Surface Traction Overhaul 2.0
8 284
182
8 284
182
Version 1.0 Makes minor changes to the grip scale of loose terrain and adds a notepad of the changes made to hard terrain in case people want to combine this with a higher setting of my mud mod or another mod that uses the same file. I may merge the two mods in the future but for right now the grip scale is slightly different.
Version 1.5 Adds a readme, a backup, and an even lower level of traction to choose from if you want even less road grip. Also tire smoke has also been slightly increased in accordance with other changes.
Version 1.7 Simplifies the contents of the download to prevent people from accidentally using the wrong grip level. Grip levels are clearly labeled now, there is 20 percent less and 30 percent less road grip to choose from.
Version 1.8 Returns grip on rocks to vanilla for a better rock crawling experience with low traction modded handling.
Version 2.0 makes dirt roads and underwater sand much looser and more realistic. Sand underwater is now almost as slick as mud underwater. Unfortunately I couldn't make underwater sand any looser without causing bugs on other sandy terrain types.
In the early days of my pursuit of more realistic handling I was never able to use handling.meta to make vehicles slide to a stop without the assistance of the handbrake. However after messing with materials.dat I found that this could be solved with no handling changes at all by simply decreasing surface traction to more realistic levels closer to what they were in GTAIV. As you can see this mod slightly decreases the grip level of all drivable surfaces and comes with a matching wheelfx.dat (for accurate tire mark length) to give you a more challenging and realistic driving experience plus the realistic feeling of sliding to a stop when you slam the brakes.
This DOES affect driving but not in a manner that ruins playability of the game. Vehicles are still very much under control at high and low speeds and this makes the game drive like something in between GTAIV and GTAV in terms of grip and braking.
This mod works perfectly with vanilla handling and truly brings out the individual driving characteristics of each car.
Average Cars will not corner or stop nearly as well as expensive or sporty cars do. When compared to other vehicles you will gain a true appreciation for the superior braking and cornering of Super Cars.
Most muscle cars are able to perform tire shredding burnouts but it takes a skilled driver to keep them on the road at high speeds.
Likewise most Off Road vehicles won't hug the road very well but they will be more useful than ever now that all loose terrains have more realistic grip and drag levels. The sand and mud are from setting one of my mud mod and the grip on grass was only altered enough to stay on par with other terrain grip levels. NOTE that some rockstar added or vanilla offroad vehicle swill negate the mud's traction loss. To make them lose traction like a vehicle should in slick mud you may have to play with the traction loss mult value in the vehicles handling.meta file. a value from 0.6 to 1.0 usually works best.
Using this mod with IKT's inverse power script makes drifting awesome, the Futo in the screen shots had stock handling and drifting was a ton of fun. Get Inverse Power here: https://www.gta5-mods.com/scripts/inversepower
Some credit goes to mxt333 because his tire smoke mod gave me the idea and AleWheel for helping me understand tire smoke and decal values.
Version 1.5 Adds a readme, a backup, and an even lower level of traction to choose from if you want even less road grip. Also tire smoke has also been slightly increased in accordance with other changes.
Version 1.7 Simplifies the contents of the download to prevent people from accidentally using the wrong grip level. Grip levels are clearly labeled now, there is 20 percent less and 30 percent less road grip to choose from.
Version 1.8 Returns grip on rocks to vanilla for a better rock crawling experience with low traction modded handling.
Version 2.0 makes dirt roads and underwater sand much looser and more realistic. Sand underwater is now almost as slick as mud underwater. Unfortunately I couldn't make underwater sand any looser without causing bugs on other sandy terrain types.
In the early days of my pursuit of more realistic handling I was never able to use handling.meta to make vehicles slide to a stop without the assistance of the handbrake. However after messing with materials.dat I found that this could be solved with no handling changes at all by simply decreasing surface traction to more realistic levels closer to what they were in GTAIV. As you can see this mod slightly decreases the grip level of all drivable surfaces and comes with a matching wheelfx.dat (for accurate tire mark length) to give you a more challenging and realistic driving experience plus the realistic feeling of sliding to a stop when you slam the brakes.
This DOES affect driving but not in a manner that ruins playability of the game. Vehicles are still very much under control at high and low speeds and this makes the game drive like something in between GTAIV and GTAV in terms of grip and braking.
This mod works perfectly with vanilla handling and truly brings out the individual driving characteristics of each car.
Average Cars will not corner or stop nearly as well as expensive or sporty cars do. When compared to other vehicles you will gain a true appreciation for the superior braking and cornering of Super Cars.
Most muscle cars are able to perform tire shredding burnouts but it takes a skilled driver to keep them on the road at high speeds.
Likewise most Off Road vehicles won't hug the road very well but they will be more useful than ever now that all loose terrains have more realistic grip and drag levels. The sand and mud are from setting one of my mud mod and the grip on grass was only altered enough to stay on par with other terrain grip levels. NOTE that some rockstar added or vanilla offroad vehicle swill negate the mud's traction loss. To make them lose traction like a vehicle should in slick mud you may have to play with the traction loss mult value in the vehicles handling.meta file. a value from 0.6 to 1.0 usually works best.
Using this mod with IKT's inverse power script makes drifting awesome, the Futo in the screen shots had stock handling and drifting was a ton of fun. Get Inverse Power here: https://www.gta5-mods.com/scripts/inversepower
Some credit goes to mxt333 because his tire smoke mod gave me the idea and AleWheel for helping me understand tire smoke and decal values.
Première mise en ligne : 15 décembre 2016
Dernière mise à jour : 16 mars 2020
Téléchargé pour la dernière fois : il y a 22 heures
116 commentaires
Version 1.0 Makes minor changes to the grip scale of loose terrain and adds a notepad of the changes made to hard terrain in case people want to combine this with a higher setting of my mud mod or another mod that uses the same file. I may merge the two mods in the future but for right now the grip scale is slightly different.
Version 1.5 Adds a readme, a backup, and an even lower level of traction to choose from if you want even less road grip. Also tire smoke has also been slightly increased in accordance with other changes.
Version 1.7 Simplifies the contents of the download to prevent people from accidentally using the wrong grip level. Grip levels are clearly labeled now, there is 20 percent less and 30 percent less road grip to choose from.
Version 1.8 Returns grip on rocks to vanilla for a better rock crawling experience with low traction modded handling.
Version 2.0 makes dirt roads and underwater sand much looser and more realistic. Sand underwater is now almost as slick as mud underwater. Unfortunately I couldn't make underwater sand any looser without causing bugs on other sandy terrain types.
In the early days of my pursuit of more realistic handling I was never able to use handling.meta to make vehicles slide to a stop without the assistance of the handbrake. However after messing with materials.dat I found that this could be solved with no handling changes at all by simply decreasing surface traction to more realistic levels closer to what they were in GTAIV. As you can see this mod slightly decreases the grip level of all drivable surfaces and comes with a matching wheelfx.dat (for accurate tire mark length) to give you a more challenging and realistic driving experience plus the realistic feeling of sliding to a stop when you slam the brakes.
This DOES affect driving but not in a manner that ruins playability of the game. Vehicles are still very much under control at high and low speeds and this makes the game drive like something in between GTAIV and GTAV in terms of grip and braking.
This mod works perfectly with vanilla handling and truly brings out the individual driving characteristics of each car.
Average Cars will not corner or stop nearly as well as expensive or sporty cars do. When compared to other vehicles you will gain a true appreciation for the superior braking and cornering of Super Cars.
Most muscle cars are able to perform tire shredding burnouts but it takes a skilled driver to keep them on the road at high speeds.
Likewise most Off Road vehicles won't hug the road very well but they will be more useful than ever now that all loose terrains have more realistic grip and drag levels. The sand and mud are from setting one of my mud mod and the grip on grass was only altered enough to stay on par with other terrain grip levels. NOTE that some rockstar added or vanilla offroad vehicle swill negate the mud's traction loss. To make them lose traction like a vehicle should in slick mud you may have to play with the traction loss mult value in the vehicles handling.meta file. a value from 0.6 to 1.0 usually works best.
Using this mod with IKT's inverse power script makes drifting awesome, the Futo in the screen shots had stock handling and drifting was a ton of fun. Get Inverse Power here: https://www.gta5-mods.com/scripts/inversepower
Some credit goes to mxt333 because his tire smoke mod gave me the idea and AleWheel for helping me understand tire smoke and decal values.
Version 1.5 Adds a readme, a backup, and an even lower level of traction to choose from if you want even less road grip. Also tire smoke has also been slightly increased in accordance with other changes.
Version 1.7 Simplifies the contents of the download to prevent people from accidentally using the wrong grip level. Grip levels are clearly labeled now, there is 20 percent less and 30 percent less road grip to choose from.
Version 1.8 Returns grip on rocks to vanilla for a better rock crawling experience with low traction modded handling.
Version 2.0 makes dirt roads and underwater sand much looser and more realistic. Sand underwater is now almost as slick as mud underwater. Unfortunately I couldn't make underwater sand any looser without causing bugs on other sandy terrain types.
In the early days of my pursuit of more realistic handling I was never able to use handling.meta to make vehicles slide to a stop without the assistance of the handbrake. However after messing with materials.dat I found that this could be solved with no handling changes at all by simply decreasing surface traction to more realistic levels closer to what they were in GTAIV. As you can see this mod slightly decreases the grip level of all drivable surfaces and comes with a matching wheelfx.dat (for accurate tire mark length) to give you a more challenging and realistic driving experience plus the realistic feeling of sliding to a stop when you slam the brakes.
This DOES affect driving but not in a manner that ruins playability of the game. Vehicles are still very much under control at high and low speeds and this makes the game drive like something in between GTAIV and GTAV in terms of grip and braking.
This mod works perfectly with vanilla handling and truly brings out the individual driving characteristics of each car.
Average Cars will not corner or stop nearly as well as expensive or sporty cars do. When compared to other vehicles you will gain a true appreciation for the superior braking and cornering of Super Cars.
Most muscle cars are able to perform tire shredding burnouts but it takes a skilled driver to keep them on the road at high speeds.
Likewise most Off Road vehicles won't hug the road very well but they will be more useful than ever now that all loose terrains have more realistic grip and drag levels. The sand and mud are from setting one of my mud mod and the grip on grass was only altered enough to stay on par with other terrain grip levels. NOTE that some rockstar added or vanilla offroad vehicle swill negate the mud's traction loss. To make them lose traction like a vehicle should in slick mud you may have to play with the traction loss mult value in the vehicles handling.meta file. a value from 0.6 to 1.0 usually works best.
Using this mod with IKT's inverse power script makes drifting awesome, the Futo in the screen shots had stock handling and drifting was a ton of fun. Get Inverse Power here: https://www.gta5-mods.com/scripts/inversepower
Some credit goes to mxt333 because his tire smoke mod gave me the idea and AleWheel for helping me understand tire smoke and decal values.
Première mise en ligne : 15 décembre 2016
Dernière mise à jour : 16 mars 2020
Téléchargé pour la dernière fois : il y a 22 heures
@Impactjunky Let it be know that this single mod has fixed all my issues with the game's handling, for both vanilla cars and modded ones. Freaking A, man, I'm enjoying the cars a lot more now, all of them, from the nimble to the heaviest, feel much better.
I understand it won't ever replace a proper finetuned handling line, but its more than enough to make driving more enjoyable, now I can lose control of the car more naturally, slide, brake, even rally around, its pretty well balanced!
Its also futureproof which is something I love. Any new cars from updates or modpacks work right out of the box, thanks to the surface grip approach instead of handlings.
I'll reccomend this mod along my stuff from now own! Hope you keep it updated should R* add more maps/surfaces in the future.
hill climbs feel weird, and traction for dirt especially when uphill to grippy, can it be similar to kilatomate grip in terms of ofroad
@rastakilla I subscribed, content looks solid! I've been wanting to try out GTAV in VR for a while but I'm having troubles getting my headset/software to run.
@Typhoon I'm not sure what you mean. I installed killatomates mod and tested it with and without my my mod and off road grip was very loose. In fact killatomates mod combined with mine seem a bit too loose off road in some places. It all depends on which vehicle you use because they all have different levels of traction loss multiplication.
@rastakilla Thanks for the shoutout in the video dude, really glad to see you are enjoying the mod! Gearheads like yourself are the kind of guys these mods were made for!
@Impactjunky I'm here for anything you need help with your VR.
I'm logged in Discord pretty much 24/7
Hit me up anytime buddy
@Impactjunky forget it , i have figured it out how to make the vehicle slide on the dirt , actually what i mean is tweak the material.dat to be similar with kilatomatoes handling but it seems impossible, every vehicle have diferent FTRACTIONLOSSMULT value so it will be impossible , and now i have tweak the value to make your mod a perfect mod... cheerss
iS tHiS hAnDlInG?
@SLY95ZER LoLz
Been using your mods for a looong time; ty for making these! Really great stuff
This is so convenient with your Get stuck in mud mod and the script True Realistic Driving V (Realistic Mass, Handling). Completely future proof.
@Impactjunky You might want to rework the values regarding the dirt/sand roads. Tried with Realistic Driving and Natural Vehicle Dynamics, it's nearly impossible to successfully navigate just about any other car other than AWD SUVs. The Traffic AI struggles as well, either slowing down to a crawl or coming to a complete stop altogether. Quite a bummer, considering how many unpaved roads there are in Blaine County.
@prince_linus At this point other handling mods are not supported and a few add on cars with heavily tweaked handling don't work well with it either. I would like to add support for other handling mods later but well see when I can get around to that.
@Impactjunky Alright, gotcha, would be awesome if you'd add support for Realistic Driving!
Love the new realism this mod brings! Just wondering is there perhaps a way to get this to work with Fivem at all? It'd be great for an RP server
This improve my experience with realistic handlings, i love it!
2022 just turned my GTA into something rally esque love this mod!
This mod is amazing
I can't notice the difference between 20&30% do 30% slides more than 20? and what's good for driving on a touge with straights and corners
@koomi1012 I am with you I tried both. My issue with traction is not really on the regular roads but on dirt. Its already like driving on Ice with just the basic traction so doing 20 to 30% less does not make a great Idea for driving on dirt.
I am confused, it says to also put the material file in the mpstunt folder, but i dont have an mpstunt folder and i cant find anything online about an mpstunt folder. Is it a certain mod that im missing? Plz lmk because this mod looks amazing and i would really like to try it!