Drive IV (Realistic Handling & Crash Fix for IVPack) 2.2
2 639
49
2 639
49
This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling), and also resolves the crashes that occur with the current version of IVPack. The handling is more similar to IV than V, but without a few of what I felt were the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on.
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Scaled top speeds
- Popping onto curbs disabled
- Realistic suspension behavior
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up. The Hellfury was cut for causing crashes.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Scaled top speeds
- Popping onto curbs disabled
- Realistic suspension behavior
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up. The Hellfury was cut for causing crashes.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Először Feltöltve: 2021. május 26.
Utoljára Feltöltve: 2021. július 25.
Utoljára Letöltött: 39 perce
39 Hozzászólás
This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling), and also resolves the crashes that occur with the current version of IVPack. The handling is more similar to IV than V, but without a few of what I felt were the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on.
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Scaled top speeds
- Popping onto curbs disabled
- Realistic suspension behavior
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up. The Hellfury was cut for causing crashes.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Scaled top speeds
- Popping onto curbs disabled
- Realistic suspension behavior
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up. The Hellfury was cut for causing crashes.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Először Feltöltve: 2021. május 26.
Utoljára Feltöltve: 2021. július 25.
Utoljára Letöltött: 39 perce
For the next update, I will add IVpack cars to the various customized car spawn points around the map.
@PermissionToLand The Pop up light cars pop up light didn't work when after install the handing mod.Can you fix it?
@IPcheang The issue with the Futo's headlights comes from IVPack, not DriveIV. The Hakumai's pop-ups work, though.
@PermissionToLand
FYI: you probably have to update your .oiv archive
I moved the content from the install folder so OpenIV could read the assembly.xml!
Just a tiny step, but maybe crucial for people who don't think about that if there's an error message when installing this pack :)
@npcs_1992 Oh crud! Thank you for pointing that out! Fixing now!
Any reason this mod replaces my popgroup? If it's for the spawning, I understand but I replaced my original popgroups back after this install since it's the WoV popgroup, but wanted to make sure this wasn't going to mess up the DriveIV goal?
I do have the AddedTraffic mod that spawn my add-on cars into traffic without messing with popgroups.
That being said, @PermissionToLand both your DriveV and IV mods are requirments for my mod stack. Thank you so much for making these!!
@5kY1iN3 You're all good. Popgroups is only for traffic, it's not needed otherwise. I've never heard of that AddedTraffic mod, I'll have to check it out.
Amazing mod so far, the handling is so good.
I found a very little bug, the Emperor Stretch now doesn't have a name when you enter it (It used to be "Albany Emperor Stretch" now after this mod, it only "Albany"). Same goes with Futo IV
Very well made mod! also popgroups.ymt is a nice addition i can definitely see more supercars in rich areas Thanks!
@PermissionToLand Any chance for a version with realistic top speeds?
@gdfGDS44 You know, I was against it before, but having tested it, I've changed my mind. I'll probably include that in the next update.
@PermissionToLand For some reason, when the Rancher SWB is spawned, the game crashes instantly.
@PermissionToLand I found the problem, it has no handling lines for it.
@-EcLiPsE- Oh crud, that's because I put that line in my main handling.meta to share it with the Ranchers in VWE. I'll fix that as soon as I can. In the meantime, you can get the handling line from my DriveV mod if you want. It's just named "rancher".
@PermissionToLand Alright then.
Good mod btw
The Best GTA V Driving Enhancement Mod there is, period!
Hello, do we still need to install the older version of inverse power? 1.1.3? Or can we use the updated version? 2.0.0?
I can try it myself if need be. I was just curious of someone knew ahead of time. Thanks!!
@PermissionToLand Dunno if you'll respond to this, but I found a slight issue with the Freeway, its back wheel clips to the ground and affects its handling, making it want to drift every time you do a sharp turn
@-EcLiPsE- The wheels clipping the ground could be related to my efforts to smooth out curb snapping. So that may end up being a choice between one or the other. However, the back end sliding out was deliberately added because you were unable to do so with the original handling. I'll go back and see if I think it's too excessive, though.
@PermissionToLand Alright.