Author Topic: Vehicle scripts - changelog  (Read 3709 times)

Offline garry :D

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Vehicle scripts - changelog
« on: May 03, 2013, 12:04:42 AM »
the great thread of fixing cars
"the charger goes too fast and is too slippery fix it ozjackal" ~user #1
"the charger goes too slow and is too grippy fix it ozjackal" ~user #2
"no" ~ozjackal

UPDATES TO VEHICLES WILL NOT BE IN EFFECT UNTIL THEY ARE INTEGRATED WITH GAMEPLAY UPDATES (CHECK NEWS FORUM)

Update #3
# REVISION TWO #
Most vehicle now have HL2 traction - credits to Fanatic Warren for this.

# REVISION ONE #
Police Charger - reverted back to original Charger script for now while alternatives are tested


Spoiler for "Update #2":
# REVISION ONE #
Police Charger - tightened steering for fast speed, loosened steering for low speed, increased wheel inertia, switched from RWD to passive 4WD with 20/80 torque distribution between front and rear wheels, restored old sounds
Government Buffalo - initial revision with several modifications to existing Buffalo such as increased horsepower, passive 4WD with 20/80% torque distribution on front/rear wheels respectively, improved road surface traction, automatic armouring, increased body mass, tightened wheel inertia

Spoiler for "Update #1":
# REVISION SIX #
Police Charger - added downforce, increased braking power, horsepower dropped from 1300 to 500, body mass reduced, maximum speed increased to 120, Shelby sounds implemented

# REVISION FIVE #
Police Charger - increased traction, increased steering cone, balanced suspension

# REVISION FOUR #
Caterham - balanced suspension, converted to front wheel drive
Ferrari 250 GT - various steering and suspension modifications

# REVISION THREE #
Caterham - increased body mass, increased wheel inertia
Ferrari 250 GT - decreased body mass

# REVISION TWO #
Buffalo - decreased horsepower from 600 to 500
Police Charger - increased turning cone, slight increase in horsepower
Audi R8 - increased body mass
Caterham - increased body mass, increased horsepower from 350 to 400
Ferrari 250 GT - increased horsepower from 260 to 320, increased body mass

# REVISION ONE #
Buffalo - increased horsepower from 490 to 600
Police Charger - decreased wheel inertia, increased traction, increased horsepower from 800 to 1300
Audi R8 - increased wheel inertia, increased traction
Caterham - increased horsepower from 200 to 350
Bentley - increased turn radius
Bobcat - increased horsepower from 450 to 500
Ferrari 250 GT - decreased suspension damping, increased wheel mass, decreased reverse speed, slightly heavier steering introduced
Corvette - increased traction slightly, decreased steering boost from 11x to 9x, decreased steering cone, increased powerslide acceleration slightly


TO DO
---------

aston - HIGH PRIORITY, POOR TRACTION, POOR STEERING, POOR ENGINE
miura - HIGH PRIORITY, POOR TRACTION, POOR ENGINE POWER, POOR STEERING
veyron - INCREASE TRACTION SLIGHTLY

OTHER ISSUES
---------

* Police Charger leans to one side (model glitch with weight)
* ATV - beyond repair but I'll try to fix it anyway (probably by using Caterham script and adjusting height/wheels/engine power)

Got a grievance with how a vehicle handles? Post it here (videos explaining the issue would be great).
« Last Edit: May 21, 2013, 02:50:32 AM by i am dolan duck »

Offline Scratchie

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Re: Vehicle scripts - changelog
« Reply #1 on: May 03, 2013, 02:41:11 AM »
This is JUST handling issues. Seating issues is the other thread. Any other issues please make a new bug report

Sent from my DROID RAZR HD using Tapatalk 2


Offline vizioN

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Re: Vehicle scripts - changelog
« Reply #2 on: May 05, 2013, 04:15:44 PM »
The Police Charger's new script is VERY unrealistic. Its acceleration is very high and the handling is ridiculous. Not sure how else to explain it.

Offline garry :D

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Re: Vehicle scripts - changelog
« Reply #3 on: May 05, 2013, 05:01:14 PM »
how shall I remedy this situation my dear vizion

Offline vizioN

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Re: Vehicle scripts - changelog
« Reply #4 on: May 05, 2013, 05:12:03 PM »
how shall I remedy this situation my dear vizion

Well, the acceleration and handling at mid-high speed should be toned down. Also, the Shelby sounds don't fit much and is too loud to be a cop car.

See: http://www.catalyst-gaming.net/index.php?topic=24661.0
« Last Edit: May 05, 2013, 05:21:24 PM by vizioN »

Offline garry :D

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Re: Vehicle scripts - changelog
« Reply #5 on: May 05, 2013, 06:46:24 PM »
The acceleration should be easy enough to fix by adjusting gear ratios and toning down the horsepower.

Unfortunately there is a glitch with the model itself where the centre of mass defined by the game engine is not what it would be in real life. The only fix for this issue would be to use a new model for the car.

I'll change the sounds back as well.

Offline Statua

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Re: Vehicle scripts - changelog
« Reply #6 on: May 06, 2013, 01:15:04 AM »
Can you take a look at the shelby? It has a tendancy to spin out if you do anything to the throttle while turning >30mph. Also the acceleration of it is wimpy considering its a muscle car.

Also, crap-head said he would increase the max speed of the ambulance bt never did. 45mph is rediulously slow for an emergency vehicle of moderate size. Its not a truck or a diesel. It should have good acceleration and speed. If you want to know, irl ambulances for the most part are on van chassis with some work done to the engine to handle speed and a massive gas tank which holds upwards of 200L.


Offline fergfin

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Re: Vehicle scripts - changelog
« Reply #7 on: May 06, 2013, 01:18:34 AM »
Yeah Statua is right with the Ambulance being too slow.

A slight increase in speed for the Fire Truck would also do some good as it only goes around 30km per hour. Civilian cars overtake me while I'm "rushing" to a fire.

Offline Keskjer

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Re: Vehicle scripts - changelog
« Reply #8 on: May 06, 2013, 02:42:34 AM »
Yeah Statua is right with the Ambulance being too slow.

A slight increase in speed for the Fire Truck would also do some good as it only goes around 30km per hour. Civilian cars overtake me while I'm "rushing" to a fire.

the max the fire truck should be going is 55mph. currently it hits bout 45-46 mph.

Offline Statua

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Re: Vehicle scripts - changelog
« Reply #9 on: May 06, 2013, 11:19:04 AM »
Ambulances should be at least 60mph. The script tht sickness has for it is perfect.


Offline garry :D

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Re: Vehicle scripts - changelog
« Reply #10 on: May 07, 2013, 07:26:03 AM »
Changelog now reflects the changes that will be implemented in the upcoming update.

Offline Nacho Libre

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Re: Vehicle scripts - changelog
« Reply #11 on: May 08, 2013, 03:33:00 PM »
Idk if there was a complaint but the cop charged so slippery.. You had it right once it went 100 and has amazing speed then within a couple updates it started to go bad again

Offline Sir Binary

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Re: Vehicle scripts - changelog
« Reply #12 on: May 11, 2013, 07:32:21 AM »
The Ferrari 250 GT easily spins out :/

You have to turn at low speed, and if you press W to fast, it just spins out :s

Offline MOOcow

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Re: Vehicle scripts - changelog
« Reply #13 on: May 13, 2013, 06:08:06 PM »
The Ferrari 250 GT easily spins out :/

You have to turn at low speed, and if you press W to fast, it just spins out :s
A lot of cars are like this.
The BMW M5 and the ATV are two examples I can think of off the top of my head.

Offline ?«SG.Sup?? | Sir.Scottx125

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Re: Vehicle scripts - changelog
« Reply #14 on: May 15, 2013, 06:36:52 PM »
The Ferrari 250 GT easily spins out :/

You have to turn at low speed, and if you press W to fast, it just spins out :s
A lot of cars are like this.
The BMW M5 and the ATV are two examples I can think of off the top of my head.

Fix? Use OCRP 1.5 scripts OR get rid of the mechanic which causes cars to spin out, its annoying. And instead add things like drifting, it is possible and was achieved in OCRP 1.5.

 

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