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Inverse Physics

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Hopefully, many of you have noticed this before, especially on newer vehicles (such as the 2015 Tahoe or 2016 Charger). I have been living with this problem since IV, and I want to finally get to the bottom of it.

 

Take this Charger for example:

 

Spoiler

 

 

It's in the fbi slot. Changing the handling (to presets used by even non-police vehicles) doesn't help. Other slots don't make it any better, sometimes causing the car to become top-heavy and roll over.

 

Vehicles with this issue lean in the opposite direction of real life physics, and lose grip of the road very easily, causing them to spin out.

 

The problem appears to be linked to certain base models, and no one seems to know how to fix it. Why does this happen?

Edited by iansonwheels

Weird, only thing I would say is make sure that the handling.meta is correct for that vehicle, but it appears you already did that. Lmao reminds me of the wobbly ass cars of GTAIV

I remember an old car model I used to use that had that problem.

I do believe it had something to do with handling (I think it was something along the lines of having the handling of a motorbike).

 

Also, is that the Charger from thegreathah's LSPD Pack? If so, it's not meant to be in the FBI slot. That could also be the issue. Some car models just aren't made to go in other slots.

"Always blow on the pie -- Safer Communities Together"

(https://www.youtube.com/watch?v=Q7UX8KASASU)

 

  • Author
8 hours ago, JarDaY said:

Also, is that the Charger from thegreathah's LSPD Pack? If so, it's not meant to be in the FBI slot. That could also be the issue. Some car models just aren't made to go in other slots.

 

Yes, it is. I've tried it in police, police2 (the proper slot, very similar to fbi), police3, and sheriff.

This is an issue I've experienced to a lesser extent with Killatomate's Realistic Handling mod applied to modded cars. I have found that using a vanilla vehicle's handling line that has the closest wheelbase to the modded car provides the best solution. I have never experienced truly inverted handling like in the vid but the ease of spinning out seems to come from a vehicle model which has a too narrow handling "track" compared to the handling line or vice versa. I have only been able to find a suitable handling line for POLICESCO's Chargers - not Bugs / hah's Charger. I believe I'm using FBI for POLICESCO's model but of course keep in mind this is using Killatomate's handling mod - he does not recommend using it for modded vehicles but it can work quite well if used with a close enough vanilla model's handling line.

  • Author

@Eradium What could be done starting from a stock handling.meta and editing each slot (maybe even adding sections if that's possible)?

 

Or, as you mentioned, should I just try to compare vanilla cars with modded cars to match the wheelbase, and then apply their handling presets to the modded cars?

15 hours ago, iansonwheels said:

@Eradium What could be done starting from a stock handling.meta and editing each slot (maybe even adding sections if that's possible)?

 

Or, as you mentioned, should I just try to compare vanilla cars with modded cars to match the wheelbase, and then apply their handling presets to the modded cars?

 

I don't know what could be done  with a stock meta - the advantages of the modded meta are too great for me to consider returning back to it. Here is a list of the cars which I have found work well with their respective modded cars:

 

Crown Victoria - STANIER (police also works but Stanier feels more like a Vic)

Taurus - FQ2

Explorer - GRESLEY

Charger - This one is weird. Two different 2015 models behave entirely different from eachother - POLICESCO's work well with FBI while Bugs' doesn't. POLICE2 works well with some models - BUFFALO and BUFFALO2 also work sort of well but all seem to have a form of the inverse tracking issue, especially pronounced on 2014 models. Experimentation is needed here

Tahoe - BALLER, BALLER2, GRESLEY - Tahoes have issues with rear-end-squat and easy spin-out that is more pronounced with certain handling lines. Experiment with large SUV lines to find one that works the best

 

This pretty much covers everything - if there are new vehicles or ones that don't work well, finding the vanilla equivalent and using its handling line in the vehicles.meta entry (as long as it has the same number of doors) will work well.

 

  • Author
5 hours ago, Ekemp24 said:

Did you find a fix?

 

In addition to what Eradium listed above, I've found that LANDSTALKER is best for 2015 Tahoes - it doesn't slide easily, does not have stiff suspension over bumps, but barely has any body roll in corners, though that little body roll is in the right direction.

 

I have not tested a Charger yet.

 

This is the handling mod: https://www.gta5-mods.com/vehicles/realistic-driving-v. Just note that this mod reduces braking power to a "realistic" level where pressing the brakes is not equal to slamming on them, so just be careful driving.

 

I invite anyone else to experiment with various models and post their findings here.

11 hours ago, iansonwheels said:

 

In addition to what Eradium listed above, I've found that LANDSTALKER is best for 2015 Tahoes - it doesn't slide easily, does not have stiff suspension over bumps, but barely has any body roll in corners, though that little body roll is in the right direction.

 

I have not tested a Charger yet.

 

This is the handling mod: https://www.gta5-mods.com/vehicles/realistic-driving-v. Just note that this mod reduces braking power to a "realistic" level where pressing the brakes is not equal to slamming on them, so just be careful driving.

 

I invite anyone else to experiment with various models and post their findings here.

Thanks, please update this thread if you find a fix to the Chargers

Edited by Ekemp24

  • 1 month later...
  • Author
1 hour ago, impreza said:

hello ive hat this problem also but after trying some handling id i found one that makes the reverse less visible i put sultan as handling id

 

For which car(s)?

  • 3 years later...

It was a long time something was posted here but I think this could help other people as well because nowhere seems to be a solution.

UNTIL NOW!

 

The fix of this problem is quite easy and I figured out how to do it. 

 

= Open your handling.meta and search for these lines:

 

<fRollCentreHeightFront value="0.500000" />
<fRollCentreHeightRear value="0.500000" />

 

then simply lower the values slightly until you get the "break even point".

(with one car I had, it was around 0.3. I lowered to 0.2 to get more body roll and make it more realistic - could even go into negative values)

It´s a trial and error process but I think you guys will understand quickly.

 

ANOTHER FIX: flipping cars in corners or turns

 

= open your handling.meta and search this line:

 

<vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" />

 

lower the z value slightly (even into negative) then the car should no longer flip over at turns

 

Editing the handling is very complex and messing around with only one value can even break the whole behavior of the car so always backup!!!!

 

I had this problem on several carmods and tried to figure out what causes this. I looked at the handling and compared every line to find out.

I don´t know what exactly causes the problem, maybe it has somehing to do how the car has been modeled because on some cars you don´t

get a proper handling no matter what you do....

It took a long time but I think this could help many other people because I still see videos where this inverse physics happen...

 

Edited by darkblue

Life has no happy end.

It´s always the death...

  • 7 months later...
On 5/14/2020 at 8:45 PM, darkblue said:

The fix of this problem is quite easy and I figured out how to do it. 

 

= Open your handling.meta and search for these lines:

 

<fRollCentreHeightFront value="0.500000" />
<fRollCentreHeightRear value="0.500000" />

 

I have a FPIU in my POLICE3 slot. Changing these values in POLICE3 however did NOT work. I figured that if you have changed the HandlingID in the vehicles.meta for a Vehicle (I changed the POLICE3 handling to GRESLEY) you have to edit the lines of the vehicle that has the Handling line and not the actual vehicle that has the problem (in my case GRESLEY instead of POLICE3). Thought that might be helpful for anyone who had the same problem.

Edited by Fallen Legend

21 hours ago, Fallen Legend said:

I have a FPIU in my POLICE3 slot. Changing these values in POLICE3 however did NOT work. I figured that if you have changed the HandlingID in the vehicles.meta for a Vehicle (I changed the POLICE3 handling to GRESLEY) you have to edit the lines of the vehicle that has the Handling line and not the actual vehicle that has the problem (in my case GRESLEY instead of POLICE3). Thought that might be helpful for anyone who had the same problem.

 

Of course, I thought this would be clear, otherwise it wouldn´t make sense...

Life has no happy end.

It´s always the death...

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