23.720
300
23.720
300
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (but not cartoonish GTAIV levels of roll). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Tải lên lần đầu: 24 Tháng ba, 2021
Cập nhật lần cuối: 24 Tháng sáu, 2022
Last Downloaded: 1 hours ago
All Versions
504 Bình luận
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (but not cartoonish GTAIV levels of roll). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Scaled top speeds
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life counterparts
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
WOV Patch Exclusive Features: Traffic spawning edits, aimed at making traffic diverse and realistic, so that rare cars are actually a special treat to come across (still a WIP though, they're still too common). More vehicle spawn color edits (Club, Caracara, Hellion & Penumbra FF). Made odd-colored taxis less common. Casting Trailer added to spawn with more vehicles than just Caracara.
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
This mod is recommended to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super (limited support after 2nd Lowriders DLC) SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Another installation error! Fixed.
4.3 - Fixed missing file installation error.
4.2 - Fixed mis-labeled folders causing installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Tải lên lần đầu: 24 Tháng ba, 2021
Cập nhật lần cuối: 24 Tháng sáu, 2022
Last Downloaded: 1 hours ago
Sorry for the long wait everyone. I was in the middle of some big projects like fixing the traffic issues and experimenting with engine damage when the DLC came out, so it caught me off guard when I was not planning on releasing an update anytime soon at the time.
@PermissionToLand apologies, this is my first time using the mod and didn't look at the update notes.
@PermissionToLand
Thanks for help!
now your mod is working correctly in my game, and drive feel is so good!
Hi! I suggest you to lower fLowSpeedTractionLossMult by half (especially for muscle cars). Burnout is a cool effect, but handling those cars at low speed is really painful and not much realistic. Maybe you have something in mind?
@ultimo If you've ever driven a muscle car, it's quite easy to spin the wheels in 1st gear. I've been focused on San Andreas TDE for a while, but as I recall, you can avoid burnouts if you're careful with the throttle. I do wish there was a more organic way to induce wheel spin. You can always edit your own file, seeing as you know which value to change. But I'll keep it in mind and see if I want to change that when I get back to V.
Is there a way to make this newest version work with world of variety?
@moesalma Are you sure about that?
there is no "VehicleVarietyMultiplier" in settings.xml... at least, not in any i have. yes, I did install the mod.
@PermissionToLand can you please make a video on latest version of this mod on youtube
@madkirk74 Are you running an older version of the game?
I think commercial vehicles need some work. I'm a training commercial driver, and the turning on commercial vehicles, specifically buses & other 30ft+ vehicles is all off. IRL, the front axle on a coach actually has a wide range in which the wheels can be turned, but due to the length of the bus, the back axle is the actual pivot point. For that reason, commercial vehicles with a 20ft wheelbase or longer can't start their turn from the stop-line at an intersection. Instead, we're taught to "square it out" & actually make the turn at an exact 90 degree angle - pull forward until the double line at the intersection is at the driver's shoulder, then make a full rotation leftwards on a left turn at a really slow speed, and having 3 to 4 ft of room from the right curb at your shoulder before starting a right turn with a slow approach & being able to finish in the original lane in which you started on both turns. As is with this current version of the mod, it's not possible to turn one of the longer commercial vehicles in the game without curbing/missing the intended lane/hitting something unless starting the turn from the stop-line, which would cause the rear of the commercial vehicle to cross into the oncoming lane & clip any vehicles stopped right next to the double lines.
@jWILL253 Thanks for the comment. I'll make a note of that for the next update.
@PermissionToLand first of all this really is the most in-depth and detailed driving mod for gta v and those with a little bit of knowledge about that handling.meta commands would realize how much work you put in. Thanks for all those hours just to give this to the player base to have fun.
I just would like to leave a small request. I was trying to use mods whilst still playing the story and that first mission by trevor where he chases those lost mc van.........i got really sweaty palms lol and had to retry. Pretty sure all chase missions in the story will be super hard to do. I really want your realism but could you leave out the driving and traction part of it and give us a suspension mod ? I just love the way the cars absorve bumps, it makes it so realistic.
@15thpose Thanks. But ironically that's not a small request. I would have to go through and edit every car in the game, and do it twice to have both a full overhaul and a suspension only mod. Here's a solution for you though; write down which cars are used in story mode missions and change just those ones back to the original traction values.
So what, at this point, is the downside of not having a WOV patch? Just curious as I've never used this mod or WOV but was about to install both when I realized there may be a patch issue. Is it just that rarer cars show up in traffic more often than they should based on how rare they are?
Just want to get an idea if I can use Drive V and WOV without any game-breaking issues.
@15thpose I went and replayed the mission. I found the biggest issue for me was the Bodhi being tipsy, so I lowered the center of gravity and increased the damping. I did also feel like it needed more traction, so I increased that a little and changed the traction curve a little, too. What sucks is that all of the car chase missions are scripted, so they don't use the actual driving physics, and it's worsened by the rubberbanding, which allows them to turn at impossible speeds if you start catching up.
@MisFitz The patch is what makes them compatible together. You can't use both without the patch because they edit some of the same files. The game will crash otherwise. The bit about rare cars being less common was just an edit I made to WOV along with my patch.
@PermissionToLand Gotcha, makes sense. Do you plan to make a WOV patch moving forward? Just curious.
Thanks again for the response!!
@MisFitz Possibly.
@PermissionToLand I installed this with Traffic Plus recently, and my game crashes when driving in certain areas
@PermissionToLand I've been messing with the oiv files in WinRaR. Nothing seems to fix the crashing, unless I'm doing something wrong I guess lmao