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@gentlejoey123458 Yes, this trainer relies completely on the scripthook.
@bloodofgurkha My upcoming rework has bikes brake a lot better, somewhere around 35 to 50% depending on the bike. Killa had put the same brake strength for all the bikes (0.6), which is too low to make them feel right with how reactive the world can be.
@REYMEXzone I'm working on my own version that I'll release once I finish my second pass of the base game cars. The grip will be different though, it'll be harder to break traction in general, being a bit more realistic IMO. Once I release it I'll work through the DLC cars, but I hope I have enough comprehension of the stats to do the cars Killa hasn't done yet.
@GuywiththeJordan1s Lol, I was gonna comment asking who does these descriptions. It's amazing how on point your descriptions are with the vanilla cars', you would think that these are official.
@Killatomate I'm working on a modified version of this mod for my personal use, but I would release it with your permission, with a proper mention of your work of course.
I noticed that you pasted the DLC car handling stats to the base game's handling.meta. Can I just paste the remaining DLC car stats there too and it'll work, or is there something more complex to it?
Any way to manually adjust the timescale in the .ini? I'd like to set longer days, but right now it's either standard (2s/min) or 1:1 real time.
ETA on version 2.4?
@Remix What you need to do is paste the vehicles.meta from the Stunts DLC in there (in manual installation files), the oiv installation seems to put the wrong meta file, which causes the texture issues.
@chang63 All you need to do is correct that error, it's not something caused by a game update.
@Killatomate Huh, I always thought they felt similar. The author is long gone though...
@chang63 Right, I forgot about your progress forum :P