Sorry guys, i had fun with the mod, but it was very time consuming for me. I tested every car for about 20-30 minutes, with several game new starts. With every new updates and new cars, this was just too much for my little spare time. Maybe Rockstar will consider this feature in the next game
@fotters And as I already mentioned: If you want REALISTIC acceleration do not upgrade the cars.If you load your savegame with tuned cars don´t blame me when they accelerate too fast. I tweaked the settings for the standard cars.
And just to mention for others: It´s nearly impossible to provide the real acceleration, because the revolution speed is not coupled to the engine power, its just sound file. Therefore the acceleration follows a linear incline while the only resistance is the aerodynamic drag.
Also, you can compare the handling modding to a rubiks cube, you change one thing and it will affect a lot of other things.
@Shogun It´s quite hard to find a good mixture for both, Keyboard and Controller players. But I will turn down the wheelspin on the comet a bit in the next update!
Hey Guys, sorry had to do a lot of studying, i'm going to update again beginning with this week. Feel free to post suggestions which class you'd like to get modded. Thanks again for all the support!
@flyingspatula "supposed" I thought the same - but when you work with it you will see it´s not that simple.
I´ve changed what I´ve changed for optimal and realistic reasons - a rearwheel drive Comet (911) will have wheelspin, the Multiplicator was just a bit too high
@bkohaci
What kind of slow? The topspeed is capped around 250 km/h just like the BMW.
Comet has much power, wheelspin is normal. Although my mod is playable with no problems on a keyboard i advice to play with a controller for better controlling drifts and wheelspin
Sorry guys, i had fun with the mod, but it was very time consuming for me. I tested every car for about 20-30 minutes, with several game new starts. With every new updates and new cars, this was just too much for my little spare time. Maybe Rockstar will consider this feature in the next game
@fotters And as I already mentioned: If you want REALISTIC acceleration do not upgrade the cars.If you load your savegame with tuned cars don´t blame me when they accelerate too fast. I tweaked the settings for the standard cars.
And just to mention for others: It´s nearly impossible to provide the real acceleration, because the revolution speed is not coupled to the engine power, its just sound file. Therefore the acceleration follows a linear incline while the only resistance is the aerodynamic drag.
Also, you can compare the handling modding to a rubiks cube, you change one thing and it will affect a lot of other things.
@Shogun It´s quite hard to find a good mixture for both, Keyboard and Controller players. But I will turn down the wheelspin on the comet a bit in the next update!
Hey Guys, sorry had to do a lot of studying, i'm going to update again beginning with this week. Feel free to post suggestions which class you'd like to get modded. Thanks again for all the support!
@flyingspatula "supposed" I thought the same - but when you work with it you will see it´s not that simple.
I´ve changed what I´ve changed for optimal and realistic reasons - a rearwheel drive Comet (911) will have wheelspin, the Multiplicator was just a bit too high
will it leave brown ..... skidmarks?
@Brehon ok thanks for your opinion, i will change it then
@romanredice romansenger@gmail.com
@neilsunga666 look for requirements for openIV
@bkohaci
What kind of slow? The topspeed is capped around 250 km/h just like the BMW.
Comet has much power, wheelspin is normal. Although my mod is playable with no problems on a keyboard i advice to play with a controller for better controlling drifts and wheelspin