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  • @ikt I understand about the vecInertiaMultiplier. However, many SUVs should feel abit more sluggish than sedans of the same era, as almost half of the available SUVs in the game resemble real-life SUVs that are more geared towards comfort, not performance (Granger -> GMT931 Chevrolet Suburban). I found while editing handling myself that ever so slightly increasing traction values and increasing vecInertiaMultiplier Z value gives that modern as-nimble-but-heavier-than-sedans SUV feel.

    On a sidenote, I noticed some inconsistencies in the read-only CustomGearRatios file, some cars, like the SM722 and Blade have their reverse gear ratio as a positive value, not a negative, rendering the cars unable to reverse.

    How might I send you the vehicle documentation resource?

    4 days ago
  • This is great! Only why not allow us to rebind the load/unload key? I can't even honk my horn no more! :D Also interferes with some mods that require cheat string activation. Would be nice to open/close this menu by typing a small command, instead of one key.

    7 days ago
  • @ikt Perhaps I could be of assistence? While working on that little handling project I mentioned before, I also happened to continue documenting the cars like Killatomate did, nearly all road cars have been documented with some heavy trucks, last 2 DLC's vehicles missing. File contains gta car -> it's real life counterpart and the researched accelerations 0-100, 0-200, 0-300 and top speeds, as well as most of the cars have their most notable handling charecteristics specified. An another suggestion, perhaps it would be sensible to also fiddle with the <vecInertiaMultiplier> parameter, specifically, the Z-axis in order to further fine tune the feel of the car? Heavier and/or sluggish cars - z= 1.50-1.68; modern/classic sporty mid-weight cars - z= 1.40-1.50, light/twitchy or otherwise agile-feeling cars - z= 1.28-1.40. An example, the Granger SUV, while it has realistic grip levels, suspension rate and bodyroll, when making turns it feels darty and like it weighs no more than 1200kg, when it weighs double that.

    8 days ago
  • I was happily continueing, nearly finished updating/fixing and improving Killatomate's Realistic Driving V mod until I stumbled upon this today, realizing that you had me beat me in making a proper realistic driving mod ... great... But then, I started testing this and I began giggling like a little kid while doing so. This is simply OUTSTANDING. Better than anything that I had created. While my efforts make driving seem like an imitation of realistic driving, your mod makes GTA V an actual driving simulator. Just wow! 1337/10 stars! So here are some suggestions and reports from an early bird tester/enjoyer: 1) The Mclaren Senna clone - Emerus in real life has lower mechanical grip than, let's say, Koenigsegg 1:1, but compensates by having mid/hgigh-speed cornering ability due to it's F1 car like downforce, not getting this from this mod. Other supercars also feel a bit too sluggish going at high speeds, mainly the RWD ones. 2) While I understand that you had a helping hand from AI, there still are some inconsistencies in vehicle acceleration. For example the Maxwell Asbo (Vauxhall Corsa C) in real life accelerates 0-100kmh in 9s -> in your mod -> 10s. However, it is an unending debate which gta car resembles which car and which of it's variants in real life, so... Perhaps we can expect some finetuning in the future updates? 3) Suspension - many older boaty cars like the impaler LX, Emperor, voodoo should have a bit more suspension oscillations when going over bumps or when quickly coming to a stop, given their worn shocks and general suspension configuration. The Koenigsegg Jesko and One:1 clones (Entity MT and XXR) have a little too much suspension travel, bodyroll and soft suspension. Other than all of the aforementioned suggestions, this mod is the best handling mod to date, not just great ... but addictive!

    9 days ago
  • Hello, 2 things I noticed, 1) The ammo in player inventory doubles on every character switch, and the weapons you pick up from the world or from npcs don't save in the inventory.

    September 16, 2026
  • Wierd thing happened to me. Tried buying the Hunter helicopter, when I clicked on it in the website, it took me back to the page where all the vehicles are and a messa ge appeared: Avenger under construction, tried buying the Akula, worked fine. The heli saves corectly in characters' helipads, however, when i press E near the helipad to change the stored vehicle, the dlc helicopters are not on the list, could it be possible to fix this even?

    September 14, 2026
  • @3_Washing_Machines Tested the 1.1.3. everything works! Amazing work, man! Now if you could just add all the available colors to the respray category, that would be perfect! Colors like the police car blue, pure gold and others...

    September 12, 2026
  • @quaxy20 Make sure you have the latest scripthook and scripthookdotnet installed, mak sure you place the bennysmaploader.asi file in the folder where gta5.exe is, not the scripts folder.

    September 07, 2026
  • [13:21:48] [ERROR] Caught unhandled exception:
    System.MissingMethodException: Method not found: 'GTA.Vehicle GTA.Vehicle.Create(GTA.Model, GTA.Math.Vector3, Single)'.
    at HotWheelsVehicleTheftJobs.Systems.VehicleMissionSpawner.CreateMission()
    at HotWheelsVehicleTheftJobs.Core.MissionManager.StartNextMission()
    at HotWheelsVehicleTheftJobs.Core.MissionManager.UpdateMissionCooldown()
    at HotWheelsVehicleTheftJobs.Core.MissionManager.Update()
    at HotWheelsVehicleTheftJobs.Main.OnTick(Object sender, EventArgs e)
    at SHVDN.Script.DoTick()
    [13:21:48] [ERROR] The exception was thrown while executing the script HotWheelsVehicleTheftJobs.Main from "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\scripts\HotWheelsVehicleTheftJobs.dll".
    [13:21:48] [WARNING] Aborted script HotWheelsVehicleTheftJobs.Main.
    at System.Threading.Thread.AbortInternal()
    at System.Threading.Thread.Abort()
    at SHVDN.Script.Abort()
    at SHVDN.Script.DoTick()
    at SHVDN.Script.MainLoop()

    September 04, 2026