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5.0
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0.8.5.0 (beta)
We should have more mods like this
Just some suggestions:
Is it possible to have:
-Customizable dealership location coordinates with blips
-Custom car spawn point coordinates around or inside the dealership
-Custom car list for each dealership with custom price
-Custom service times at different dealerships based on when you can buy cars at the time, means the cars be there but not buyable at thw time
In the future updates?
There is a car lot mod that does that however it has some issues and it hasn't been updated
This work is of pure magnificence
You can use this as the sporty/high ride height mode that can do the expected 0-300 Km/h under 16.5, and top out somewhere +385 Km/h, a real life test performed results which on simulation methods, that will happen
This alongside with VanZ P1 which is the race mode, 349 Km/h 0-300 about 18s
Both great models
5 stars is much less than the true worth of this model, and the VanZ model as well, this one has more details and you can manually configure the real life downforce on the high ride height mode which is much less than race mode cause vehfuncs work independently from game spoiler, which the game auto spoiler actually adds nearly accurate downforce levels and multipies the traction values by 1.06, but this is barebone and you can work around the downforce how you like
Well done!
NFS From Underground up to Pro Street were legendary... Anything past that point was pointless arcades for children
Thanks for the mod
@xcaps Hi, I actually send a request to another member the same name as Byronic, thought it was you, good thing we can keep this going, talk to you there
@xcaps I tried to change my name to ramtinbass but it didn't work completely, so my old name ramtin_ace_thm may be the name
I searched you and sent a request to the name you provided but I don't know where to check for messages
@xcaps Your comment means a lot to me, you don't know how happy you kade me during these times!
actually, I've calculated the exact center of mass/estimated roll center=calculated the estimated suspension force closely and tweaked the dampers to get best accuracy / added torque map=95% realistic acceleration/revising the gear change speeds back to original speeds because of newer ManualTransmission versions/revised damage map and engine damage in corelation to deformation/+ some more features
It's still on certain cars like p1/veyron/laferrari/slr
The revised suspension may alter the traction values and if that happens I must calculate the whole acceleration times again, so I'm doing this in a slower pace, less cars but more realism
The only issue here is the ManualTransmission 5.6.2 which has support for 1.68 3095 game version and upwards, isn't free and it's on patreon, with a DRM, requires a license key generated by confirmation of a valid patreon subscription
The 1.68 3095 version especially broke MT, and a lit more mods
However
1.67 3028 and before 5.6.1 works there
The script has went under huge revision so the author decided to patreon it
These all work with 5.6.1 and should work with 5.6.2 as well
I can't get the script from patreon currently, but that is the issue here
If you can downgrade or buy the script then it will work for you
Forgot to say, all roll centers areestimated based on the real values of Ferrari F40 around 10cm's from ground
I'll try to test the P1
I'll tag you here when I finished some cars before updating, I'll give you some early releases just to repay your kindness 😀
On discord or telegram or anywhere you wish
Ramtinbass
Search me on IG or Telegram
The only mod that disables pocket reloading is
https://www.gta5-mods.com/scripts/manual-reload
The manual reloading is somewhat broken in most guns up to 1.67 3028 but the pocket reloading is disabled there, I think it has an option, however this does not disable the pocket reloading in cars
The bad thing is that mod is completely broken beyond 1.68 3095
And may I ask if there is a .net version?
Does this disable GTA's stupid pocket reloading?
Corrupt files? The issue persists
I've been looking for this for ages, tired if testing cars around the short airport then superbrake, restart the timer at the previous speed I cut off and then continue... The question is, is the road surface same as the airport so the acceleration tines do not differ, or is it slippery or for some reason increase acceleration? In gta 4 the right side of the airport lane sped up cars unrealistically and got improper results but the left side worked fine, guess I'm gonna try it out and see how it works