Drive IV (Realistic Handling for IVPack) 2.8
6,099
98
6,099
98
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). The handling is more similar to IV than V, but without some of 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
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Scaled top speeds
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
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.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
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
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Scaled top speeds
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
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.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
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
Pertama dimuat naik: 26 Mei, 2021
Tarikh Kemaskini: 27 April, 2023
Last Downloaded: 5 hours ago
88 Komen
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). The handling is more similar to IV than V, but without some of 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
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Scaled top speeds
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
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.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
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
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Scaled top speeds
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
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.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
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
Pertama dimuat naik: 26 Mei, 2021
Tarikh Kemaskini: 27 April, 2023
Last Downloaded: 5 hours ago
@TakeNoShift You've spotted a mistake! Thank you. That's supposed to go in the update.rpf, not the dlc.rpf.
@TakeNoShift vehiclemodelsets.meta controls various car spawning scenarios, like police cars, taxis and such, as well as customized cars that spawn around the map.
Sorry everyone, I put a file in the wrong place so the customized cars weren't spawning. Fixed now with 2.8.
@PermissionToLand Ah I see. Thank you! Glad I could help, inadvertently 😅
@PermissionToLand hey is the vwe pack handling overhaul still something u work on?
@MaxLuk Isn't VWE out of date? I was under the impression it didn't work with the current game build. They went and changed their whole naming system at some point and I never finished converting everything over. I had most of the car handling done, too. At some point, I do want to get around to finishing and releasing that, though.
@PermissionToLand i think it works with weapon limits adjuster, some car had a weapon if i remember correct
https://de.gta5-mods.com/tools/cweaponinfoblob-limit-adjuster
im on a older gameversion and everything works great but i also added all those cars from the vwe pack to my own addonpack
@MaxLuk Right now I'm working on realistic top speeds for DriveV, but after that I'll look into VWE again.
Thanks for the update!
Good mod, thank you!
I saw you changed the transmission layout on some vehicles, according to their RL counterparts (the Merit, the Minivan and the Pinnacle).
In the same fashion, could you please change the DF8-90 (Pontiac Bonneville G/XP 10th gen), the Primo (Cadillac Seville STS 4th gen) and the VIncent (Mitsubishi Galant LS 8th gen, only sold in FWD in the US) to FWD?
And the Rebla (BMW X5 E53) into an AWD (40/60) vehicle?
www.automobile-catalog.com is a good site that catalogues vehicle specs.
not an issue with the pack, i love the mod, but can you recommend a similar handling mod for gta iv? or perhaps, since you've already implemented your handling edits for most iv vehicles in this pack, could you port these edits into a gta iv mod if it doesn't take too much effort?
i don't mean it as a request. i'm just wondering if it can be a relatively simple process like converting v values to iv, considering that ivpack authors already found a way to adapt handling from iv to v. maybe they did it with some formula or manually, i don't know much about modding to tell
@thepaperigetit I've thought about doing IV, but it's not a high priority because that game has the best handling of any GTA IMO. It just needs a few tweaks like tighter turning radii. There is no automatic way to convert values, though the physics systems are similar so it wouldn't be a big learning curve. At some point I'd like to do it.
@PermissionToLand i agree, IV has great driving physics on itself. i like your mod because it has the most similar feeling to it for V, but even more enjoyable to drive because of better variety between vehicles and overall more realistic handling and finer controls (though i feel cars get damaged too quickly and become undriveable, but that's minor). this approach would've been a great fit for IV too, cause it doesn't have any good realistic driving mod for my taste. would love to see it someday if you decide to port it
как удалить ?
@PermissionToLand Crashing after loading, pls fix it
@allan704 Not this mod causing it. What other mods do you have?
Say, is vehicles.meta needed for the mod? Asking because PEV DTAR replaces the vehicles.meta file.
@TwixyUnleashed The vehicles.meta in the IVpack DLC folder is edited by this mod. The one in update.rpf is edited by DriveV.
whoops, i commented on the wrong mod, i meant it for the drivev indeed.