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Realistic Top Speed and Acceleration (All Vehicles) 3.6

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OIV Installer version by @Drwho0894 : https://mega.nz/#!WgMkGK6I!fSK2XOSZWceAP7hyZBx1AiNJVbUWHjnqFKjcxtOOSNE


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>update.rpf>dlcpatch>mpapartment>common>data
update>update.rpf>dlcpatch>mpjanuary2016>common>data

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>mpimportexport>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>x64>dlcpacks>mpspecialraces>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 3.5
- Included all vehicles from Special Vehicle Circuit DLC

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


UPDATE 3.4
- Included all vehicles from Import/Export DLC

Location of the new handling:
update>x64>dlcpacks>mpimportexport>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
Show Full Description

First Uploaded: June 17, 2015
Last Updated: 4 hours ago
Last Downloaded: 7 minutes ago

All Versions

 3.6 (current)

108 downloads , 178 KB

 3.5

52,231 downloads , 168 KB

533 Comments

  • Default
    brunodrl94
    Pinned Comment

    New gunrunning update already uploaded.

    Like all of you may know, take two treatened open iv team (which includes alexander blade, the scripthookv creator), so there was some time off. fortunately, they already come back, so the this mod could survive too.

    But now, if you wanna spawn the new vehicles (along with the new armored vehicles, theres some hiden new sportscars too: the classic cheetah making its comeback, a gta version of lamborghini countach and lotus sprit and two new supercars, one of them is like a hypercar, so I make it 400+ kph capable:), you will need another trainer, the default one from scripthookv dont support the new dlcs anymore. I reccomend this trainer:
    https://www.gta5-mods.com/scripts/simple-trainer-for-gtav

    location of the new handling file (the ones with the mod already installed only need to replace this handling file):
    update>x64>dlcpacks>mpgunrunning>dlc.rpf>common>data

    *sorry for english

    7 hours ago
  • Default

    Does this mod work with modded cars? and if so, do I have to manually change the top speed, and if that that is so, then what files would I need to edit?

    May 10, 2017
  • Default
    brunodrl94

    @Crackersjaxx yes. but only if the modded cars replaces original cars, not add on ones (unless it shares original handling). like, if you add a lamborghini in place of the infernus, it will use its handling, will work perfectly. but if you add a lamborghini not replacing any vehicle, it will not use original handling (unless you change something in the vehicles.meta or something like that, I'm not remembering exactly - or unless the add on modder already included this original handling share in his mod).

    theres any need to edit, the default top speed/aceleration from the mod is very good. but if you wanna, you need only to change 2 values: open the handling.meta with notepad and increase manually these values: InitialDriveForce value (horsepower one) and InitialDriveMaxFlatVel value (top speed/gear ratio one). but again, theres no need for that, the values are very sensitive, any too much increase will result in very unrealistic aceleration/top speed.

    *sorry for english

    May 10, 2017
  • Default

    @brunodrl94 Thank you so much! this will be so nice for my modded vehicles!

    May 10, 2017
  • Default

    Thanks a lot Bruno it works very well

    May 20, 2017
  • Lamar

    Should definitely add some sort of package installation.

    May 21, 2017
  • Default
    brunodrl94

    @TheDivineHustle take a look on the pinned post

    heres the link again: https://mega.nz#!WgMkGK6I!fSK2XOSZWceAP7hyZBx1AiNJVbUWHjnqFKjcxtOOSNE

    May 23, 2017
  • Lamar

    Out fucking standing.

    May 23, 2017
  • A72d17 images

    @brunodrl94 Im sry about my earlier review, I was to quickly to judge.
    After testing several handling mods I went back to this mod again, and after testing more cars I found this mod to be the best handling mod that I could find, and now I use it in my mod setup.

    Some thoughts: I think the acceleration is a little too much, they are probably proper for a world class driver, but the characters in GTA 5 is far from that, they would not be able to push 100% of the cars.

    Anyway, thanks for making this mod and for sharing it, 4.5/5 starts :)

    May 29, 2017
  • Default
    brunodrl94

    @xxx78 well, in the end of the day, the character in gta 5 is the player himself. and, imo, when you press the acceleration button, that means full thorttle. thats the main goal of the mod: giving the full thorttle feeling that gta original handing lacks (in original handling, theres that annoying feeling that the car can run faster but the thorttle is never full achieved by the character; principally in the last gears that are overdrive only).

    not to mention that modern cars dont require world class drivers to achieve its full acceleration, the automatic clucth, traction control etc already do the job. just like with my mod, the only thing its needed to achieve its full potential is full thorttle.

    but if you really want a slower acceleration, its very simple: open the handling.dat files with notepad and decrease the values from "InitialDriveForce" from the cars you want to be slower. decrease it by 05, or 10, it already will make a big difference.

    May 30, 2017
  • A72d17 images

    @brunodrl94 Thanks for your reply. I will play around with InitialDriveForce on a few cars and then I see what I do, maybe I will miss the full throttle in the end, it is fun after all :)

    May 30, 2017
  • Default

    @brunodrl94 Greetings! Thank you for a cool mod, feels the best out there, great job! I just can't make the rides from "Executives and Other Criminals" dlc to work with your mod (it appears installed correctly, latest steam version), others seem to operate fine. Any help would be appreciated.

    June 01, 2017
  • Default
    brunodrl94

    @Masters make sure that you replaced the file from: update>x64>dlcpacks>mpapartment>dlc.rpf>common>data (thats the handling location from executives and other criminals dlc)

    a very easy way to verificate it is opening the handilng file with open iv, and checking its lines. when opened, check if the "InitialDragCoeff" value (the third value after vehicle name) is reduced by ten (the original values are numbers like "12.0" "10.0" "9.0", with my mod it will be "1.2" "1.0" "0.9" etc). if these values are reduced, theres no way for the mod not to be working with the vehicles from the dlc.

    *sorry for english

    June 01, 2017
  • Default

    @brunodrl94 It's all good, thank you for the tip, but it doesn't work for no apparent reason. Other dlcs seem to work just fine. For example. Schafter3 (V12) won't go faster than 180-190 km/h, while regular Schafter from vanilla easily does 200+. Could you or anyone else please look at the code and test it? I've seen some differences with other modded handling.meta files. For an instance, cars from this DLC might have an extra zero in their modded values and so on (usually they have less digits), but I've no idea if that's the case whatsoever.

    June 01, 2017
  • Default

    The solution is here - https://forums.gta5-mods.com/topic/4793/where-is-schafter-3-4-5-6-handling-meta-and-vehicles-meta-now/14
    Have to change the dlcpatch folder's file as well.

    June 01, 2017
  • Default
    brunodrl94

    @Masters thanks for noting and bringing the solution. I never noticed this problem cause I werent using the vehicles from this dlc. tried here, and really they werent being affected by the mod.

    the problem is in this dlc patch folders like you said. checked here, and the "january 2016" dlc have this problem too. so, we need to replace the handling.meta from it too. thats the only two folders that have handling.meta in this dlcpatch folder, so they are the only dlcs that need to be replaced in this folder.

    HERE THE LOCATIONS FOR EVERYONE:

    update>update.rpf>dlcpatch>mpapartment>common>data
    update>update.rpf>dlcpatch>mpjanuary2016>common>data

    June 02, 2017
  • A72d17 images

    @brunodrl94 Probably a obvious question but I ask anyway, Tunning from Los Santos Customs and Single Player Benny's Original Motor Works still make a difference right?

    June 13, 2017
  • Default
    brunodrl94

    @xxx78 for sure, take a look on the last video under the mod presentation image (https://www.youtube.com/watch?v=dXyJ36tNNzg ), you only get the sultan rs to be fast like that with full tuning. I personaly rarely use tuning, cause the vehicles (sport ones) become too fast.

    June 13, 2017
  • Default
    brunodrl94

    @xxx78 for seeing the performance increases I reccomend you the nfs gauge: https://www.gta5-mods.com/scripts/nfsgauge-rpm-gear-speedometer its a speedo with timers and stuff, very good to test the performance from the vehicles.

    June 14, 2017
  • Default
    brunodrl94

    new gunrunning DLC handling file already modded, just waiting to the scripthook being updated to test the handling and make the final touches. but I have a very sad news to you: open iv is being discontinued because of a threat by take two (more information here: http://gtaforums.com/topic/889348-take-two-vs-modding/ )

    remembering that the openiv is what allow this mod to be applied. fortunately, it was still possible to me to open the new handling file from the new dlc, but without updates in the openiv I dont know how far we can go with this handling mod. lets see, hope that openiv turn this case around and come back, or another type of program like this arise to the mod community proceed its mods. and hoping too that scripthook dont have any trouble either.

    *sorry for english

    9 days ago
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