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@DirtSpray
That'd be a great resource.
vecInertiaMultiplier: This *was* edited to be looser/lighter actually. The default values made cars very sluggish to turn when combined with lower/realistic grip levels. I may slightly bump them up again if you feel they're a bit too nimble, but SUVs generally are pretty competent if I have to believe these moose test videos. It's really the initial response that really gets dulled down by high z-inertia that I don't want.
@BallerBellic
DriveV maintains V's high slip angles and keeps high wheel traction, which makes cars handle vague on a wheel. It also doesn't integrate my other scripts for the engine response and gearbox changes. It however does come with many more features like carcols, AI changes and more.
@jupiterlovejam
Ah, just off-road traction. Specifically removing the fake speed limitation but increasing drag. You should notice powerful cars being able to reach high speeds while slower cars get bogged down realistically.
@DirtSpray
Thanks! This is very much open to changes/tweaks. I've only moderately worked on aero cars so these definitely still kinda generic. One problem is that new DLC vehicles are now forced to use the old-skool downforce and I kinda flattened this behavior, but I can definitely tweak per-vehicle now if anything really stands out.
As for suspension, will also take a look at loosening some older cars and tightening some supercars.
Holy hell
It works fine for me on the latest Legacy.
@Loaze
Are you sure you have the latest version? V should not open the menu.
Holy heck nice
@writtninblood @pdvjnim
Use a trainer.
@Virusoscar_06
The .list is a simple text file. One model name per line.
@kingoutrage420
Then you haven't properly installed add-on vehicles. I can't help with installation problems.
Having a hard time chasing down where things go wrong... For now, just disable patching suspension. You may encounter some setups being undriveable though!
@Loaze
Which specific vehicle?
@Xire
No