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19Legan81

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Posts posted by 19Legan81

  1. So some people asked about what the values stand for in the handling lines, so I'm gonna make a small tutorial showing what value does what.

     

    So let's take my 2003 CVPI handling first, this is how it looks:

     

    1777.0 0.33 85 0.0 0.1 -0.33 0.0 4 0.127 1.0 260 0.52 0.67 0.7 33.0 1.5 0.95 14.0 0.11 0.47 3.0 2.0 2.0 0.1 -0.07 -0.005 0.5 2.0 1.0 2.2 1.5 0.0 25000 440010 0 0
     

    Note: There's always a car name in front of the handling line, with at least 1 space after it.

     

    1777.0

    is the weight measured in kilogramms

     

    0.33

    is the drag coefficent, which controls the aerodynamics of a car. The less the value, the more aerodynamic it is. You can look these up, usually they release the drag coefficent of a real car, when you're making a specific handling line. It's usually 0.29 till 0.38 for cars, and like 0.35 and up for bigger vehicles.

     

    85

    is a value that controls how many percent the car should sink into the water when it first hits it. It'll eventually sink so it doesn't matter. If you put 0, the car will float on the water for like 3 seconds, then start to sink, so you can't make a proper APC for example that drives on the water.

     

    0.0 0.1 -0.33

    are the numbers that controls the center of mass. First number is the X axis (meaning left and right), second number is the Y axis (forwards and backwards), and third number is the Z axis (up and down). Moving the car's center of mass forwards will result in more oversteer, moving the car's center of mass will result in more stable steering. You can only change a car's camera in zmodeler by moving the whole car in zmodeler (except for the chassis dummy and the .wft dummy), so it'll modify the car's center of mass in game. Therefor if a car rolls over, you need to decrease the number of the Z axis. Depends on the car, but if you experience roll over at -0.2, you should try -0.4 or -0.5 first, then move on, if it's not enough.

     

    0.0

    is the value that controls the wheel drive of a car. 1.0 is FWD, 0.0 is RWD, and anything between these two are 4WD with a given ratio. 0.2 would be 80% rear 20% front.

     

    4

    is the value that controls the number of forward gears. If you want to make it realistic, you have to see how many gears a car uses till 288 Km/h, since that's the highest speed you can achieve in GTA IV. For example a 458 Italia only need 6 gears to reach 288 Km/h (or something around this number), therefor 6 gears should be used instead of 7.

     

    0.127

    is the value that controls how fast the car should accelerate. It's highly dependant on how many gears you have, and what the gear ratios are.

     

    1.0

    is the value that controls the engine inertia. It doesn't really do anything in IV, however it changes the sound a bit of the car's gear change, for example for a double cluth gear, I'd use 20.0 value. Automatics should be 1.0 till 5.0, while manual gears should be 0.8 till 1.0 (if you go below 1.0 it'll slow the gear change)

     

    260

    is the value that controls the gear ratios. The higher the value is the longer speed you can reach in every gear. You have to play with this and gear numbers, to get the gear ratios right.

     

    0.52 0.67 0.7

    is the value that controls the brakes. The first value is the power of the normal brakes (0.6 will stop you from 100 Km/h in like 2 seconds) and it's highly dependant of the tyre's grip. Second value controls the ratio of the brakes, the third value controls the handbrake's power.

     

    33.0

    is the value that controls the steering lock. While real cars have a steering lock of 45° usually, it's best to keep this at 33° for a better steering experience, besides you don't always use full lock when you're steering.

     

    1.5 0.95 14.0

    is the value that controls the grip of the car. First value is cornering grip, a real car on street tyres would be around 1.5 to 1.9 (where 1.9 is a 458 italia) a car with slick tyres should be around 2.4 and up (not really sure about the cornering part, since it's hard to compare cornering). Second value controls the "forwards and backwards" grip. It highly depends on the acceleration as well. Check 0-60 mph times to get this value right. Third value controls how much the car should "wiggle it's tail", meaning how much oversteer there should be. A number higher then 20 will give you a car that likes to push it's tail out, however, it won't leave any tyre marks on the road, so that's kind of unrealistic.

     

    0.11

    is the value that controls how much oversteer a car should have. Setting it to 0.01 will result in catastrophic understeer making it almost impossible to steer a car, while setting it to like 0.5 will make the car oversteer on almost any steering input / gas input. Normal values should be between 0.08 and 0.25, where 0.25 shows lots of oversteer. This doesn't affect how fast the car will lose it's rear, only at what steering angle will the oversteer start. The 0.95 number controls how fast the car will lose it's back.

     

    0.47

    is the value that controls how fast the car should oversteer or understeer between going backwards and forwards. If you put it to 0.5 you'll lose grip at the same time going backwards then going forwards. It'll result in a quite oversteering car, that you can't hold, meaning you'll spin out. 0.47 is a value where it's more controllable while going fowards, and more likely to oversteer while going backwards.

     

    3.0 2.0 2.0

    are the values that controls the suspension. It depends on the center of mass' Z axis, and first number controls the stiffness of the springs, while the other 2 values controls the front and rear shock absorbers (not sure about this part though). If you give your car a 3.0 0.7 0.7 value, you'll get the typical old american suspension feel, where the car bounces around. If you give it a 1.0 2.0 2.0, the car will have an extremely stiff and weird suspension, so I suggest not using this. The first value should always be higher then the other two. A race car's suspension can be super tough like, 5.0 4.0 4.0 (note how the first number is higher then the last two here as well).

     

    0.1 -0.07

    are the values that control the wheels' "moving area". First number controls how much the wheel can go up in it's wheelbase, the second value controls how much the wheel can hang down when you jump or lift the car. First value shouldn't be higher then 0.1, second number shouldn't be lower then -0.2 (and this value is used for lifted offroad vehicles only, so I say stick around -0.1)

     

    -0.005 0.5

    are the values that control the ride height and the ride height ratio. First number is for raising or lowering the car, you should use a 0.01 intervals when you try to change the ride height, any higher value, will significantly raise the car. Second number is the ratio where 0.46 lifts the rear up and pushes the front down. 0.5 is a balanced number, unless the wheels were set up unrealistically in zmodeler, you should leave it at 0.5.

     

    2.0 1.0 2.2 1.5

    are the values that controls the damage of the car. First number is the collision damage, meaning the higher the value, the faster your car will fail after each and every hit. The second number controls the damage caused by bullets. 0.1 would be an almost bulletproof car (good for nstockade) 1.0 is a good value for average vehicles. Third number controls the deformation damage, which is the shown damage. 2.2 is a value that deformates the car quite badly at 70 Km/h, if you want it realistic, you should use that. The fourth number controls the engine damage, meaning the higher the value, the higher your engine starts to blow up.

     

    0.0

    is the value that controls the seat's offset position. For example if you have a right hand drive car, and you can't enter it, you should lower the value, until you can get in. Try -0.1 first.

     

    25000

    is the value that controls the car's value in USD. I'm guessing it's used when you want to sell the car to Joey or whoever.

     

    440010

    is the number that controls the ABS. It's actually the 2nd number here that controls the ABS, where 4 means standard ABS and 0 means no ABS. Anything in between, are other types of ABS, but it gives a weird effect in my opinion.

    I love you, Was looking for a tutorial like this in about 6 hours, and when i finally gave up with my soon to be released car, i found this. Now i can finnish the car all thanks to you. 

  2. ·

    Edited by Hugin

    Our PD uses two different lightbars in Finland. But if we talk about every Finnish police vehicle, then there are 3-5 lightbars(?). We also have one police force. 

     

    LKekoauto222JJ_lk.jpg

    13052008(002)-1_edited-1.jpg

    cls-finnish-police-mercedes.jpg

    panorama_Kosa_6655506.jpg

    8314610.jpg

     

    Svenskan är fortfarande med på ena sidan på bilarna ser jag. 

    I see that the swedish (Polis) is still in use in one side of the vehicle.

    Swedish Cops' comin' up.

    First off, the StandBy O model. Classic, started production in the 80's and is still used by some counties. Standby-Original-bar-1.jpg

     

    Then we have the W1 Model. LED, pretty new. 

    W1-Lightbar-1.jpg

     

    Then the SOS9000

    Standby-tunn-29.jpg

    And let's finish it off with an ugly piece of shit, the Model M.

    Standby-M-bar-1.jpg

    Tillverkade i min hemkommun Trollhättan.

    Made in my hometown Trollhättan Sweden. =)

    Some of the newer cars here in Sweden except the SAAB 9-5 og and Volvo. Most of them uses STANDBY lightbars, also only one police force. Every police car has a stop light that tells the car infront to stop, by flashing a blue light with a solid red light beside it.

     

     

     

     

     

     

  3. For us people who just use the car mods, is there a good way to verify a model and the LODs have been done correctly? 

    Only with zmodeler3, or spawn the car in game. if you see lower quality of the car when distance increases, than it should have proper LOD´s, If tha car vanish when distance increases, then it only use HQ LOD (L0). I have seen some modders uses the original gta 5 car to use in L1,L2,L3,L4 and that is jus aweful.

  4. Ok so i made a new police car in Zmodeler3, and replaced it with police3.ytf after that, i remapped the modded vehicle and made a template for it, I can see the new textures in game and in OpenIV, but it seem that it uses some of the old liveries that used to be on the Vapid Stainer and for some reason my new texture is shown under those liveries, It kind of shines through like a second layer. 

    Do i have to unable those old liveries in Carvariation.meta? If yes, then how?

     

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