Vehicle Handling
Changes handling of cars and bikes in general, including surface types.
Why the mod?
Current vehicle handling especially on different surface types is “weird”. People already are trying to fix this, this is my take on the matter.
Now lets clarify some things before we begin:
1, Cars and bikes are not glued to the ground nor should they be. Just no. Even hypercars slip and spin. It is physics.
2, If you drive with a keyboard like i do, the keypress is full input, meaning full throttle/break/turn instantly. Games handle that with a delay and/or there is an acceleration/turn/brake curve that handles this to have a smooth transition from zero to full input. Tap keys and let them go don’t just hold keys and pray. No one drives on full throttle all the time nor you smack the brakes to stop.
3, This mod edits general handling affecting all vehicles and hopefully makes it better for you. People drive and play differently i won’t satisfy everyone. So far reactions were positive. Also this is WIP.
4, General values affect ALL cars, individual cars are not touched YET.
5, With no full access to game files in many cases it is uncertain which car uses what asset in physics so this mod was made by guessing and testing. Current modding state does not allow in-depth tinkering. Also what is obvious is obvious.
(Thank you Captain Obvious.)
Okay lets begin. We have different cars in the game as which wheels are driven, we have tire types and surface types. Now matching them all is not easy. Road tires should grip on asphalt, offroad tires not that much. Also a slick tire on a racecar should spin on sand because simply it has no traction. I was able to drift with the Shion Nomad on the highways like a madman. Just use the handbrake to wiggle that ass.
There are tweaks that can help to make life easier. You can edit these manually or with CET mod menus, up to you. These are what im using i’ll explain why.
..\r6\config\inputUserMappings.xml:
original section
<mapping name=”Acceleration_Axis” type=”Axis” >
<button id=”IK_Pad_RightTrigger” />
<button id=”IK_W” val=”1.0″ overridableUI=”vehicleAccelerate”/>
</mapping>
<mapping name=”Deceleration_Axis” type=”Axis” >
<button id=”IK_Pad_LeftTrigger” />
<button id=”IK_S” val=”1.0″ overridableUI=”vehicleDecelrate”/>
</mapping>
my section
<mapping name=”Acceleration_Axis” type=”Axis” >
<button id=”IK_Pad_RightTrigger” />
<button id=”IK_W” val=”0.11″ overridableUI=”vehicleAccelerate”/>
<button id=”IK_Up” val=”1.0″ />
<button id=”IK_LShift” val=”2.0″ />
</mapping>
<mapping name=”Deceleration_Axis” type=”Axis” >
<button id=”IK_Pad_LeftTrigger” />
<button id=”IK_S” val=”2.0″ overridableUI=”vehicleDecelrate”/>
<button id=”IK_Down” val=”1.0″ />
</mapping>
Key W is 11% throttle meaning cruise speed. Good for city drive.
Additional acceleration key is UP with default 100%, Left Shift with 200% throttle.
original section
<mapping name=”LeftX_Axis_Vehicle” type=”Axis” >
<button id=”IK_Pad_LeftAxisX” />
<button id=”IK_D” val=”1.0″ overridableUI=”vehicleSteerRight”/>
<button id=”IK_A” val=”-1.0″ overridableUI=”vehicleSteerLeft”/>
</mapping>
<mapping name=”LeftY_Axis_Vehicle” type=”Axis” >
<button id=”IK_Pad_LeftAxisY” />
<button id=”IK_Shift” val=”1.0″ />
<button id=”IK_Ctrl” val=”-1.0″ />
</mapping>
my section
<mapping name=”LeftX_Axis_Vehicle” type=”Axis” >
<button id=”IK_Pad_LeftAxisX” />
<button id=”IK_D” val=”0.73″ overridableUI=”vehicleSteerRight”/>
<button id=”IK_A” val=”-0.73″ overridableUI=”vehicleSteerLeft”/>
<button id=”IK_Right” val=”1.0″ />
<button id=”IK_Left” val=”-1.0″ />
</mapping>
<mapping name=”LeftY_Axis_Vehicle” type=”Axis” >
<button id=”IK_Pad_LeftAxisY” />
<button id=”IK_Shift” val=”0.73″ />
<button id=”IK_Ctrl” val=”-0.73″ />
</mapping>
Keys A snd D are smoothed to 73% for city drive.
Additional turn keys are LEFT and RIGHT with default 100%.
You have now 2 keysets to drive and can change these to your liking. It is not voodoo magic. It is text editing.
…\engine\config\platform\pc\user.ini
[Vehicle]
EnableFreeRotationResistantTorque = False
EnableLowVelStoppingResistance = False
BikeHackTiltCalcValue = 70.0
MaxForceMoveToTeleportThreshold = 30.0
physicsCCD = False
AirControlBikePitchHelper = False
AirControlCarRollHelper = False
ForceSimplifiedMovement = false
trafficVsTrafficCollisions = false
UseDifferential = true
You might create this file if you dont have it yet. These are game engine tweaks i am using. Might differ from yours. Again, your choice.
If you want to give me contstructive feedback, write down the problem the cars name and what surface you drove on. Now i know this is not perfect but again these are general changes NOT individual car changes.
Installation:
Drop the archive file into your archive/pc/patch folder