Semi-Realistic Vehicle Physics V 1.9.6

Info: Skipped 1.9.5 due to bugs.
-Resolved Sultan RS and Banshee2 Speed (which also solved issue with Banshee's dials not working in cockpit)
- Fixed DLC cars deformation
- Fixed Police3 suspension
- Added DLC cars to the additional files. Please repleace Popgroups.ymt
- Fixed Stalion not appearing on the roads due to wrong naming (OPTIONAL FILE)
- Added Kalahari on Countryside roads (OPTIONAL FILE)

Added files that enable DLC vehicles on the road to be seen!
These files are for enabling DLC cars on the road as well as adding character specific vehicles to be seen on road.
It also adds more Post-vans, police cars, police peds on the roads and sidewalks. Also it adds some rare vehicles etc. Use with caution.

Instructions how to install are below.

Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.

Previous version (included in the package for those who prefered them):
- Improvements for vehicle mass
- Fixed Adder's speed
- Improved top speed of Baller3,4,5,6
- Improved Speed of Progen T20
- Other Minor fixes and improvements

This mod is NOT for people who look for total realism.

This mod is the one I've been working on for quite some time.

We all know that V driving physics are boring. They tend to be too easy, car suspension being too hard or that damage is terrible and we all know that there has to be a balance between realism and fun, right?

Well, this mod does just that. I've spent around 160 hours on making this. For me personally total simulation in arcade game such as GTA is a no go. So everyone who likes something in between, this mod is for them. I've tried to make this one as believable as possible.

Basically what it does is make car physics mix between IV and V. The suspension in cars is not too hard and not too soft, it's between V and IV. Vehicles don't have high understeer like some other mods have, or too high turning radius at high speeds. Here if you will be driving at high speed your car can drift/spin, if you hit a wall, there is a chance of you jamming your wheel completely.

Since I've began making this mod, I've always wondered why police and their cruisers have unhealthy advantage over your car, making pursuits agitating. The chases felt a little bland with that old damage modelling that I thought that maybe, just maybe if I could increase somehow deformation, I could make chases a lot more exciting and introduce few new tactics that can help you escape, or get you into even more trouble if you're careless.

Thanks to twice increased deformation, you and police have equal chances of getting knocked out. We all know that police cruises love to smash into your back, right? Well now Ai will smash into you, but they have to take risks because 5 hits and their car can be on fire and knocked out of the chase. Same goes to player.

New tactic in regards to damage makes police equally vulnerable. If you hit them in the front side panel where wheel is (or any of the wheels really), you have high chance of jamming their wheel and making them unable to catch up with you. Same goes to player. You can do that to any car pretty much, making chases even more exciting (atleast for me) and make you THINK before you crash into someone or something.

Add that drop of realism to the car physics and you got yourself a fun mix between simulation and arcade that V lacks, but IV had (however overdone).

This mod includes all DLC vehicles, including newest updates. It also removes turbulence from aircrafts/helis and improves slightly bike driving (however thanks to me being rather vehicle NERD I've spent more time on cars and trucks rather than planes and bikes, but don't worry, I will keep this one up to date.

- Softer suspension, a mix between V and IV.
- A bit more realistic car physics that applies to all cars including DLC ones.
- Increased twice car deformation, introducing few new tactics to chases
- Removed turbulence from aircrafts/helicopters
- Slightly improved vanilla bike physics
- Trucks have now 8 or 10 gears (however I don't think it works right so please test it and give feedback)

Use OpenIV and drop handling.meta file into update.rpf/common/data.

Instructions for installing additional files:
1. Use OpenIV to insert popcycle.dat and vehicles.meta into update.rpf/common/data/levels/gta5
2. Using OpenIV move popgroups.ymt to update.rpf/x64/levels/gta5

If there are issues, please tell me. Also give me suggestions, I will do everything I can to satisfy mod users so don't hesitate to tell me what bothers you here.

Alabeo - creation
obajtektsw92 - Inspiration and references
Alexander Blade - his amazing scripthook and IV car physics (had lots of fun with it too)
Killomante - His realistic Driving physics where I have looked at real life counterparts for references.
plnoxxon - his military jet handling
First Uploaded: July 18, 2015
Last Updated: January 29, 2016
Last Downloaded: 1 hour ago


  • Michael3

    I have a bit of trouble finding time to update. I will update, just don't know when.

    June 15, 2016
  • 8309e9 thugneko

    IVPack compatibility?

    July 06, 2016
  • Franklin2

    does this work after patch?

    July 14, 2016
  • Franklin2
    July 18, 2016
  • Default

    So, as already asked by others, does this work with the latest patch/DLC update?

    July 19, 2016
  • Bd5159 pissonwalkingsteamod

    If I was only allowed to install one mod for GTA V, this would be it. This mod has made the game fun again for me. In my opinion, the driving physics are absolute garbage in the vanilla and almost ruined the entire game. I can't imagine the amount of work that went into this. I can only pay you back with a thank you and a perfect rating.

    And for those wondering if it still works after the patch: I have it installed and it's working just fine, only the new dlc cars have GTA V's shitty handling.

    July 31, 2016
  • 252997 guido basic pose

    Hey mate, I'd like to know if this mod is compatible with this one https://www.gta5-mods.com/vehicles/realistic-top-speed-for-gta-v , I'd love to install yours but I also like having fast cars, so would it be possible?

    August 15, 2016
  • Simeon

    @Alabeo or someone

    is it normal for Osiris to have very stiff handling ? I can barely make turns hhaha

    September 09, 2016
  • Simeon

    Also, if you plan on making an update in the future, please make your vehicles.meta file compatible with newest VisualV mod :)

    I find your car physics the best for this game, realistic (much better than stock), but not too realistic.

    September 09, 2016
  • Default

    Is this the mod used for driving physics in gta v redux? I hate the look of redux but I like the set of mods he used for driving. Rag dolls and cops etc. Is this the one used? Also does anyone know what other mods he used in his redux?

    October 01, 2016
  • Default

    And yes make this work with visualv!!!!!

    October 01, 2016
  • Default

    cant get it to work

    October 12, 2016
  • Default

    @Silentghost Josh stole a lot of work for that mod, but if you just use raiders blood destruction and violence overhaul along with the euphoria physics mod then it makes for better ragdoll physics

    October 16, 2016
  • 553685 indiana jones by ssava

    Oh, man, I was looking for this mod. I forgot it name. This is the best realistic handling mod as for me. Especially with the option "No burnout". Everything seems perfect to me.

    December 12, 2016
  • Default

    Is this compatible with Realistic Driving Mod?

    December 23, 2016
  • 470070 l

    The latest patch supports?

    December 25, 2016
  • C5c385 avatarrr

    >Due to difficulties with removing sinwave motion simulation (turbulence & wind) sadly turbulence version is discontinued for now.

    Damn thats a shame, so is modifying the wind, and 4 turbulence values in handling.meta to 0.00000 the only thing we can do to lessen the false turbulence and aircraft instability in the game?

    February 04, 2017
  • Default
    March 03, 2017
  • Trevor2

    Nice mod, but the damage can be really fucking annoying at times.

    April 12, 2017
  • Trevor2

    Alright, this mods handling is fantastic, but the damage is very fucking annoying. I ran over a pedestrian in a time specific mission as Trevor, and the fucking engine in the truck didn't allow it to accelerate anymore, forcing me to retry the mission again. And when I was driving in the Pheonix, the car's tire all of a sudden blows out on me, even though I didn't crash into fucking anything, rendering the car unusable and undrivable. You should've just kept the original deformation for the cars, or at least given an option for others who don't want to go through annoying shit like that.

    April 17, 2017
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