@saitam1989 AI handling only controls how fast they take corners and how early they start braking. Their ability to navigate obstacles is hard-coded in by Rockstar, so nothing has changed there. I'll test the Desert Raid but I don't see anything suspect in the files. Trevor's truck is based on a military vehicle with a top speed of 55 mph in real life. I bumped it up to 70 mph based on the civilian version.
@ex4mple694201337 That's realistic top speeds for you. Gotta get used to going easier with the throttle. It's taken me some getting used to, I don't blame you. But when you think about it, driving a supercar on public roads would require babying the throttle in reality.
@Cheese_GUY You know what, I noticed that and for some reason wasn't thinking anything of it. It must be related to changing the engine audio for them. That sucks, I guess I have to use the original engine sounds for sirens to work properly.
@Steiniiii There's no automatic script for this handling, I am editing each car manually. So the only thing you could do is use the handling I made for an existing car. In vehicles.meta, you can change the handlingId to any other vehicle in the game.
@Gerhart67 There is no universal roll function in my mod, and I've only edited a few cars handling at all from the last update, so it has to be something else, probably the Realistic Mass mod. This mod also does not affect how easily your character dies in a crash, but the increased collision damage does make engine fires more likely. It's a tough balance to strike because engine damage is taken more from hits to the top of the hood than the front of the car, so rollovers (or hitting peds) are WAY more likely to catch fire. That's also tied to body panels falling off, so I can't adjust them separately and have to compromise between the two. No offense taken BTW.
@Carmela_LemoShiba Because it doesn't work by magic, every vehicle is individually edited.
@xiDiplomatic You would have to go through and edit every car. There's no easy way.
@saitam1989 AI handling only controls how fast they take corners and how early they start braking. Their ability to navigate obstacles is hard-coded in by Rockstar, so nothing has changed there. I'll test the Desert Raid but I don't see anything suspect in the files. Trevor's truck is based on a military vehicle with a top speed of 55 mph in real life. I bumped it up to 70 mph based on the civilian version.
@ex4mple694201337 That's realistic top speeds for you. Gotta get used to going easier with the throttle. It's taken me some getting used to, I don't blame you. But when you think about it, driving a supercar on public roads would require babying the throttle in reality.
@Cheese_GUY You know what, I noticed that and for some reason wasn't thinking anything of it. It must be related to changing the engine audio for them. That sucks, I guess I have to use the original engine sounds for sirens to work properly.
@cinch_torrian If you don't have the latest DLC, it will be trying to add handling to cars that don't exist in your game.
@Steiniiii There's no automatic script for this handling, I am editing each car manually. So the only thing you could do is use the handling I made for an existing car. In vehicles.meta, you can change the handlingId to any other vehicle in the game.
@StuM91 There is more than one optional file. This update added one for AI handling improvement.
@Gerhart67 There is no universal roll function in my mod, and I've only edited a few cars handling at all from the last update, so it has to be something else, probably the Realistic Mass mod. This mod also does not affect how easily your character dies in a crash, but the increased collision damage does make engine fires more likely. It's a tough balance to strike because engine damage is taken more from hits to the top of the hood than the front of the car, so rollovers (or hitting peds) are WAY more likely to catch fire. That's also tied to body panels falling off, so I can't adjust them separately and have to compromise between the two. No offense taken BTW.
@StuM91 There is an optional AI handling improvement included.