Inverse Torque 3.0
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24 Ağustos 2020, Pazartesi
If you want the purest experience, disable the scale with gear. Everything else is proper default.
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Updating from 0.1: Delete InverseTorqueSP.dll from the /Scripts folder. 0.2 includes its own folder to keep it well sorted.
Changelog
0.1 - Initial release.
1.0 - New scaling system and added a Options.ini config file.
1.1 - Tweaked the ratio at which the multiplier gets to maximum. It is now half of TractionCurveLateral, as I felt it worked better. Set the default scale to 2.0.
1.1b - Fixed script crash (bad vehicle check)
2.0 - Multiplier scales with grip, and peaks at a static 90º now.
3.0 - Scaler with gear.
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My own attempt at fixing the power cut vehicles have when sliding.
Check out the original InversePower! Inverse Torque is not compatible with Inverse Power, however.
This approach is very simple, and only affects a single vehicle feature - torque. It should make it play nice with any handling or script.
- Cheats - (º or ´keys on the keyboard)
itscale: Set the multiplier per gear. Ideally 1 would be adequate, but you can try 1,25 for a more obvious change. Or 2, or more, but it goes wild easily.
itdebug: shows the angle and multiplier on screen. Toggleable.
- How it works -
InverseTorque scales the torque output using the car's slide angle as reference. You define the scale in Options.ini.
At 90º, full sideways, the torque multiplier maxes out, so you don't get infinite power.
- REQUIREMENTS -
.NET Framework 4.5.2
Visual C++ 2015
ScriptHookV Latest
ScriptHookVDotNet Latest
- How to install -
Extract the InverseTorque folder into /Grand Theft Auto V/Scripts/ (If /Scripts does not exist, create it).
Then open Options.ini and edit it to your liking.
İlk Yüklenme Zamanı: 23 Nisan 2020, Perşembe
Son Güncellenme Zamanı: 9 gün önce
Last Downloaded: 40 dakika önce
46 Yorum
More mods by Eddlm:
If you want the purest experience, disable the scale with gear. Everything else is proper default.
______________________________
Updating from 0.1: Delete InverseTorqueSP.dll from the /Scripts folder. 0.2 includes its own folder to keep it well sorted.
Changelog
0.1 - Initial release.
1.0 - New scaling system and added a Options.ini config file.
1.1 - Tweaked the ratio at which the multiplier gets to maximum. It is now half of TractionCurveLateral, as I felt it worked better. Set the default scale to 2.0.
1.1b - Fixed script crash (bad vehicle check)
2.0 - Multiplier scales with grip, and peaks at a static 90º now.
3.0 - Scaler with gear.
------------------------------------------------------------------------------------
My own attempt at fixing the power cut vehicles have when sliding.
Check out the original InversePower! Inverse Torque is not compatible with Inverse Power, however.
This approach is very simple, and only affects a single vehicle feature - torque. It should make it play nice with any handling or script.
- Cheats - (º or ´keys on the keyboard)
itscale: Set the multiplier per gear. Ideally 1 would be adequate, but you can try 1,25 for a more obvious change. Or 2, or more, but it goes wild easily.
itdebug: shows the angle and multiplier on screen. Toggleable.
- How it works -
InverseTorque scales the torque output using the car's slide angle as reference. You define the scale in Options.ini.
At 90º, full sideways, the torque multiplier maxes out, so you don't get infinite power.
- REQUIREMENTS -
.NET Framework 4.5.2
Visual C++ 2015
ScriptHookV Latest
ScriptHookVDotNet Latest
- How to install -
Extract the InverseTorque folder into /Grand Theft Auto V/Scripts/ (If /Scripts does not exist, create it).
Then open Options.ini and edit it to your liking.
İlk Yüklenme Zamanı: 23 Nisan 2020, Perşembe
Son Güncellenme Zamanı: 9 gün önce
Last Downloaded: 40 dakika önce
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@Eddlm @ikt I'm sure you'd be able to test/implement a differential, as you have much better understanding of ManualTransmission.
I'm pretty certain, that it's not the powercutting that prevents drifts, but the open differential GTAV uses, as the powercutting measured by GetWheelPower is less than 20%, which is not enough to prevent a slide. This:
if (Vehext.GetWheelRotationSpeeds(vehicle)[2]> Vehext.GetWheelRotationSpeeds(vehicle)[3])
Vehext.SetWheelBrakePressure(vehicle, 2, ((Vehext.GetWheelRotationSpeeds(vehicle)[2] / Vehext.GetWheelRotationSpeeds(vehicle)[3])-1) * intensity);should be enough to test my theory.
26 Nisan 2020, Pazar -
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@Eddlm @ikt Look at the Vehext.GetWheelRotationSpeeds values. The car drifts (only?) when both tyres are rotating at the same speed. That only happens in the redline (Rpm==1)
Sure increasing power/torque to get the rpm to 1 is a way to get drifts, but it's not a pretty solution.4 Mayıs 2020, Pazartesi -
idk why, but game crashes in any car, but only if i accelerate=( Mb you can help me (no errors or smthg in logs)
5 Mayıs 2020, Salı -
@Eddlm cool mod guy =), but a noob question, how do I configure the car parameters ??
Thank you very much in advance
9 Mayıs 2020, Cumartesi -
@Eddlm
This script is broken by the Summer Update.
The amount of torque multiplier is applied at all times instead of just when you're sliding.18 Ağustos 2020, Salı -
@mrwallace888 Yes , is broken @Eddlm update please , i love this mod
20 Ağustos 2020, Perşembe -
sounds awesome. you should make a script that when vehicle hits set rpm, it will activate set torque/power boost to simulate turbo lag or 2-stroke power band.
24 Ağustos 2020, Pazartesi -
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This is a perfect mod. 10/10 its so amazing and thank you for being so brilliant!
9 Aralık 2020, Çarşamba -
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I had this working when it came it however recently noticed it not loading the script - Unable to resolve API version 2.10.13
I have the latest C++ and .net so unsure why it no longer loads the script24 Aralık 2020, Perşembe -
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2.0 Fixes the broken script by the Summer Update, improves the logic and requires .NET Framework 2.8 as I've updated to the latest SHVDN build.