New spring and damper settings to reflect vehicle roadhoalding.
  • Adjusted ride height and suspension travel so that Turismo and Banshee don't look like off-road trucks any more.
  • Mass is now closer to the real vehicle settings.
  • Braking retuned so that tyres do not stop turning when brakes are applied.  If you brake while turning the car will skid a little as the tyres lose grip.  Careful use of braking and turning allows for drifting into corners like in serious racing simulators.
These handling lines are not perfect.  It's somewhere between Need for Speed 2 in Simulation mode and Gran Turismo 2 in the career mode (not arcade).  It's about as good as you can get in GTASA, from what I have found.

To get the highest top speeds, drive North from Los Santos International Airport over Mulholland Intersection, across The Mako Span and all the way to the end of Harry Gold Parkway in Las Venturas.  R* setups always reach top speed in about 10 seconds, these cars will still be accelerating slightly after a whole minute.  Reduced traffic is cheat THGLOJ.  All traffic are fast cars is GUSNHDE.  Very useful when testing handling.

Vehicles which are saved in garages sometimes do not get changed when you change their handling.  You might have to steal or spawn a new car to use the new handling for it.

(EDIT) I am basing my judgements about what the real-world vehicles would be on the GTASA Real Life Car List by FORDSUCKS.

(EDIT2) IceyBoard doesn't seem to allow uppercase for writing CODE or LIST tags.  Also, it doesn't let me capitalise the "GTASA" in the topic title because the anti-spam and anti-flaming code thinks doing so is naughty.  That code should be removed; it doesn't reduce spam, it doesn't reduce flaming and it does inconveniance normal members using the board properly.

(EDIT3) Oh, marvellous.  It doens't display the whitespace between the handling values when viewed in the topic.  I wish I weren't so irritable! sigh

(EDIT4) Yay, Icey fixed it! biggrin

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(Grand Theft Auto Handling Editor | GTA Tutorials)
Post 2 | New
Will
Shovel Headed Kill Machine

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  • Joined: Feb '03
  • Posts: 3,625
You broke the post :p

Looks like hard work with so many vehicles though.. wow. Please do the phoenix, I re-enabled it as I do love that car.

And try to fix all Rockstars bugs for the flags. Rear wheels, Exausts wrong, etc. E.g: The Freeway still having to exausts in flags.

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