@ikt It uses all the gears, but right after a shift, it changes the gear-just-shifted-to's ratio to the gear-just-shifted-from's ratio, and then slowly moves it to what it should be. To make a torque converter, I would just need to find a proper, consistent clutch value to override. The current one behaves really weird, especially in first gear.
Also, do you know anything about that gear scaling I had to do?
Great job on this, but there is one small issue. I created a realistic torque curve with max 410 Nm for the CVPI, but I had to set the gear ratios not to the real ones [2.84, 1.55, 1.0, 0.7], but to [1.83, 1.0, 0.645, 0.452] (dividing each gear ratio by 1.55, the 2nd gear). I then had to update the drive max flat velocity accordingly, to achieve realistic acceleration. Before, the CVPI accelerated more like a 4 speed Challenger. Now, it actually has a 0-60 of around 8 seconds.
Also, I don't know if it's the torque curve I used that's bad, but it seems that the acceleration at low RPM is very slow, and it picks up afterwards. In real life, the CVPI uses a torque converter, which creates much faster initial acceleration. If you go WOT from standstill irl the engine jumps to something like 2500 RPM before it starts moving, so I think that a torque converter simulation could be something to think about. For now I guess I'll compensate by changing the torque curve.
@KochamDara yeah that's why I said I "somewhat fixed electric vehicles", there's still some funky stuff going on I need to figure out, like the fact that they sometimes gain a massive amount of power.
@sartam What game version are you on, and do you have any other mods?
@ikt
It uses all the gears, but right after a shift, it changes the gear-just-shifted-to's ratio to the gear-just-shifted-from's ratio, and then slowly moves it to what it should be. To make a torque converter, I would just need to find a proper, consistent clutch value to override. The current one behaves really weird, especially in first gear.
Also, do you know anything about that gear scaling I had to do?
Great job on this, but there is one small issue. I created a realistic torque curve with max 410 Nm for the CVPI, but I had to set the gear ratios not to the real ones [2.84, 1.55, 1.0, 0.7], but to [1.83, 1.0, 0.645, 0.452] (dividing each gear ratio by 1.55, the 2nd gear). I then had to update the drive max flat velocity accordingly, to achieve realistic acceleration. Before, the CVPI accelerated more like a 4 speed Challenger. Now, it actually has a 0-60 of around 8 seconds.
Also, I don't know if it's the torque curve I used that's bad, but it seems that the acceleration at low RPM is very slow, and it picks up afterwards. In real life, the CVPI uses a torque converter, which creates much faster initial acceleration. If you go WOT from standstill irl the engine jumps to something like 2500 RPM before it starts moving, so I think that a torque converter simulation could be something to think about. For now I guess I'll compensate by changing the torque curve.
Yet another leap forward in GTA V automobilism.
@Shred go to controls.ini and set EnableKeyTurnAnimation to true.
@KochamDara yeah that's why I said I "somewhat fixed electric vehicles", there's still some funky stuff going on I need to figure out, like the fact that they sometimes gain a massive amount of power.
@zorrozol @Brudzik you can disable smooth steering in controls.ini if you don't like it.
@brix1337 yes, since Redux is a graphics mod.
@JerFRZ these bugs don't happen for me at all, what other mods do you have?
@KochamDara did you go to controls.ini and change a control to "c"? If so, try changing it to "C".