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

    6 days ago
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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.

    6 days ago
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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
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    @Killatomate In his defence, Tempesta is the Italian word for "Tempest", whereas Huracàn is the Spanish word for "Hurricane" (in keeping with Lambo's Spanish naming scheme), so the "inspiration" car was probably Lamborghini.

    However, it's a total wash since whatever Rockstar intended the car to be, the resulting car is Lotus-sized. The Huracàn's 5.2L engine would barely fit in that little engine bay. What's more, the handling would be almost identical one way or another; the final performance specs of the Huracàn are... 600 horsepower and 1450 kg. Go figure. =P

    Don't let the bastards grind you down. =)

    Also -- you have a life and an apparently-far-more-successful Warframe channel, so release it when you're ready and not a moment sooner. We're all anxious as heck, but we're also adults and can wait. (Or at least *should* be adults for a game of this nature...) =)

    January 05, 2017
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    @Yorpie My concern is that you can't have the best of both worlds -- i.e., you can't adjust the position of the massive text or suppress the "tutorials" while still retaining the other notifications, although I admittedly spent almost no time playing around with it: I suppose disabling "hints" is probably what I'm looking for. =P

    January 05, 2017
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    @wafflesgaming @The_XXI @Yorpie Yeah, I figure that is 100% Arrest Warrant. (It annoys me too -- permanently-locked-on tutorial mode and giant text that obscures your first-person view whenever you evade police... but It [i]is[/i] still better than going through airport security.)

    January 04, 2017
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    Is there a newer video of the thermal strength? Ideally we could have something closer to Pilotwings 64, such as in https://www.youtube.com/watch?v=UY6x8K6Y14Y, where you will gain a small amount of *acceleration* rather than direct *translation*, which will fade in or out as you enter or exit the radius or column height of the thermal. It's OK to have *strong* thermals so long as they aren't so jarring -- remember, this is still air swirling around, not the almighty hand of Zeus. =)

    A rate of climb of roughly 1 m/s is realistic, but a rate of climb of up to 10 m/s (as in Pilotwings) would be forgivable for most players.

    January 02, 2017
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    @EnforcerZhukov: Is there a way to detect headshots and simply increase the health damage by a multiplier instead of causing an instant kill?

    compute health damage to player
    if player health is lower than last known value && last hit location was head
    compute health difference
    set bonus damage to (health difference * headshot multiplier setting) - healh difference
    apply bonus damage
    endif

    The one reason I stopped using the (more or less) same mod for GTA IV is because the lightest tap on the head -- such as jumping into a pole, falling onto a parked car, having a hand grenade bounce off of your head, or falling off a motorcycle with a helmet on and brushing the concrete -- would result in an instant death. It was excellent when shot or when a car actually ran your head over, but infuriating in almost every other situation that involved something contacting the head, to the point that the negatives outweighed the positives. =)

    November 26, 2016