IVPack: The Overhaul [Handling | Metas] 0.6
4.514
159
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03 August 2019
Changelog
0.6 (Special thanks to Funnypig and their GTAO server for the testing and feedback for this one)
- Sultan S: Raised inertia and grip.
- Cavcade FXT, Admiral, Buccaneer, Fortune: Raised inertia.
- Feltzer: Improved suspensiond, inertia and grip. It is now proper.
- Feroci: Better suspension.
- Pinnacle: Better grip, inertia and suspension too.
- PMP600: Less inertia (made lighter) and better grip.
- Premier Classic and Willard: Made more boaty, better grip.
- Rebla: Better grip.
- Schafter: Better grip, fixed understeer issues.
0.5
- Improved the grip on the Futo Hatch, Presidente, Hakumai, Uranus and SuperGT.
- Improved the suspension on the Phoenix, Rancher and DF-8.
- Fixed heavy understeer and stiff suspension issues on the Typhoon and Schafter GTR.
- Updated the Sabre and Vigero vehicles.meta entries so they get the fixed names from the original IVPack files.
0.4.5
- Fixed a few VERY low grip values in some cars (Cheetah Classic, Phoenix, Lokus, Interceptor, Brickade), and added a bit of bodyroll to them.
- Added a custom Bodhi (Clean) handling. Its ID is BODHIC.
- Improved the Brickade enginepower (reduced) and gave it a more proper, soft but strong suspension. Also better inertia.
0.4
- Improved overall deformation.
- Pinnacle: Improved suspension and grip (too stiff, too little)
- Added Mr Tasty and Transit Bus handling.
- Sultan S: Fixed griploss (had none)
- Sabre: Fixed ABS (had none)
0.3.5
- Improved overall grip and griploss
- Fixed inexistent bodyroll on some of the cars
- Tweaked some suspensions for FutoGT, Sentinel GTR, Schafter GTR, Hakumai, etc to better represent their role
- Reworked Turismo & Cheetah Classic
This mod overwrites some IVPack .meta files to overhaul the way the vehicles handle and behave, making each vehicle more unique, interesting to drive and sometimes even own.
The reasons
IVPack's handling files are not unique nor handcrafted, they are V vanillla handling files repurposed and slightly tweaked. This makes most cars not have a handling that defines them in any real way, a lot of cars having repeated values or even directly loading vanilla handling IDs, instead of their own unique ones.
IVPack is also a great testing ground for my overall handling overhaul project, which would span all vanilla vehicles and all lore friendly vehicle packs, if completed. IVPack has a good variety of vehicles of all classes and its not that big, which makes it perfect for me to test if this overhaul project would actually be worth working for. What I achieve with IVPack will be a testament of what the big overhaul will be like.
The aim
Overall, the vehicles should handle under coherent rules. Think of it as a mix between IV and V with a bit of realism/credibility thrown in.
This overhaul is ruled by credibility and coherence. It is NOT ruled by convenience (unlike V), and therebefore, no car is tuned to be convenient to drive. Vehicles have their own characteristics, personality and issues.
The logic behind each vehicle class and each specific vehicle is too complex to write here, but expect shitty cars to handle like shit, specialized cars to handle well in their enviroment, badly when out of it. Etcetera.
Handling features (Main thing I'm working on now)
- More vehicle inertia, which helps making the cars feel weighty. Its tailored to each vehicle, so some vehicles will still feel nimble, others will feel way heavier.
- Less overall grip, again coherent with each vehicle. Not a good idea to speed with a Marbella anymore, but the Typhoon can go flat almost anywhere.
- Softer suspension and more suspension travel.
- Bodyroll.
- Tires can now clip through the ground (but only down to the rim) to simulate tire deformation and add another layer of suspension smoothing.
- The fake wheelspin multiplier has been completely disabled. This, combined with the overall less grip, allows the cars to suffer wheelspin more naturally, with the grip lost from it being due to the tyre sliding, not an external multiplier.
Bikes, Trucks, Helicopters, Boats and planes are not included yet.
Future features (Will be tackled later on)
- Finetuned enginepower and brakepower for the vehicles.
- Modkit ID fixes (some cars have no modkit, they should have Modkit 0 to at least have the basic performance tuning options)
- Finetuned performance tuning options for the vehicles.
- Disabled 'FORCE_GROUND_CLEARANCE' flag for all vehicles, optional. That flag allows cars to properly bottom out, allows the underside to collide with everything, and removes the dance on two wheels.
Installation
The overhaul consists of just two files that will replace the original IVPack ones, inside the /pres/ dlcpack.
- Open the downloaded file and extract the Common folder and its contents somewhere.
- Using OpenIV, situate yourself on 'Grand Theft Auto V\mods\update\x64\dlcpacks\pres\dlc.rpf\'.
You will see another Common folder there.
- Copy the extracted Common over it, replacing it.
You are done, fire up the game and enjoy.
Now, in case you want to know what you're replacing, you will replace two files inside:
- pres\dlc.rpf\common\data\levels\gta5\vehicles.meta
- pres\dlc.rpf\common\data\handling.meta
Vehicles.meta contains some fixes to redirect the cars to new, unique handling IDs.
Handling.meta contains the new handling IDs and fixes to the originals.
Primul incarcat: 16 Februarie 2019
Ultimul incarcat: 03 August 2019
Last Downloaded: in urma cu 7 zile
All Versions
54 Comentarii
More mods by Eddlm:
Changelog
0.6 (Special thanks to Funnypig and their GTAO server for the testing and feedback for this one)
- Sultan S: Raised inertia and grip.
- Cavcade FXT, Admiral, Buccaneer, Fortune: Raised inertia.
- Feltzer: Improved suspensiond, inertia and grip. It is now proper.
- Feroci: Better suspension.
- Pinnacle: Better grip, inertia and suspension too.
- PMP600: Less inertia (made lighter) and better grip.
- Premier Classic and Willard: Made more boaty, better grip.
- Rebla: Better grip.
- Schafter: Better grip, fixed understeer issues.
0.5
- Improved the grip on the Futo Hatch, Presidente, Hakumai, Uranus and SuperGT.
- Improved the suspension on the Phoenix, Rancher and DF-8.
- Fixed heavy understeer and stiff suspension issues on the Typhoon and Schafter GTR.
- Updated the Sabre and Vigero vehicles.meta entries so they get the fixed names from the original IVPack files.
0.4.5
- Fixed a few VERY low grip values in some cars (Cheetah Classic, Phoenix, Lokus, Interceptor, Brickade), and added a bit of bodyroll to them.
- Added a custom Bodhi (Clean) handling. Its ID is BODHIC.
- Improved the Brickade enginepower (reduced) and gave it a more proper, soft but strong suspension. Also better inertia.
0.4
- Improved overall deformation.
- Pinnacle: Improved suspension and grip (too stiff, too little)
- Added Mr Tasty and Transit Bus handling.
- Sultan S: Fixed griploss (had none)
- Sabre: Fixed ABS (had none)
0.3.5
- Improved overall grip and griploss
- Fixed inexistent bodyroll on some of the cars
- Tweaked some suspensions for FutoGT, Sentinel GTR, Schafter GTR, Hakumai, etc to better represent their role
- Reworked Turismo & Cheetah Classic
This mod overwrites some IVPack .meta files to overhaul the way the vehicles handle and behave, making each vehicle more unique, interesting to drive and sometimes even own.
The reasons
IVPack's handling files are not unique nor handcrafted, they are V vanillla handling files repurposed and slightly tweaked. This makes most cars not have a handling that defines them in any real way, a lot of cars having repeated values or even directly loading vanilla handling IDs, instead of their own unique ones.
IVPack is also a great testing ground for my overall handling overhaul project, which would span all vanilla vehicles and all lore friendly vehicle packs, if completed. IVPack has a good variety of vehicles of all classes and its not that big, which makes it perfect for me to test if this overhaul project would actually be worth working for. What I achieve with IVPack will be a testament of what the big overhaul will be like.
The aim
Overall, the vehicles should handle under coherent rules. Think of it as a mix between IV and V with a bit of realism/credibility thrown in.
This overhaul is ruled by credibility and coherence. It is NOT ruled by convenience (unlike V), and therebefore, no car is tuned to be convenient to drive. Vehicles have their own characteristics, personality and issues.
The logic behind each vehicle class and each specific vehicle is too complex to write here, but expect shitty cars to handle like shit, specialized cars to handle well in their enviroment, badly when out of it. Etcetera.
Handling features (Main thing I'm working on now)
- More vehicle inertia, which helps making the cars feel weighty. Its tailored to each vehicle, so some vehicles will still feel nimble, others will feel way heavier.
- Less overall grip, again coherent with each vehicle. Not a good idea to speed with a Marbella anymore, but the Typhoon can go flat almost anywhere.
- Softer suspension and more suspension travel.
- Bodyroll.
- Tires can now clip through the ground (but only down to the rim) to simulate tire deformation and add another layer of suspension smoothing.
- The fake wheelspin multiplier has been completely disabled. This, combined with the overall less grip, allows the cars to suffer wheelspin more naturally, with the grip lost from it being due to the tyre sliding, not an external multiplier.
Bikes, Trucks, Helicopters, Boats and planes are not included yet.
Future features (Will be tackled later on)
- Finetuned enginepower and brakepower for the vehicles.
- Modkit ID fixes (some cars have no modkit, they should have Modkit 0 to at least have the basic performance tuning options)
- Finetuned performance tuning options for the vehicles.
- Disabled 'FORCE_GROUND_CLEARANCE' flag for all vehicles, optional. That flag allows cars to properly bottom out, allows the underside to collide with everything, and removes the dance on two wheels.
Installation
The overhaul consists of just two files that will replace the original IVPack ones, inside the /pres/ dlcpack.
- Open the downloaded file and extract the Common folder and its contents somewhere.
- Using OpenIV, situate yourself on 'Grand Theft Auto V\mods\update\x64\dlcpacks\pres\dlc.rpf\'.
You will see another Common folder there.
- Copy the extracted Common over it, replacing it.
You are done, fire up the game and enjoy.
Now, in case you want to know what you're replacing, you will replace two files inside:
- pres\dlc.rpf\common\data\levels\gta5\vehicles.meta
- pres\dlc.rpf\common\data\handling.meta
Vehicles.meta contains some fixes to redirect the cars to new, unique handling IDs.
Handling.meta contains the new handling IDs and fixes to the originals.
Primul incarcat: 16 Februarie 2019
Ultimul incarcat: 03 August 2019
Last Downloaded: in urma cu 7 zile
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Great mod, any plans to add a variant with realistic acceleration/speed and possibly deformation?
07 August 2019 -
I haven't used it yet, does it currently have realistic speeds and not limited/scaled?
08 August 2019 -
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@Eddlm Hello, I have used your handling file to get Regina Sedan variant to have better handling without it flipping over and it worked perfectly (i modified the rest of it acceleration/top speed to my desire). But I have a problem with the Beater variant of Vigero. I mainly used your handling lines for these two cars as they had no unqiue handling of their own, but even with your handling lines, Vigero beater tends to flip over when cornering. This especially applies when it corners over something like, sidewalk. If the road is even remotely uneven - it tends to flip on two wheels. Also the rear is really heavily slumped down (don't know if that was intentional). I'm not too good when it comes to fixing flipping over issues with cars, so I thought I'd report this faulty handling of Vigero rust bucket, so you can improve it. Hopefully I can download it again and use it on the vigero in my game, heh.
08 August 2019 -
@Frostelis Yeah, known issue for the beaters, will do something next update. The rear thing is intentional though.
You can fix it by setting the suspension bias to 0.5, and fix the rolls raising the rollcentres, if you need it soon.
11 August 2019 -
@Eddlm Installed it and exactly as I said, since it has limited/scaled speeds would it be possible to have realistic speeds, acceleration and possibly even deformation? Going max 200~ in a Zonda isn't fun nor challenging, but otherwise the handling physics are great and much of an improvement of the standard that's including with IVPack.
I've been wanting (and many others) a Realistic Driving V-esque mod for IVPack (and similar mods such as Vinallaworks and Dispatchworks).
14 August 2019 -
That said, thanks for taking the time to actually checking it and not just asking for what you want this time.
If it were as easy as raising the engine top speed, i might do it, but air drag plays a huge factor on real top speed and I don't really have the time for figuring out the balance on each vehicle.14 August 2019 -
am i the only one that thinks the Hakuchou Custom and Double-T Custom are REALLY slow otherwise great overhaul
26 Octombrie 2019 -
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Again thanks for making this, but I feel like the police6(merit) and police7(police stinger) should get their own handling entries instead of borrowing from the Merit and the Presidente V10. In GTA4 the police car has different handling than the Merit, and the Police Stinger had one of the highest topspeed in the game. Being as they're police cars, they always have better handling than their civilian counterparts too, as GTA5 also does this with the Stanier/Buffalo.
07 Iunie 2020 -
@Eddlm IVPACK is currenly with a roblem. I installed it and it will make my game crash. I read a comment from IVPack and one guy said the mod's problem is because there is a vehicle's data missing. he also mentioned your mods and he said your mod can fix the problem. is it true?
09 Iulie 2020 -
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@Eddlm hey , after installing this, I'm missing the "Ubermatch Rebla" is there a problem I need to fix?
18 August 2020 -
Remember that feedback is important. I need to know if you like the changes, and what you don't, to focus and improve on it.