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    @awe1001 It's probably entirely possible to use the mod by hand-merging the 1.39 version with the newer handling.meta entries in the new DLC, then just applying a band-aid solution of multiplying every downforce multiplier until it "feels" right (especially since the video ikt linked does reveal that downforce does still exist, but is merely heavily subdued), until Rockstar releases a patch to fix the downforce in the newer version. I'm still in the process of blowing the dust off of my installation, but in theory it should work. Obviously it won't have the killatomate touch on the newer cars, but everything else should still work "almost" as good.

    In all likelihood, however, I think that Rockstar deliberately reduced downforce and that it's not going to change. I doubt they care that people's RE7Bs are no longer as functional because 'hey, why don't you buy a couple of Shark cards and try out some new cars?' Notice how there hasn't been a "hotfix" of any kind in spite of the issue having been reported and known for well over a month... GTA Online is poison to game design. =P

    9 days ago
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    Hey, thanks for this! I was just lamenting to myself at how mind-numbingly painful it is to hand-merge handling.meta files using a diff tool. This seems so much more convenient. I think this might even let me salvage Realistic Driving V on my setup, just by doing a downforce multiplier (couldn't really care less about the ridiculous technicals from the online DLC, so who cares if they have updated handling or not =)).

    9 days ago
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    This mod works fine for me in normal mode with a selection of sensible objects (for instance, I removed the traffic light -- because come on ;-)), but the Editor mode is very unpredictable. It will drop the objects randomly instead of attaching the props to the character, it does not support the Left Arrow (doing so will often close the interface, which can only be brought back by opening up the cell phone -- which incidentally also allows the props to attach to the character), and occasionally the editor mode can lock itself in without showing the menu, requiring a quit and reload. Objects derived from Ball work fine for normal gameplay mode -- they will throw normally -- but in Editor mode, the baseball will render separately from the object.

    I can't give a perfect score because the editor mode is so unpredictable, but it works fine in regular gameplay.

    January 24, 2017
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    @MorphE9s There never was one. It was in "most active" development through Bikers, but was updated in the middle of development for Import/Export. =)

    January 24, 2017
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    Yep, still works great for me too.

    Importantly, we now have documented stamina functions... I just wish he still had the source code. I can make educated guesses, but it'd be so much easier if I knew which native functions and/or hacks he was using to force walking or running states.

    January 23, 2017
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    @shimon101 GTA5-Mods' autocompletion includes the parenthesis for some stupid reason. Just nix that and it'll work fine.

    January 10, 2017
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    I'll be contrarian here.

    Contrary to the caveats in the readme file, this mod is perfectly fine for keyboard and mouse, and steering wheels as well -- I've tried both, with and without Custom Steering (https://www.gta5-mods.com/scripts/custom-steering) enabled, and I can say for sure that the experience is extremely realistic and entertaining with both. Every car has a unique personality and it is incredibly fun trying to push the limit of the vehicles. I personally prefer more modest InversePower settings (right around the defaults) for a less-drift-car, more-realistic experience, which makes cornering at extreme speed just as punishing as it is in reality.

    Contrary to some others' opinions here, cars are actually even far more grippy than Handling V's ever were; if you've played Handling V for even a few minutes, you'll find that everything is tighter, quicker, and more or less just more fun. Handling V's Buffalo S to Realistic Driving's Buffalo S is as skis are to racing slicks.

    It's hard to be contrarian and manage to find something you truly love, but this one definitely cinches it.

    January 10, 2017
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    @mrsipe ScriptHookVDotNet mods always go in your scripts folder. (Rated half a star for not knowing where to install a mod? Yikes, dude.)

    If it's a .dll mod, it's almost certainly SHVDN (and goes in 'scripts') unless they mention somewhere that it's a RageHook mod, in which case it goes in 'plugins' instead. But this isn't one of those.

    .asi go in the root folder. (Technically they could also go in the 'asi' subfolder, but very few designers use relative directories properly when making their .asi mods, so that almost always screws things up.)

    January 06, 2017
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    It adds a demoscene soundtrack, song title "Reloaded Installer #10", to replace the ambient background music/noise during initial game startup.

    January 05, 2017
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    @AnarchyBlues @ImNotMentaL Yeah, since there are many vehicles per scene in ordinary gameplay -- e.g., in Online you might wind up racing numerous supercars simultaneously -- I do think it's somewhat unlikely that frame rate was their concern. It was almost certainly done solely for reasons of presentation.

    (Actually, I'm extremely bummed by GTA V's garages in general. It was almost a game in itself trying to squeeze as many cars into GTA:SA's garages as possible, and GTA IV made it even more entertaining by not even including walls. Instead they gave us garages with hard-points where cars appear and fixed amounts of walking space around each vehicle. Online ruining it for single player as usual. ;-))

    Also, I never did rate this file, apparently!

    January 05, 2017