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Car and driving physics in SA

Enviado: 30 Mar 2020, 11:49
por lsnoop
Another big disadvantage of the whole 3D universe - and SA especially since the game is the pinnacle of it - is cars and how poor driving physics are done (In comparison to, for example Mafia game which boasts very precise and thorough vehicle physics)

In SA cars are too responsive to controls, lack momentum and are overall very jerky and unstable. Each key you press results in an instant reaction from the vehicle. There is neither "weight" nor "feeling" of the vehicle. Some people call it "cardboard physics"

Look at the example video:



1) There is no switching engine on

* We have a mod for this https://www.mixmods.com.br/2017/01/engi ... motor.html but multiple bugs are reported in the comments:
eu ainda posso andar pra traz com o carro/moto desligado. sem contar que as vezes crasha o jogo quando desliga o carro em cutscenes

Com esse mod Engine On-Off e o NoClip eu descobri uma coisa muito interessante.
No GTA normal. Quando um veículo cai na água e afunda, o veículo aparentemente fica danificado.
Usando o NoClip para tirar o carro da água e colocar no chão.
Usando o Engine On-Off é possível ligar o carro novamente e continuar usando o carro.
Na água parece que o veiculo apenas desliga o motor. É por isso que o rádio continua tocando.
Muito interessante essa descoberta! kkkk

Quando você está em uma moto e quer dar ré com ela desligada a animação "de andar pra trás" buga e o personagem fica se tremendo e a moto indo pra trás
-
Bug do jogo.
Mas aqui ficou "ok", ela só ficou andando bem devagar pra trás.

2) The car speeds up almost to maximum speed as soon as the key is pressed
3) The car looks overall too fragile and responsive to the environment.

Now look at driving physics from Mafia game (released in 2002)



1) The moment when engine is being turned on is unfortunately not shown in the video but this option comes with the game and works without bugs
2) Notice how smoothly and gradually the car gains speed and slows down

Bottom line:

It's 2020 and there are not mods that fix mediocre vehicle physics in SA. There are some handling mods but they do nothing or just make it even worse. 

I think that original handling is fine, and it would be still possible to fix the notorious GTA "cardboard physics", using scripts that "slow down" the reaction of the vehicle to environment and player's input (same as Real Traffic Fix for example).

Re: Car and driving physics in SA

Enviado: 30 Mar 2020, 12:23
por _jakez
I am expecting this because it really is necessary, I just get a little sad with the modder community never REALLY wanting to completely change something

Re: Car and driving physics in SA

Enviado: 30 Mar 2020, 12:38
por wooZ
What about Ragdoll Bullet Phisics? It's Possible to aplly it in cars or objects?

Re: Car and driving physics in SA

Enviado: 30 Mar 2020, 12:53
por _jakez
In objects it is even possible but needs modifications.
In cars it is the problem, because it has a very different working structure from a simple cardboard box, and as it is not only physical that is necessary, it is necessary to modify the whole system, besides that it can cause problems for example in VehFuncs, it is something very complicated and modders avoid it but I think this is not good for a breakthrough. (Several things I'm talking about are just what I think, I could be quite wrong even for not understanding completely)

Re: Car and driving physics in SA

Enviado: 30 Mar 2020, 18:05
por Ruben Viera
lsnoop escreveu:
30 Mar 2020, 11:49
2) The car speeds up almost to maximum speed as soon as the key is pressed
Edit acceleration in handling.cfg. Use G-Meter to have a better result when editing it
 
lsnoop escreveu:
30 Mar 2020, 11:49
3) The car looks overall too fragile and responsive to the environment.
Try Vehicle Immunities

Also you can use Downforce mod

Re: Car and driving physics in SA

Enviado: 31 Mar 2020, 13:40
por zBadBooyBR
Other annoyances are such as when you are driving at full speed towards a wooden fence with a car. What would happen (I think) is that since the car is heavier than a wooden fence, the fence would be destroyed and the car would just keep going on, but in San Andreas when you do that, as soon as you hit the fence the car stops, slowing you down. It doesn't matters if it's a heavy vehicle like a cargo truck or a bus, it still stops the car.

Re: Car and driving physics in SA

Enviado: 31 Mar 2020, 13:54
por lsnoop
Ruben Viera escreveu:
30 Mar 2020, 18:05
lsnoop escreveu:
30 Mar 2020, 11:49
2) The car speeds up almost to maximum speed as soon as the key is pressed
Edit acceleration in handling.cfg. Use G-Meter to have a better result when editing it
lsnoop escreveu:
30 Mar 2020, 11:49
3) The car looks overall too fragile and responsive to the environment.
Try Vehicle Immunities

Also you can use Downforce mod 

Thank you!

Downforce mod is close to what I was descibing. However, it is preconfigured very subtle and needs your own calculations. 

Vehicle Immunities is good. I don't think it fixes car parts falling off and have no idea if it doesn't interfere with missions.
 
_jakez escreveu:
30 Mar 2020, 12:53
In objects it is even possible but needs modifications.
In cars it is the problem, because it has a very different working structure from a simple cardboard box, and as it is not only physical that is necessary, it is necessary to modify the whole system, besides that it can cause problems for example in VehFuncs, it is something very complicated and modders avoid it but I think this is not good for a breakthrough. (Several things I'm talking about are just what I think, I could be quite wrong even for not understanding completely)
Well, there is Real Traffic fix and Ragdoll animations that serve an example of anything being possible in modding of the game.

Besides, I just thing it's strange that game that has "auto" in its title has such bad auto physics :)
 

Re: Car and driving physics in SA

Enviado: 31 Mar 2020, 14:46
por thalilmythos
Okay, i'ma save all your asses.

You want to have a driving like in that mafia video? then check this out.

https://www.gtagarage.com/mods/show.php?id=28002

Get this first, this is real traction, reduces acceleration from vehicles, makes braking harder, and driving in general it's more realistic, this is because it changes the surface reaction to the cars, you better be carefull if you are driving full speed and try to go to the sides because you can lose control very easily with this, it takes skill to drive with it.

That's not enough?

Download mixsets and change this setting to this:

WheelTurnSpeed       = 0.05   

That's the perfect turning speed if you play with keyboard, Cj will now take more time moving the steering wheel and therefore the car will take more time turning, like in real life.

But that's not enough?

Go back to mixsets, and change the braking settings to your liking, this will be good if you don't have mods like realistic traffic fix, otherwise, it will affect all the cars and make their brakes as weak as yours, so i don't recommend it, unless you are the type of guy who drives in an empty map.

BrakePower           = -1     
BrakeMin             = -1      

And finally.

Edit this in mixsets:

# Running over physics
CarPedImpact         = -0.2     
BikePedImpact        = -0.5     
VehPedImpactUpForce  = -0.5     

This is so that pedestrians don't slow your car down.

And get collision tweak.

https://www.mixmods.com.br/2015/04/coll ... ao-de.html

this will make the car not lose control or stop less when hitting objects, like a light pole or a wooden fence, it has a configurable ini to increase the weight of the cars in the world.

BONUS

https://libertycity.net/files/gta-san-a ... stock.html

Drive this with all of the above, so you can compare with that mafia video.

Re: Car and driving physics in SA

Enviado: 03 Abr 2020, 08:59
por GTA_GamerZ
lsnoop escreveu:
30 Mar 2020, 11:49
Another big disadvantage of the whole 3D universe - and SA especially since the game is the pinnacle of it - is cars and how poor driving physics are done (In comparison to, for example Mafia game which boasts very precise and thorough vehicle physics)

In SA cars are too responsive to controls, lack momentum and are overall very jerky and unstable. Each key you press results in an instant reaction from the vehicle. There is neither "weight" nor "feeling" of the vehicle. Some people call it "cardboard physics"

Look at the example video:



1) There is no switching engine on

* We have a mod for this https://www.mixmods.com.br/2017/01/engi ... motor.html but multiple bugs are reported in the comments:
eu ainda posso andar pra traz com o carro/moto desligado. sem contar que as vezes crasha o jogo quando desliga o carro em cutscenes

Com esse mod Engine On-Off e o NoClip eu descobri uma coisa muito interessante.
No GTA normal. Quando um veículo cai na água e afunda, o veículo aparentemente fica danificado.
Usando o NoClip para tirar o carro da água e colocar no chão.
Usando o Engine On-Off é possível ligar o carro novamente e continuar usando o carro.
Na água parece que o veiculo apenas desliga o motor. É por isso que o rádio continua tocando.
Muito interessante essa descoberta! kkkk

Quando você está em uma moto e quer dar ré com ela desligada a animação "de andar pra trás" buga e o personagem fica se tremendo e a moto indo pra trás
-
Bug do jogo.
Mas aqui ficou "ok", ela só ficou andando bem devagar pra trás.

2) The car speeds up almost to maximum speed as soon as the key is pressed
3) The car looks overall too fragile and responsive to the environment.

Now look at driving physics from Mafia game (released in 2002)



1) The moment when engine is being turned on is unfortunately not shown in the video but this option comes with the game and works without bugs
2) Notice how smoothly and gradually the car gains speed and slows down

Bottom line:

It's 2020 and there are not mods that fix mediocre vehicle physics in SA. There are some handling mods but they do nothing or just make it even worse.

I think that original handling is fine, and it would be still possible to fix the notorious GTA "cardboard physics", using scripts that "slow down" the reaction of the vehicle to environment and player's input (same as Real Traffic Fix for example). 
Try these mod:

-Downforce mod
-delta time fix
-vehfuncs