Inverse Torque 2.0
5.803
152
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24. august 2020
The multiplier now scales with vehicle grip, normalizing it for every car and handling, vanilla, modded or realistic.
I still reccomend x2 for a credible behavior where low power cars will struggle, x3 or x4 if you want to be able to slide with any car.
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Updating from 0.1: Delete InverseTorqueSP.dll from the /Scripts folder. 0.2 includes its own folder to keep it well sorted.
Changelog
0.1 - Initial release.
1.0 - New scaling system and added a Options.ini config file.
1.1 - Tweaked the ratio at which the multiplier gets to maximum. It is now half of TractionCurveLateral, as I felt it worked better. Set the default scale to 2.0.
1.1b - Fixed script crash (bad vehicle check)
2.0 - Multiplier scales with grip, and peaks at a static 90º now.
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My own attempt at fixing the power cut vehicles have when sliding.
Check out the original InversePower! Inverse Torque is not compatible with Inverse Power, however.
This approach is very simple, and only affects a single vehicle feature - torque. It should make it play nice with any handling or script.
- Cheats - (º or ´keys on the keyboard)
itscale: Set the multiplier per gear. Ideally 1 would be adequate, but you can try 1,25 for a more obvious change. Or 2, or more, but it goes wild easily.
itdebug: shows the angle and multiplier on screen. Toggleable.
- How it works -
InverseTorque scales the torque output using the car's slide angle as reference. You define the scale in Options.ini.
At 90º, full sideways, the torque multiplier maxes out, so you don't get infinite power.
- REQUIREMENTS -
.NET Framework 4.5.2
Visual C++ 2015
ScriptHookV Latest
ScriptHookVDotNet Latest
- How to install -
Extract the InverseTorque folder into /Grand Theft Auto V/Scripts/ (If /Scripts does not exist, create it).
Then open Options.ini and edit it to your liking.
Først uploadet: 23. april 2020
Sidst opdateret: 24. august 2020
Last Downloaded: 6 hours ago
45 Kommentarer
More mods by Eddlm:
The multiplier now scales with vehicle grip, normalizing it for every car and handling, vanilla, modded or realistic.
I still reccomend x2 for a credible behavior where low power cars will struggle, x3 or x4 if you want to be able to slide with any car.
____________________________________
Updating from 0.1: Delete InverseTorqueSP.dll from the /Scripts folder. 0.2 includes its own folder to keep it well sorted.
Changelog
0.1 - Initial release.
1.0 - New scaling system and added a Options.ini config file.
1.1 - Tweaked the ratio at which the multiplier gets to maximum. It is now half of TractionCurveLateral, as I felt it worked better. Set the default scale to 2.0.
1.1b - Fixed script crash (bad vehicle check)
2.0 - Multiplier scales with grip, and peaks at a static 90º now.
------------------------------------------------------------------------------------
My own attempt at fixing the power cut vehicles have when sliding.
Check out the original InversePower! Inverse Torque is not compatible with Inverse Power, however.
This approach is very simple, and only affects a single vehicle feature - torque. It should make it play nice with any handling or script.
- Cheats - (º or ´keys on the keyboard)
itscale: Set the multiplier per gear. Ideally 1 would be adequate, but you can try 1,25 for a more obvious change. Or 2, or more, but it goes wild easily.
itdebug: shows the angle and multiplier on screen. Toggleable.
- How it works -
InverseTorque scales the torque output using the car's slide angle as reference. You define the scale in Options.ini.
At 90º, full sideways, the torque multiplier maxes out, so you don't get infinite power.
- REQUIREMENTS -
.NET Framework 4.5.2
Visual C++ 2015
ScriptHookV Latest
ScriptHookVDotNet Latest
- How to install -
Extract the InverseTorque folder into /Grand Theft Auto V/Scripts/ (If /Scripts does not exist, create it).
Then open Options.ini and edit it to your liking.
Først uploadet: 23. april 2020
Sidst opdateret: 24. august 2020
Last Downloaded: 6 hours ago
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@Eddlm @ikt I'm sure you'd be able to test/implement a differential, as you have much better understanding of ManualTransmission.
I'm pretty certain, that it's not the powercutting that prevents drifts, but the open differential GTAV uses, as the powercutting measured by GetWheelPower is less than 20%, which is not enough to prevent a slide. This:
if (Vehext.GetWheelRotationSpeeds(vehicle)[2]> Vehext.GetWheelRotationSpeeds(vehicle)[3])
Vehext.SetWheelBrakePressure(vehicle, 2, ((Vehext.GetWheelRotationSpeeds(vehicle)[2] / Vehext.GetWheelRotationSpeeds(vehicle)[3])-1) * intensity);should be enough to test my theory.
26. april 2020 -
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idk why, but game crashes in any car, but only if i accelerate=( Mb you can help me (no errors or smthg in logs)
5. maj 2020 -
@Eddlm cool mod guy =), but a noob question, how do I configure the car parameters ??
Thank you very much in advance
9. maj 2020 -
@Eddlm
This script is broken by the Summer Update.
The amount of torque multiplier is applied at all times instead of just when you're sliding.18. august 2020 -
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sounds awesome. you should make a script that when vehicle hits set rpm, it will activate set torque/power boost to simulate turbo lag or 2-stroke power band.
24. august 2020 -
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This is a perfect mod. 10/10 its so amazing and thank you for being so brilliant!
9. december 2020 -
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I had this working when it came it however recently noticed it not loading the script - Unable to resolve API version 2.10.13
I have the latest C++ and .net so unsure why it no longer loads the script24. december 2020 -
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2.0 Fixes the broken script by the Summer Update, improves the logic and requires .NET Framework 2.8 as I've updated to the latest SHVDN build.