Gta Iv Default Handling File

Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • handling.meta file in GTA V, like in previous versions of the game, controls the physics and animations of vehicles in-game. Beyond Compare 3.3 Keygen - And Torrent more. This file is found found in. Common data and can be edited with any text editor. Parameters There are 50 parameters in 6 groups, plus additional sub handling data. Physical Attributes These seven values represent the vehicle's physical proportions within the game: handlingName This is used by the file to identify the handling line of the vehicle.

Gta Iv Default Handling File

Project Cerbera >Grand Theft Auto >San Andreas >Tutorials >GTA San Andreas handling.cfg. In the comments of the GTA San Andreas data handling.cfg file to. The list of file extensions associated with GTAIV Handling Editor - A simple utility used to modding vehicles in GTA IV game.

Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.) fMass This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object. Value: 0.0 - 10000.0 and above.

FInitialDragCoeff Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag. Value: 10 to 120 fPercentSubmerged A percentage of vehicle height in the water before vehicle 'floats'. So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded). Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.

VecCentreOfMassOffset This value shifts the center of gravity in meters from side to side (when in vehicle looking forward). Value x: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity right. Value y: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity forwards.

Value z: 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity up. Changing this value to great negative quantities (E.G.

-10 or greater) will cause the vehicle to behave erratically, moving many feet per frame. VecInertiaMultiplier Value x: 10.0. Value y: 10.0.

World Machine 2.3 Keygen. Value z: 10.0. Transmission Attributes These values describe the vehicle's straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. FSteeringLock can be thought of as a measure of sideways acceleration. FDriveBiasFront This value is used to determine whether a vehicle is front, rear, or four wheel drive. Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.) nInitialDriveGears How many forward speeds a transmission contains.

Value: 1-16 or more. FInitialDriveForce This multiplier modifies the game's calculation of drive force (from the output of the transmission).

• Drive force formula TBD Value: 0.01 - 2.0 and above. 1.0 uses drive force calculation unmodified. Values less than 1.0 will in effect give the vehicle less drive force and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25. FDriveInertia Describes how fast an engine will rev.

For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel. • Drive inertia formula TBD Value: 0.01 - 2.0. Download Adobe Flash Player For Smartphone. Default value is 1.0, or no modification of drive intertia. Bigger value = quicker redline fClutchChangeRateScaleUpShift Clutch speed multiplier on up shifts, bigger number = faster shifts fClutchChangeRateScaleDownShift Clutch speed multiplier on down shifts, bigger number = faster shifts fInitialDriveMaxFlatVel Determines the speed at redline in top gear.