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Realistic Top Speed and Acceleration (All Vehicles) 3.3

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Mod for those who dislike GTAV limited top speed (which, even supercars, dont pass 120 mph).

With this mod, all vehicles now have a decent (and realistic) top speed. Supercars reach 200 mph, normal cars 120, decent ones a bit more, old/rusted ones a bit less.

All that I do was reduce the drag coefficient value by 10x, for ALL street vehicles. And for sports and supercars/bikes, I increase a little the top speed value too.

The other values are all the original ones, which maintain the original equilibrium. So, slow vehicles are still slow, but with a realistic top speed; fast vehicles are still fast, but much more now :)

Now the full throttle feeling is real. Be ready to feel the GTAV map a bit smaller, but be ready too for having a bigger smile while driving :) Have fun.

ps: I do this with GTA IV some months ago too, the result was very good:
http://www.gta4-mods.com/misc/realistic-original-handlingdat-f31714
http://www.gta4-mods.com/misc/realistic-original-handlingdat---eflc-version-f31917


*** For those with problems in finding handling locations, here ALL handling locations:

update>x64>dlcpacks>mpapartment>dlc.rpf>common>data
update>x64>dlcpacks>mpbiker>dlc.rpf>common>data
update>x64>dlcpacks>mpchristmas2>dlc.rpf>common>data
update>x64>dlcpacks>mpexecutive>dlc.rpf>common>data
update>x64>dlcpacks>mpheist>dlc.rpf>common>data
update>x64>dlcpacks>mpluxe>dlc.rpf>common>data
update>x64>dlcpacks>mpluxe2>dlc.rpf>common>data
update>x64>dlcpacks>mphalloween>dlc.rpf>common>data
update>x64>dlcpacks>mplowrider>dlc.rpf>common>data
update>x64>dlcpacks>mplowrider2>dlc.rpf>common>data
update>x64>dlcpacks>xmas_604490>dlc.rpf>common>data
update>x64>dlcpacks>mpjanuary2016>dlc.rpf>common>data
update>x64>dlcpacks>mpvalentines2>dlc.rpf>common>data
update>x64>dlcpacks>mpstunt>dlc.rpf>common>data

update>update.rpf>common>data

x64w.rpf>dlcpacks>mpbeach>dlc.rpf>common>data
x64w.rpf>dlcpacks>mpbusiness>dlc.rpf>common>data
x64w.rpf>dlcpacks>mpbusiness2>dlc.rpf>common>data
x64w.rpf>dlcpacks>mphipster>dlc.rpf>common>data
x64w.rpf>dlcpacks>mpindependence>dlc.rpf>common>data
x64w.rpf>dlcpacks>mplts>dlc.rpf>common>data
x64w.rpf>dlcpacks>mppilot>dlc.rpf>common>data
x64w.rpf>dlcpacks>mpvalentines>dlc.rpf>common>data
x64w.rpf>dlcpacks>spupgrade>dlc.rpf>common>data


UPDATE 3.3
- Included all vehicles from Bikers DLC

Location of the new handling:
update>x64>dlcpacks>mpbiker>dlc.rpf>common>data


UPDATE 3.2:
- Included all vehicles from Cunning Stunts DLC

Location of the new handling:
update>x64>dlcpacks>mpstunt>dlc.rpf>common>data



UPDATE 3.1:
- Included all vehicles from Further Adventures in Finance and Felony DLC;
- Increased the top speeds from some luxury SUVs, like Rocoto, Dubsta, Serrano, some of them are supposed to have v12 engines and such, so, they original top speed are a bit low than the purpose. Now they can reach 150mph+
- made default the 400 kph option for entity and adder (there was no point on maintaining the old version)

Location of the new handling:
update>x64>dlcpacks>mpexecutive>dlc.rpf>common>data

ATTENTION: again, rockstar blocked some of the new cars from dlc, like the unannounced "Prototipo" and a gta version of Porsche 918, so, when you spawn them with the trainer, the vehicle disappear. and, again, the same modder that unlock this from previous dlc made it again, here is the link: https://www.gta5-mods.com/vehicles/mplowrider2-in-sp Thanks to him!

UPDATE 3.0:
- Included the new vehicles from Lowrider 2 dlc

Location of the new handling:
update>x64>dlcpacks>mplowrider2>dlc.rpf>common>data

ATTENTION: in this new update, rockstar blocked the the new cars from being used in singleplayer (when you enter in it, it disappear). To use them, you will need this simple mod: https://www.gta5-mods.com/vehicles/mplowrider2-in-sp its very simple to install, is only adding one file to the main gta folder. Thanks to its author!


UPDATE 2.9:
- Included the new vehicles from January 2016 update (Banshee 900R and Sultan RS)
- Included the upcoming Valentines dlc "new" vehicle (another Roosevelt)

Location of new handlings:

update>x64>dlcpacks>mpjanuary2016>dlc.rpf>common>data
update>x64>dlcpacks>mpvalentines2>dlc.rpf>common>data




UPDATE 2.8:
- new DLCs (Executives and Other Criminals, and christmas 2015 dlc) ALL VEHICLES included
- increased a bit Huntley top speed value to match with new Land Rovers from the new dlc (Huntley handling is in mpbusiness2 folder, from x64w.rpf folder)

Location from the new dlcs handlings:

update>x64>dlcpacks>mpapartment>dlc.rpf>common>data
update>x64>dlcpacks>xmas_604490>dlc.rpf>common>data



UPDATE 2.7:
- new DLCs (Lowriders and Halloween) ALL VEHICLES included
- added 400 kph option for Adder (Veyron) and Entity (Koenigsegg) :)

The location for Lowriders dlc handling is: update>x64>dlcpacks>mplowrider>dlc.rpf>common>data

And theres another dlc unnanounced, the Halloween dlc. It add two new vehicles, an oldschool hearse and another hotrod :) it's updated automatically with the lowriders dlc update. The location from its handling is:
update>x64>dlcpacks>mphalloween>dlc.rpf>common>data

***Just explaining better the 400 kph option: its a new "formula" that I created, not just increasing by "100" the top speed value, but DOUBLING it. Like, for Adder, the original value was "160", so it became "320"; For entity, the original value was "155", so it became "310". With this doubled value, these two cars become 400 kph capable by stock :)

If you wanna try it, install the handling file from the folder "(400 kph option for adder and entity)" in the place of the main handling file (update>update.rpf>common>data).

Just advising that the gears from Entity and Adder become too long with it (like 120mph in second gear). But just for these 2 cars, that are supposed to be the fastest of the world, right? :)


UPDATE 2.6:
- new dlc (Ill-Gotten Gains Part 2) ALL VEHICLES included :)
- reduced new Blista top speed to original value (it was too fast to a small engine car like its to be);
- reduced Sultan top speed value to original one (like the kuruma, it was getting 300 kph, which it's too much for a 4 door japanese like it's to be)
- increased Jackal top speed (I forgot that it was from coupé class, so its deserves a better top speed);
- increased another minor top speed values to some cars, like Franklin' Buffalo (just to have a bit better top speed than original Buffalo)

The location from Ill-Gotten Gains Part 2 handling is: update>x64>dlcpacks>mpluxe2>dlc.rpf>common>data

UPDATE 2.5:
- Increased top speed value from some luxury sedans like Schafter, Rolls Royce and Tailgater, They weren't passing 200 kph, which is too little for a luxury sedan like that.

- Increased top speed value from old 4 doors like Emperor and Regina. They were barely hitting 100 mph, which is wispy, even for old ones like them.

UPDATE 2.1:
- decreased the Kuruma top speed value to original one (it was getting 300 kph, wich is too much for a Lancer)

- decreased Fusilade top speed value to original one (like the kuruma, it was getting 300 kph, wich is too much for a Chrysler Crossfire)

- increased the new Oracle top speed value (just notice it now, it belong to the coupé class, wich deserve a better top speed value than the original)


UPDATE:

Just adjusted some unconformity that the first version have, like some old sport cars having the same top speed as a new sports car. Now, it's a bit more equilibrated, only supercars and new sports cars have an enlarged top speed value, for all other cars the original value is more than enough (do not delude yourself, what gives the realistic top speed and acceleration is the low drag coefficient value, the top speed value only make gears longer, what's only necessary for emulate supercars)

But, still, ALL vehicles have a decent and realistic top speed and acceleration.



And his time I give you other option too: a version that the only tweak I do was reduce the drag coefficient value. Top speed values remains ALL default,
Here, all the cars have a realistic acceleration, it depends on you choose what top speed each one will have (if you wanted, sure, if you dont want, choose the first option).
Its very easy to do, in the handling line its called "DriveMaxFlatVel value".
Tweak this number by your own taste. But my recomendation: test it by default first, and only tweak the ones that you feel that is needed. With the already reduced drag coefficient, the original top speed values are enough for the VERY MOST of the vehicles.







Have fun!


*sorry for english
First Uploaded: June 17, 2015
Last Updated: November 06, 2016
Last Downloaded: 3 minutes ago
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462 Comments

  • Default
    brunodrl94
    Pinned Comment

    Well guys, sorry for the long await, I had some problems with my motherboard, so I was unable to test the mod. But now its all solved, tested the mod and finished it, its already uploaded. Enjoy it!

    (again you will need this mod to unlock the new vehicles in the singleplayer: https://www.gta5-mods.com/scripts/mplowrider2-in-sp )

    *sorry for english

    November 06, 2016
  • Default

    Is PoliceT the Unmarked Cruiser?

    November 09, 2016
  • Default

    What about the Grip?

    November 09, 2016
  • Default

    for the handling.meta (Default), what's the Unmarked Cruiser's handling name?

    November 09, 2016
  • Gtao47

    @brunodrl94 Can you show me how to increase the deformation of the car?

    November 09, 2016
  • Default
    brunodrl94

    @Ginity69 I think its the "DeformationDamageMult" and "EngineDamageMult" values, use ctrl+f in the windows notepad and you will find.

    I never tweaked them, so I dont have any tip of value for you. but try yourself, increase a bit, test in game, decrease a bit, test again etc there you go

    *sorry for english

    November 09, 2016
  • Default
    brunodrl94

    @vonmillard I think its name in handling file is just "fbi" (remember the fib buffalo from gta iv? they use its name for the federal vehicles, in gta V there are 3: stanier, buffalo and a rust one, identified in the handling line as "fbi", "fbi2" and "fbiold")

    what do you mean by grip?

    *sorry for english

    November 09, 2016
  • Default

    @brunodrl94 By grip I mean how easy the vehicle can slide

    November 12, 2016
  • Default
    brunodrl94

    @vonmillard ok, those values I never tweaked, I dont even know what values are them, the only values that I really know something are the speed/power/acceleration ones. if you wanna something different about this grip, a reccomend you this mod: https://www.gta5-mods.com/vehicles/realistic-driving-v

    *sorry for english

    November 12, 2016
  • Default

    I wanted to edit the Unmarked Cruiser(POLICE4)'s handling to handle my version of the FMJ's Handling because I installed the "FMJ Unmarked Police" model

    November 12, 2016
  • Default
    brunodrl94

    @vonmillard well, in this case I think its very simple: copy the entire fmj handling line and paste it in the police4 handling line (obviously dont change the name "police4"). the gta handling are made exactly to its respective 3d models, so, using the original handling line made exactly for the 3d model would result in a much better handling (thats the main goal of my mod: dont change anything from those values made for the 3d models, only change the performance values).

    *sorry for english

    November 12, 2016
  • Default

    Hola, hice lo cambios tal cual el video. El juego ahora no arranca. Cual seria el problema? Gracias

    November 21, 2016
  • Default
    brunodrl94

    @Jons1991 instalaste o trainer do alexanderblade? aqui o link: https://www.gta5-mods.com/tools/script-hook-v é crucial para o mod funcionar.

    November 21, 2016
  • Default

    Si lo tengo instalado. Creo que el mod tiene algun tipo de error. Esta funcionando muy bien hasta ahora

    November 21, 2016
  • Default
    brunodrl94

    @Jons1991 conseguiu fazer o mod funcionar?

    November 21, 2016
  • Default

    sigo con problemas. reinstale pero de 10 veces que entro al juego carga 1. Alguna solucion?

    November 26, 2016
  • Default
    brunodrl94

    @Jons1991 tem algum outro mod instalado?

    November 26, 2016
  • Default

    instale el natural vision y anda muy bien. sin dudas el redux tiene mejor calidad pero demasiados conflictos. muchas gracias saludos

    November 26, 2016
  • Default

    @brunodrl94 tentei instalar seguindo o video e o readme, mas o jogo diz que os arquivos estão corrompidos. consigo rodar outros mods (velocimetro/trainer) normalmente, menos esse. Alguma ideia?

    November 27, 2016
  • Default
    brunodrl94

    @FelipeMKG tenta substituir só o handling.meta principal (update>update.rpf>common>data), vê se o jogo reconhece. se der certo, aí vai tentando os outros aos poucos (talvez o erro seja pq alguns dos handling.meta das dlcs tenham tb um handling.dat junto, nesses casos o .dat tb tem que ser colado). se não der, aí tenta uma pasta exclusiva para os mods, dá uma olhada no "openiv.asi", na página do openiv eles explicam como usar,

    November 27, 2016
  • Default

    5/5 This mod has actually brought me a good feeling from driving. Drifting, Offroad, Racing .. this all is just perfectly calculated. (y)

    November 28, 2016
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