Global Vehicle Mod - Realistic car physics
Global Vehicle Mod v0.1.
This modification was conceived as a simulation of tire wear, but over time it grew into something more.
List of features and improvements at the moment:
1. 7 types of tires with their own physics and wear. Wear depends on linear speed, angular speed.
Tire types:
1.1 Stoke - road
1.2 Hard
1.3 Semi-soft
1.4 Soft
1.5 For muscle cars
1.6 Mud
1.7 Drift
2. Simulation of engine temperature, fan, antifreeze. Depends on rpm, engine wear, weather, time of day, speed.
3. Brake temperature simulation. Depends on speed, brake application force, brake modifications and brakes own temperature.
4. Switching the engine braking mode (brake + weapon selection)
5. Car electrical simulation - 4 types of batteries, generator, consumers.
6. You can leave the car running by getting out of it.
7. Increasing the stiffness of the suspension with a standard understatement
8. Turning on / off neon along with head lighting.
9. Fixing the vertical camera angle in 3rd person
10. Additional engine tuning in mod shops marked on the map:
10.1 Intercooler 1,2,3 Stage (with installed turbine)
10.2 Camshafts for power, torque and balanced
10.3 Intake manifolds
10.4 Exhaust manifolds
10.5 Fuel rails
10.6 Handwheels
11. ECU electronic diagnostics in fashion stores marked on the map
12. Three rally time trials for cars marked RALLY. Races without prizes, in development. Used for tests. Cars - Werrener, Sultan RS, Buffalo 2
13. Random failures and breakdowns of the engine and units in case of serious wear or accidents - breakdown of the turbine, intercooler, radiator, generator.
14.
15. Speed limiter with maximum speed in maximum gear - now the InitialDriveMaxFlatVel handling parameter works as expected, being the maximum speed
Shortcomings and known bugs:
1. No settings and installed tuning are saved in the .ini file and the file itself is not used.
2. The temperature of the brakes is not saved when leaving the car.
3. The engine temperature is not always set according to the air temperature, but starts from zero.
4. If you turn off the car before leaving the mission, after the cut-scene it will start again.
5. A significant part of the elements is disabled when you install bulletproof tires (as intended), but at the same time, with a strong drift, the game may crash without a good reason.
6. Handling rewritten for 90% of cars, but many of the DLCs are not touched. Machines haven't changed since version 877 (I have 877)
7. When you turn on the store menu, the FPS sags a lot
*Engine wear is the cornerstone of the whole mod. If the engine's HP is above 900, it will gradually recover to 999 when the engine is off. This is done so that moderate driving does not cause engine wear in the foreseeable future.
Controls:
Engine Brake - Brake + Weapon Select
Stop the engine - brake + handbrake (when the car is stationary)
Start a race (rally) - handbrake + gas
Installation:replace the game files with those in the archive (handling.meta includes most of the vehicles from the DLC up to version 877, so it will be used in priority over handling from them), the TiresHealth folder, the TiresHealth.ini and GlobalVMod.dll files should be placed in the folder Scripts.
This mod requires ScriptHook .NET
A huge amount of effort and time has been invested in the mod, especially since this is my first script. I've been working on it for two years now in my free time and according to my mood, but if you want to see the rapid development of the mod, new features, or just like the idea and / or implementation, then read the Readme.
This modification was conceived as a simulation of tire wear, but over time it grew into something more.
List of features and improvements at the moment:
1. 7 types of tires with their own physics and wear. Wear depends on linear speed, angular speed.
Tire types:
1.1 Stoke - road
1.2 Hard
1.3 Semi-soft
1.4 Soft
1.5 For muscle cars
1.6 Mud
1.7 Drift
2. Simulation of engine temperature, fan, antifreeze. Depends on rpm, engine wear, weather, time of day, speed.
3. Brake temperature simulation. Depends on speed, brake application force, brake modifications and brakes own temperature.
4. Switching the engine braking mode (brake + weapon selection)
5. Car electrical simulation - 4 types of batteries, generator, consumers.
6. You can leave the car running by getting out of it.
7. Increasing the stiffness of the suspension with a standard understatement
8. Turning on / off neon along with head lighting.
9. Fixing the vertical camera angle in 3rd person
10. Additional engine tuning in mod shops marked on the map:
10.1 Intercooler 1,2,3 Stage (with installed turbine)
10.2 Camshafts for power, torque and balanced
10.3 Intake manifolds
10.4 Exhaust manifolds
10.5 Fuel rails
10.6 Handwheels
11. ECU electronic diagnostics in fashion stores marked on the map
12. Three rally time trials for cars marked RALLY. Races without prizes, in development. Used for tests. Cars - Werrener, Sultan RS, Buffalo 2
13. Random failures and breakdowns of the engine and units in case of serious wear or accidents - breakdown of the turbine, intercooler, radiator, generator.
14.
15. Speed limiter with maximum speed in maximum gear - now the InitialDriveMaxFlatVel handling parameter works as expected, being the maximum speed
Shortcomings and known bugs:
1. No settings and installed tuning are saved in the .ini file and the file itself is not used.
2. The temperature of the brakes is not saved when leaving the car.
3. The engine temperature is not always set according to the air temperature, but starts from zero.
4. If you turn off the car before leaving the mission, after the cut-scene it will start again.
5. A significant part of the elements is disabled when you install bulletproof tires (as intended), but at the same time, with a strong drift, the game may crash without a good reason.
6. Handling rewritten for 90% of cars, but many of the DLCs are not touched. Machines haven't changed since version 877 (I have 877)
7. When you turn on the store menu, the FPS sags a lot
*Engine wear is the cornerstone of the whole mod. If the engine's HP is above 900, it will gradually recover to 999 when the engine is off. This is done so that moderate driving does not cause engine wear in the foreseeable future.
Controls:
Engine Brake - Brake + Weapon Select
Stop the engine - brake + handbrake (when the car is stationary)
Start a race (rally) - handbrake + gas
Installation:replace the game files with those in the archive (handling.meta includes most of the vehicles from the DLC up to version 877, so it will be used in priority over handling from them), the TiresHealth folder, the TiresHealth.ini and GlobalVMod.dll files should be placed in the folder Scripts.
This mod requires ScriptHook .NET
A huge amount of effort and time has been invested in the mod, especially since this is my first script. I've been working on it for two years now in my free time and according to my mood, but if you want to see the rapid development of the mod, new features, or just like the idea and / or implementation, then read the Readme.
Category:
Author:
G.A.R.
E-mail / website:
File size:
2.75 Mb
File replaces:
Uploaded:
Downloads:
573
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1562410821_globalvmod-v0.rarDownload (2.75 MB)Password: libertycity
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