True Realistic Driving V (Realistic Mass, Handling) V5.5
83.734
473
83.734
473
True Realistic Driving V
Please don't forget to leave your bug reports and suggestions in the comments!
What is this?
RealisticMass
GTA V doesn't take vehicle mass into account for its car physics - this mod tries to mitigate that by adding inertia forces based on acceleration. It doesn't just change the handling.meta values. It applies actual forces on your vehicle when it changes direction - accelerates. Both linear and rotational inertia are present.
Now features a menu to adjust values in-game!
Default keys for menu navigation: UP = L; DOWN = K; ENTER(SHOW MENU) = O
Highly Recommended:
To get the most realistic handling use Realistic Driving V v2.5 by Killatomate or another realistic handling.meta mod
Recommended mods:
-Stop!Powercutting by any333
-Realistic Driving V v2.5 by Killatomate
-Drive Modes & Custom Vehicle Cameras [Handling Editor] by stillhere
-Manual Transmission & Steering Wheel Support by ikt
Current Bugs and Issues
-Editing handling.meta values with external scripts in-game won't change RealisticMass physics. You'll have to reload manually in the menu.
-Game may crash with some Enhanced Native Trainer versions
-Only cars are tested and supported, plane, boat, 2-wheel,6-wheel transport will not work or may behave unexpectedly
-Teleporting is bugged, as it's impossible to determine when the vehicle is teleported and disable the inertia forces.
Credits
Modified from: Real Time Handling Editor by ikt
Changelog
Previous changelog in the archive
V5
-Complete rewrite of RealisticMass with a wholly different approach
-Calculation of forces is now handeled by the game engine: much more precise, forces of greater magnitude are fully supported
-Should be compatible with most, if not all, vehicle scripts now
-RealGripLoss and BetterPowerCurve removed to make True Realistic Driving V more compatible, will try to release them as standalone scripts.
V5.0.1
-Fixed bug where debugballs would sometimes not disappear completely or show damage effects
V5.1
-Fixed some bugs
-Fixed slow garage entrences/exits that may have caused soft-locks
-added rolloverhelp - Increases vehicle body-roll.
V5.3
-Minor menu improvements
-Major under-the-hood physics improvements
-added RealisticGravity - Self-explanatory. You might want to increase fSuspensionForce for this.
V5.3.1
-Fixed suspension lowering for "RealisticGravity"
-Slight visual body-roll increase for "RealisticGravity"
-Minor "RealisticGravity" improvements - recommended to use now
V5.3.1b
-Debug leftovers removed
V5.4
-RealisticGravity reworked: Mass effects driving characteristics now (experimental)(Realistic option in menu)
V5.5
-Minor frollcenrteheightcompensation fixes
-RealisticGravity tweaks
-RealisticGravity intensity adjustable
-Per-axis distribution of inertias tweaked, vehicle behaviour less erratic (SwapInertiaXY no longer needed)
Please don't forget to leave your bug reports and suggestions in the comments!
What is this?
RealisticMass
GTA V doesn't take vehicle mass into account for its car physics - this mod tries to mitigate that by adding inertia forces based on acceleration. It doesn't just change the handling.meta values. It applies actual forces on your vehicle when it changes direction - accelerates. Both linear and rotational inertia are present.
Now features a menu to adjust values in-game!
Default keys for menu navigation: UP = L; DOWN = K; ENTER(SHOW MENU) = O
Highly Recommended:
To get the most realistic handling use Realistic Driving V v2.5 by Killatomate or another realistic handling.meta mod
Recommended mods:
-Stop!Powercutting by any333
-Realistic Driving V v2.5 by Killatomate
-Drive Modes & Custom Vehicle Cameras [Handling Editor] by stillhere
-Manual Transmission & Steering Wheel Support by ikt
Current Bugs and Issues
-Editing handling.meta values with external scripts in-game won't change RealisticMass physics. You'll have to reload manually in the menu.
-Game may crash with some Enhanced Native Trainer versions
-Only cars are tested and supported, plane, boat, 2-wheel,6-wheel transport will not work or may behave unexpectedly
-Teleporting is bugged, as it's impossible to determine when the vehicle is teleported and disable the inertia forces.
Credits
Modified from: Real Time Handling Editor by ikt
Changelog
Previous changelog in the archive
V5
-Complete rewrite of RealisticMass with a wholly different approach
-Calculation of forces is now handeled by the game engine: much more precise, forces of greater magnitude are fully supported
-Should be compatible with most, if not all, vehicle scripts now
-RealGripLoss and BetterPowerCurve removed to make True Realistic Driving V more compatible, will try to release them as standalone scripts.
V5.0.1
-Fixed bug where debugballs would sometimes not disappear completely or show damage effects
V5.1
-Fixed some bugs
-Fixed slow garage entrences/exits that may have caused soft-locks
-added rolloverhelp - Increases vehicle body-roll.
V5.3
-Minor menu improvements
-Major under-the-hood physics improvements
-added RealisticGravity - Self-explanatory. You might want to increase fSuspensionForce for this.
V5.3.1
-Fixed suspension lowering for "RealisticGravity"
-Slight visual body-roll increase for "RealisticGravity"
-Minor "RealisticGravity" improvements - recommended to use now
V5.3.1b
-Debug leftovers removed
V5.4
-RealisticGravity reworked: Mass effects driving characteristics now (experimental)(Realistic option in menu)
V5.5
-Minor frollcenrteheightcompensation fixes
-RealisticGravity tweaks
-RealisticGravity intensity adjustable
-Per-axis distribution of inertias tweaked, vehicle behaviour less erratic (SwapInertiaXY no longer needed)
Poprvé nahráno: 19. listopad 2019
Poslední aktulizace: 14. červenec 2020
Last Downloaded: před 22 minutami
All Versions
391 Komentářů
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Blaster v0.1
By any333
True Realistic Driving V
Please don't forget to leave your bug reports and suggestions in the comments!
What is this?
RealisticMass
GTA V doesn't take vehicle mass into account for its car physics - this mod tries to mitigate that by adding inertia forces based on acceleration. It doesn't just change the handling.meta values. It applies actual forces on your vehicle when it changes direction - accelerates. Both linear and rotational inertia are present.
Now features a menu to adjust values in-game!
Default keys for menu navigation: UP = L; DOWN = K; ENTER(SHOW MENU) = O
Highly Recommended:
To get the most realistic handling use Realistic Driving V v2.5 by Killatomate or another realistic handling.meta mod
Recommended mods:
-Stop!Powercutting by any333
-Realistic Driving V v2.5 by Killatomate
-Drive Modes & Custom Vehicle Cameras [Handling Editor] by stillhere
-Manual Transmission & Steering Wheel Support by ikt
Current Bugs and Issues
-Editing handling.meta values with external scripts in-game won't change RealisticMass physics. You'll have to reload manually in the menu.
-Game may crash with some Enhanced Native Trainer versions
-Only cars are tested and supported, plane, boat, 2-wheel,6-wheel transport will not work or may behave unexpectedly
-Teleporting is bugged, as it's impossible to determine when the vehicle is teleported and disable the inertia forces.
Credits
Modified from: Real Time Handling Editor by ikt
Changelog
Previous changelog in the archive
V5
-Complete rewrite of RealisticMass with a wholly different approach
-Calculation of forces is now handeled by the game engine: much more precise, forces of greater magnitude are fully supported
-Should be compatible with most, if not all, vehicle scripts now
-RealGripLoss and BetterPowerCurve removed to make True Realistic Driving V more compatible, will try to release them as standalone scripts.
V5.0.1
-Fixed bug where debugballs would sometimes not disappear completely or show damage effects
V5.1
-Fixed some bugs
-Fixed slow garage entrences/exits that may have caused soft-locks
-added rolloverhelp - Increases vehicle body-roll.
V5.3
-Minor menu improvements
-Major under-the-hood physics improvements
-added RealisticGravity - Self-explanatory. You might want to increase fSuspensionForce for this.
V5.3.1
-Fixed suspension lowering for "RealisticGravity"
-Slight visual body-roll increase for "RealisticGravity"
-Minor "RealisticGravity" improvements - recommended to use now
V5.3.1b
-Debug leftovers removed
V5.4
-RealisticGravity reworked: Mass effects driving characteristics now (experimental)(Realistic option in menu)
V5.5
-Minor frollcenrteheightcompensation fixes
-RealisticGravity tweaks
-RealisticGravity intensity adjustable
-Per-axis distribution of inertias tweaked, vehicle behaviour less erratic (SwapInertiaXY no longer needed)
Please don't forget to leave your bug reports and suggestions in the comments!
What is this?
RealisticMass
GTA V doesn't take vehicle mass into account for its car physics - this mod tries to mitigate that by adding inertia forces based on acceleration. It doesn't just change the handling.meta values. It applies actual forces on your vehicle when it changes direction - accelerates. Both linear and rotational inertia are present.
Now features a menu to adjust values in-game!
Default keys for menu navigation: UP = L; DOWN = K; ENTER(SHOW MENU) = O
Highly Recommended:
To get the most realistic handling use Realistic Driving V v2.5 by Killatomate or another realistic handling.meta mod
Recommended mods:
-Stop!Powercutting by any333
-Realistic Driving V v2.5 by Killatomate
-Drive Modes & Custom Vehicle Cameras [Handling Editor] by stillhere
-Manual Transmission & Steering Wheel Support by ikt
Current Bugs and Issues
-Editing handling.meta values with external scripts in-game won't change RealisticMass physics. You'll have to reload manually in the menu.
-Game may crash with some Enhanced Native Trainer versions
-Only cars are tested and supported, plane, boat, 2-wheel,6-wheel transport will not work or may behave unexpectedly
-Teleporting is bugged, as it's impossible to determine when the vehicle is teleported and disable the inertia forces.
Credits
Modified from: Real Time Handling Editor by ikt
Changelog
Previous changelog in the archive
V5
-Complete rewrite of RealisticMass with a wholly different approach
-Calculation of forces is now handeled by the game engine: much more precise, forces of greater magnitude are fully supported
-Should be compatible with most, if not all, vehicle scripts now
-RealGripLoss and BetterPowerCurve removed to make True Realistic Driving V more compatible, will try to release them as standalone scripts.
V5.0.1
-Fixed bug where debugballs would sometimes not disappear completely or show damage effects
V5.1
-Fixed some bugs
-Fixed slow garage entrences/exits that may have caused soft-locks
-added rolloverhelp - Increases vehicle body-roll.
V5.3
-Minor menu improvements
-Major under-the-hood physics improvements
-added RealisticGravity - Self-explanatory. You might want to increase fSuspensionForce for this.
V5.3.1
-Fixed suspension lowering for "RealisticGravity"
-Slight visual body-roll increase for "RealisticGravity"
-Minor "RealisticGravity" improvements - recommended to use now
V5.3.1b
-Debug leftovers removed
V5.4
-RealisticGravity reworked: Mass effects driving characteristics now (experimental)(Realistic option in menu)
V5.5
-Minor frollcenrteheightcompensation fixes
-RealisticGravity tweaks
-RealisticGravity intensity adjustable
-Per-axis distribution of inertias tweaked, vehicle behaviour less erratic (SwapInertiaXY no longer needed)
Poprvé nahráno: 19. listopad 2019
Poslední aktulizace: 14. červenec 2020
Last Downloaded: před 22 minutami
i recently downloaded this mod, this makes my car scratching to the ground, even if im not lowering the suspension. Please help !
hey anyone else having issues with bowling balls all over the place even when the debug is turned off.. also the car just stuck like the handbrake is on or something ? help if theres any thanks
@Loosec4nnon5 go in to the the ini file and set "DebugBalls" to false. Im in love with this mod...triple 5 stars
I would love to have this on our FiveM server. Is there any way we can convert this to LUA or get the source code?
Basically you just added bowling ball as the weight, you ask me how i know, mod menu keep showing notification when there's a lot of entity in one area, then mod menu have to delete it bc it's a lot..
@X453MA This mod is the best of it's type at the moment, so there needs to be a proper successor. But no one wants to make actual good mods for this game anymore unless it's patreon beggar bullshit.
I Love this mod however it's hard to brake now.. I use steering wheel mod so even if I fully brake it takes a while for the car to stop.. any suggestion will be appreciated..
Hello, can you tell me what parameter in Handling.meta is responsible for the fact that the car does not brake itself when you take your foot off the gas?
@Karat_01 look for Stop Power cutting mod
@skipper00123 Thanks bro
why do i have bowling balls beside my car?
@LoafofBread how to turn off?
i moved the two files out of the main directory but the cars still have the handling like with this mod, does this overrides the original handling files?
love this mod but... bowling balls constantly spawn every like 0.5 seconds they spawn when i drive, i have debugballs off help for now am gonna rate 3/5
This is such a cool mod! The driving feels better than some racing simulators lmao especially when combined with either DriveV or Realistic Driving V
Combining it with DriveV makes cars behave like in slow motion. People complaining about IV handling would flatline after 5 seconds.
I do like the handling with this, but I feel as if it makes the cars feel extremely lethargic and makes turn in feel like your on 35 inch tires. I did feel as if I was driving a pretty realistic car once I was on the highway. The speed cut and braking cut are the only bad things, as the rest is up to my personal preference. I do wish there was an option to make the cars feel less in slow motion.
made an account just to comment here, love this mod more than my life, just hope it affected nearby npcs for races and police chases 💔
5.1 version is the best if you want something close to GTA 4 without exaggerating
It works - doesn't seem to affect the cops in a chase.