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Well, decrease fDriveForce in handling then.
The script is final.
No you don't? These values are directly reflected in the game engine. Use https://www.automobile-catalog.com/ for the gear ratios and set DriveMaxVel so the theoretical speeds match, and your acceleration times are extremely close to reality/simulations, barring differences caused by physics, drag, and the tire model.
Note that GTA uses a mostly linear engine power "curve", except for RPM 0.8+ where it drops. Getting more accuracy and different engine behavior (torque dip/boost) isn't entirely possible.
Also note that the R32 GT-R has a turbo, so you'll need to account for that too for acceleration and top speeds.
Hey all, thought it'd be a good idea to wrap things up.
Version 5.4.x will be the final version of this script. It's about as feature-complete as originally envisioned, and much more. This marks the end of active development, so no more new features will be added. Bug fixes and support for new updates might still be released, however.
This also somewhat wraps up my active participation in developing mods/scripts for GTA V.
Thanks everybody for interacting, contributing and just enjoying the script!
Turning off comments because y'all can't read.
Thanks for the heads-up, I'll update the rules soon to account for proper updates to outdated content. (Feel free to poke me if I've forgotten somehow).
As for what to do - please post something like what I did on your Community Races update, where it's clear what's happening and the original author is mentioned. I'll approve this as soon as you've made the disclaimer.
Don't throw around ratings without valid feedback.
Changelog is missing.
For all you spreading misinformation:
ScriptHookV still works fine. The latest version of ScriptHookV (1.0.2372.0) still works fine with the game (1.0.2372.2).
Any issues that you might experience are installation/setup-related, and *not* caused by ScriptHookV itself.
There still is no changelog for version 2.0.