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@Alex106 I always love your mods, but I'm still trying to figure out why there's an .ini file. =) The int fields could just have the default settings assigned, and players could then edit the .cs directly to change their stats as desired. About the only thing that total newbies might do accidentally is miss a trailing semicolon. =)
@FinnMcMissile I think the realism factor is based on inertia more than anything else -- although body roll definitely contributes, tight suspension vehicles like supercars/ultracars do have very little perceptible roll in reality (and correspondingly awful ride qualities -- no idea why people are so enamoured of spending a quarter-mil on something they can't even use, instead of an Aston, Jag, or Mas ;-)). Realistic Driving V, for instance, has very little body roll on most vehicles, but still feels extremely realistic because cars are more appropriately weighty. Even a conventional sedan in vanilla GTA V can perform a high-G turn in excess of 1.5 to 2.0 G, and can brake at upward of 3 or 4 G, whereas the best sportscars struggle to maintain traction at around 1 lateral G and ultracars like the Bugatti Chiron barely manage 1.5 lateral. 10~15 m/s^2 of braking is a good metric for most real cars, as well -- vanilla, of course, massively exceeds this, usually by a factor of 2 or 3.
@GreenAid Yep, pretty much! It's also designed to allow wheelspin. Setting it to a low/no value will make cars seem to lope rather than have wheelspin on acceleration -- so when making old heavy cars with soft suspensions and weak acceleration, it's good to give them a little extra traction loss to make their gigantic motors reflect their actual power, whereas modern cars are better with a little less traction loss to make their behaviour more sedate and... grocery-runny.
Going to give this a whirl! It does seem a little generous on the traction, but it's also up-to-date compared to my other favourite handling mod.
Also seconding GTAclown's request for a list of touched and untouched cars. =)
@voncarl93 What are the visual mods you're using in the video? Particle effects and blood effects, for instance. I actually have several mods that all compete with weapons.meta (and their equivalents in the DLC files), especially Pickups, but those particle effects in particular seem pretty fascinating! (I'll still give your settings a try, since they look pretty bang on in the video. (As a complete aside, it's weird that every video that showcases weapon effects always shows random, non-instrumental violence against innocent bystanders... nothing personal, just a thought. ;-)))
On a lighter note, since we need a break in the battle between entitlement and common sense, I'll just leave this here.
"Battleships are great ships, but they're kinda like dinosaurs. They're designed to take hits -- kinda like a floating punching bag. But then there are destroyers, which are just *awesome*. They're designed to dish it out like the Terminator!"
Is the car selector image a bullshot, or did you actually write up a script for that? That'd be pretty awesome to have. =)
Brings back some memories... ./~ Doo doo doo do doo do doo doo do do! Day-to-na! ./~
@Tonyism Yes! I keep thinking of going back now and again, but real life took over, and now I'm a po' boy who's struggling to work half the time and finish off a post-secondary education the other half of the time.
Been working on it, but got distracted with edu-ma-cation and whatnot. ;-)
@thiagoandradevitoria I don't think a person who releases something for free to the community is being a "dick". I do think a person who calls a person a dick for having a life is a dick. =P
There's a certain admitted dickitude to creating and selling an online cheat that tampers with someone else's game, but *that* part was already settled by the company and Mafins. The part where the single player version was and always has been free can only be thought of as the highest graciousness, and it's entitlement like yours that makes him less and less likely to update.