177,436
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177,436
831
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (like IV), while sporty cars have stiffer suspensions (unlike IV). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits plus DLC vehicles
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.2: Support for Agents of Sabotage DLC. Fixed police vehicles with broken sirens. Zentorno chassis collision disabled. New color palettes based on real finishes for Firebolt, Banshee GTS, Coquette D5, Chavos & Uranus.
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. Submersible cars have submarine ability disabled because it affects handling on land. ENB causes crashes when loading save games.
Changelog:
7.2 - Support for latest DLC & more.
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits plus DLC vehicles
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.2: Support for Agents of Sabotage DLC. Fixed police vehicles with broken sirens. Zentorno chassis collision disabled. New color palettes based on real finishes for Firebolt, Banshee GTS, Coquette D5, Chavos & Uranus.
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. Submersible cars have submarine ability disabled because it affects handling on land. ENB causes crashes when loading save games.
Changelog:
7.2 - Support for latest DLC & more.
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
首次上传时间: 2021年3月24日
最后更新时间: 2025年2月04日
最后下载: 22分钟前
1,528个评论
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (like IV), while sporty cars have stiffer suspensions (unlike IV). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits plus DLC vehicles
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.2: Support for Agents of Sabotage DLC. Fixed police vehicles with broken sirens. Zentorno chassis collision disabled. New color palettes based on real finishes for Firebolt, Banshee GTS, Coquette D5, Chavos & Uranus.
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. Submersible cars have submarine ability disabled because it affects handling on land. ENB causes crashes when loading save games.
Changelog:
7.2 - Support for latest DLC & more.
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits plus DLC vehicles
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.2: Support for Agents of Sabotage DLC. Fixed police vehicles with broken sirens. Zentorno chassis collision disabled. New color palettes based on real finishes for Firebolt, Banshee GTS, Coquette D5, Chavos & Uranus.
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. Submersible cars have submarine ability disabled because it affects handling on land. ENB causes crashes when loading save games.
Changelog:
7.2 - Support for latest DLC & more.
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
首次上传时间: 2021年3月24日
最后更新时间: 2025年2月04日
最后下载: 22分钟前
@BellaBahdGyal: You can download the program here https://gofile.io/d/D2Uley. No need to compile the program yourself.
@lukamrk: GameplayFixesV broke one of the paparazzi side missions for me. The one where we record video of that "scene".
Recently found an iteration of this mod for ENV Enhanced, but still looking for a way to implement Drive V to gta enhanced alongside with CoreFX. Anyone managed to achieve it?
Tested a few mods that handle the vehicle physics and this one has been the best so far, but there a few things that needs improving or changed, and others that just didn't make sense to me... Please take these as constructive criticism, not as rudeness or any other kind of "mean comment".
1. Would be super cool to have the option to choose the level of deformation. As is right now, the physics are top notch, reigns supreme over other mods I tested, but I just can't with these over the edge deformations... I know it's supposed to bring more realism, but for me it should be a balanced realism, I still want to be able to keep driving my car after I crash it 2 or 3 times, it's frustrating to knock over a lamp post or traffic light post and the car gets all busted up. And actually there's a bug regarding this... whenever I hit one of these posts and it falls on top of the car and simply touch the back of the car, the back get all twisted and smashed LOL as if the post weighed 3 tons. So yeah, maybe create 3 OIV installers, one for each level of deformation for the user to choose from, ranging from "no deformation" for those that can't stand having a smashed car at all, a "standard deformation" for those like me, who wants the normal level of deformation but nothing too limiting, and a "realistic deformation" for those who want a full realistic experience, taking care not to crash or even dent the car.
2. Kind of a nitpick here but why make the taxis full yellow? I know the readme have instructions to make it standard again (y'know, the blue detail), but what I mean is that this is supposed to focus on the physics, not a "skin changer", so this is kind of forcing the user to use this yellow skin, or rather go through extra steps to return to original... If you want to keep this as an option, ok, make it as an option, not as the default, kinda like what you did with the optional AI improvements and traffic edits, those ones are really nice and as it should be: optional.
Apart from those 2 things, thanks for the amazing work on the physics, the heavy vehicles, such as trucks and busses are AMAZING to roleplay, as well as other "entry-level" cars and vans, just love driving those
Its a great mod with a big flaw, now the police doesn't know how to drive so there police chases are embarrassing. Is there a fix?
How can i just download the new car spawncolors that come with this mod?
can the ai like police drive good now?
does anyone know if there is a way to add only the physics changes? cause i'm using wov and the dlc car spawning and traffic events conflicts with driverV
It simply doesn't work, I did the installation successfully but it doesn't work. I'm trying with the steam enhanced version.
@VarVarJeg thank you. I was suffering trying to make it work it as it says it works with the enhanced version.
Why not just set default, or should I say slightly modified handling for vehicles that this mod "breaks". So important vehicles controlled by ai in missions or chases, and bike that Trevor uses to get to the train? You could make it like add-on option for those who want those things...
@khorvair It's the ability to damage the passenger area of the car. Rockstar disabled that on PC so the roof and doors are invincible.
@ggalip16 Yeah motorbikes are buggy, IDK what the hell Rockstar did with them in this game but they do not respond to handling edits like any other vehicles. I'm aware of the sinking rear ends, I have no idea WTF causes that. I did the best I could so they wouldn't be glued to the ground anymore but it's basically experimental.
@ggalip16 You can copy and paste the original handling lines into handling.meta
@khorvair Yes, that is mentioned in the description.
@kelvin_andrade 1. It's something I would consider after the last DLC is released. Otherwise, it means doing everything twice every time a new DLC comes out. And to begin with, it would mean editing every one of the 700+ vehicles this game has now. What you're experiencing with the lamp posts is actually the opposite of what you're thinking; despite enabling cabin deformation, the cabin is still stronger than the rest of the car for some reason. So it takes less damage from a falling post than the hood or trunk. FYI a light post can weigh 200-400 lbs. They can seriously damage a car in reality.
2. This mod is really just my own personal game edits, and when it expanded to color options, that came along. You see how if I keep making options they start exponentially growing the number of files I have to edit every update? Now I need one with no deformation and blue taxis, no deformation and yellow taxis, less deformation and blue taxis, less deformation and yellow taxis, etc. Not to mention all the people who want compatibility patches and options for other stuff. I don't have the time to be doing all that. The AI and traffic can be easily made optional because they are confined to one file; use it or don't. Deformation is in the same file as handling, so you need two versions.
@liquido There is an included AI handling fix.
@gtamoddingguy You can open the OIV with any zip file extractor. Go to Install > content > carvariations.ymt for all the base game vehicle colors. The colors for DLC vehicles are in the folders with their names.
@ericr182 It does not say it works with Enhanced anywhere in the mod description...
@Michael317 Most of the AI vehicles in missions are scripted so the physics don't even affect them, but I've done multiple playthroughs with no issue except the train mission. You can just copy and paste the original Sanchez handling if you want to. It's more work for me to make multiple options for everything.
Oh I see, thanks for clarifying those infos. Yeah I guess creating a lot of different options isn't really viable in this state and I don't want to be a "spoiled kid" to demand that kind of work.
But I think maybe I haven't made myself 100% clear on the "posts" situation. Yeah I know those can do serious damage IRL, but a "serious" damage would be from a car hitting it, not by simply falling over a car (a concrete one yeah but not a metal one). The way it's acting right now in the game is just "too much". I know you said they can weigh up to 400lbs, but the amount of damage it's doing right now is way overkill for 400lbs, it's literally crushing and twisting the trunk in an unrealistic and unnatural way as if it weighs, like I said, 3 tons, and 3 tons is completely different than 400lbs. Not even when I drive backwards into a truck or roll over from high speeds it gets that much damage, it only happens specifically from posts, so yeah, it is exaggerated, it is weird.
And about the yellow taxis... ok, it came along from your personal game edits, since you like to use yellow taxis, and that's completely fine, but since it became a public mod, that edit should've been kept only in your personal files, not brought together, cus as I said, this was supposed to be a physics mod, not a "skin changer/visual edit". For the mod's purpose, it would be more in line to not have this option at all, this feature would better fit either as another entirely different mod or as an option to ACTIVATE it separately, not to have it pre-installed and as an option to uninstall (as is right now).
I know all this that I'm saying may sound rude and imposing of my personal preferences, but it goes more as a way to get the mod more in line/consistent/aligned to what it proposes and I know you may dismiss all this and it's ok if you do, after all, it's your work, but just try to see it as a means of improvement