PSF's explanation. The parameter - perfectSteeringFactor is most likely responsible for rmultiplied turning input. By default value of 1.0 should mean that the rotation is multiplied by 1.0 to some other rotation parameters. A value of 0.0 means that no multiplication takes place. This should result in more natural wheel behavior when cornering within each car's settings.
Model "I" good for car like 911 what dont wanna drift and for drift on any speed also with control of it. Model "G" good for rasing and drifting on high speed aslo good for cars with oversteering. Model "P" just demonstrate what perfectSteeringFactor do if turn it off. Model "S" good for "sort of realism", easy drift and hard take control back. Model "D" hard lose control on mid and high speed also hard take control back.
Model S allows nice drifts but the overall control is a pain in the ass, the car has it's own life and you fight against it. I wouldnt recommand it to a normal player. Maybe nice with training.
Model I is more controllable but most tentatives to drift end in a 180 instead it needs a bit of training to get it right. Cornering ability without drift is logical. Feel safe if you arent trying to drift by weight shifting a single input to counter steer cancels the drift. With training and preparation before the corner by keeping balance in an instable state, the weight shift works good, just needs more force than with other models.
PSF feels fine and reactive. It's not less sharp for me. More like the cars wont over react on a single input. Which is good in my opinion.
model G: Need for speed - like, terrier can do continuously S shapes left/right while slightly drifting ( 60°) WHILE going forward and continuously accelerating. Car looks like it loses grip but it doesnt. Able counter steer extremely well, yet it's difficult to do a long drift swing in one go, the car simply regains grip, not enough lateral movement. Yet, it is very chirurgical and it takes corners at insane speed with a slight weight shift. Need the habit thoo, it's not exactly logical, but efficient. Good feeling, arcade and cool.
model D: at first i loved it, oddly. Then i tried to have fuuuun but it's quite inefficient. skids are very long. But that's with weight shifting only, whenever the space bar is pushed even a little, the car does a 180° while cornering. It allows amazing drifts with lot of efforts, however that is on a very Grippy car... I think it may be great with training on gamepad.
personally, it's either psf or model G
edit: maybe model i is better than psf... Psf lacks something, it's neither perfectly stable nor funny. edit 2: yeah model i is my choice after training a bit, i'm able to drift quite decently, is forgiving and allows lateral movement if you like to throw the car in the corner using the ass and not the front. It may be amazing for FWD too.
All of your mods put together absolutely transform this game. I've spent the majority of this playthrough just ripping around the map, in awe at the scenery in VR. Makes it an absolute pleasure to drive around at any speed, thank you for sharing with us.
All of your mods put together absolutely transform this game. I've spent the majority of this playthrough just ripping around the map, in awe at the scenery in VR. Makes it an absolute pleasure to drive around at any speed, thank you for sharing with us.
GrippedUp and TrueGrip increase and changing surfaces traction like asphalt, gras, weatneses road etc. My mod disable turning helper and enable dynamic smoothTime option for cars with make cars less go into random skiding state or sometthing.
So your mod and Gripped Up each do something different which means they can be used together correct? And can I use both of them along with CYBERDRIVE - Better Realistic Handling Vehicles? thank you.
just wanna mention: - Gripped Up increases grip in every context. - True Grip fixes slope turning behavior (eliminates random spinning-out in serpentines), improves ebrake behavior (doesnt insta stop the car) and changes the transitions and differences between road surfaces (clipping grass wont insta spin you out while driving with offroad tires etc) - generally providing more control while staying close to vanilla traction levels. Car Modification Shop (CMS) is recommended in combo to increase grip (just buy better tires <3).
Gripped Up and True Grip can also be used together (if people want more grip or dont want to use CMS). In that case just leave out the "Driving Friction Fix" and add Gripped Up. True Grip is made with maximum compatibility in mind! :)
I only tested with a grippy car, but model S seems dubious, real cars are temperamental and cant be recovered from a failed drift at hight speed. However there is a real breaking point that can be felt. It's not progressive, if you are smooth in how you handle the drift, you wont reach this breaking point easily, unless you are on ice.
With S model, we reach the breaking point too fast, atleast on keyboard, because we have no control on the gear or RPM and the cars in cp have really low acceleration after they start to drift so we cant recover control by giving them a "kick" at good timing (which also , in real life, may loses grip on failure, then it's a spin)
Also in real life, it's easy to lose grip but not to drift. ( drifting implies keeping the same general direction while the car has it's own lateral movement, as if the car was on it's own axis, a donut is either rear or front drift but a 180 of the 4 wheels is also doable)
But losing grip doesnt mean that it is unrecoverable, we lose grip veryyyyyyy often and most ppls dont even feel it because it's usually from one wheel at once. (differential helps for this). To make the preset realistic you need three break points: One for losing grip which shall be very ample, you lose traction, one for " spinning on itself" when the angle of the car fights against the actual direction, and one for the unrecoverable state where the spinning on itself fights too much against this general direction.
other models are good i think, they fit a purpose. For micro tuning, i dunno, it will depend on the car and person to person i guess?
Disables turn helper and add dynamic smoothTime effect, which makes cars more stable or more sim-like(?).
I might be a bit dense, but I'm still not sure what this mod does. Are the cars made more stable than vanilla, or more stable than Cyber Drift, which makes them still driftier than vanilla?
More stable than vanilla. Cyber Drift just extend arcade vanilla angles what makes easy entering in drift state and failed drift some like in "real life". What Cyber Grip do you can read attached message. As a result,steering becomes a little less sharp, effect is noticeable on such cars as Hun, Avenger, Nomad Sion and others with excessive maneuverability. You can compensate for this excess with recommended mod if you want. I hope I don't need to explain what smoothTime does again. :)
That's fine lol. Since this mod was pitched as a Cyber Drift alternative and kept bringing it up, I wondered if it was built off that mod and if "more stable" just meant more stable compared to Cyber Drift - yet still maybe less stable than vanilla. My last mix of driving mods, most of them yours, was all over the place, with the Hoon, Avenger, and Coyote being straight-up uncontrollable.
Thanks! Look forward to testing once I get back into the game again. You also seem to recommend Cyber Drift's optional "Turn Update Mid Speed fix" as a more complete fix to the above mentioned vehicles, will be trying that one too.
31 comments
The parameter - perfectSteeringFactor is most likely responsible for rmultiplied turning input. By default value of 1.0 should mean that the rotation is multiplied by 1.0 to some other rotation parameters. A value of 0.0 means that no multiplication takes place.
This should result in more natural wheel behavior when cornering within each car's settings.
Model "I" good for car like 911 what dont wanna drift and for drift on any speed also with control of it.
Model "G" good for rasing and drifting on high speed aslo good for cars with oversteering.
Model "P" just demonstrate what perfectSteeringFactor do if turn it off.
Model "S" good for "sort of realism", easy drift and hard take control back.
Model "D" hard lose control on mid and high speed also hard take control back.
Model S allows nice drifts but the overall control is a pain in the ass, the car has it's own life and you fight against it. I wouldnt recommand it to a normal player. Maybe nice with training.
Model I is more controllable but
most tentatives to drift end in a 180 insteadit needs a bit of training to get it right. Cornering ability without drift is logical. Feel safeif you arent trying to drift by weight shiftinga single input to counter steer cancels the drift. With training and preparation before the corner by keeping balance in an instable state, the weight shift works good, just needs more force than with other models.PSF feels fine and reactive. It's not less sharp for me. More like the cars wont over react on a single input. Which is good in my opinion.
model G: Need for speed - like, terrier can do continuously S shapes left/right while slightly drifting ( 60°) WHILE going forward and continuously accelerating. Car looks like it loses grip but it doesnt. Able counter steer extremely well, yet it's difficult to do a long drift swing in one go, the car simply regains grip, not enough lateral movement. Yet, it is very chirurgical and it takes corners at insane speed with a slight weight shift. Need the habit thoo, it's not exactly logical, but efficient. Good feeling, arcade and cool.
model D: at first i loved it, oddly. Then i tried to have fuuuun but it's quite inefficient. skids are very long. But that's with weight shifting only, whenever the space bar is pushed even a little, the car does a 180° while cornering. It allows amazing drifts with lot of efforts, however that is on a very Grippy car... I think it may be great with training on gamepad.
personally, it's either psf or model G
edit: maybe model i is better than psf... Psf lacks something, it's neither perfectly stable nor funny.
edit 2: yeah model i is my choice after training a bit, i'm able to drift quite decently, is forgiving and allows lateral movement if you like to throw the car in the corner using the ass and not the front. It may be amazing for FWD too.
Looks like need tune a bit or make new Model?
Enter 0.2 > 0.02 (0.0?)
Exit 0.05 > 0.02
BTW Thank you for all of your amazing mods.
Try PSF version or Increas ver.
- Gripped Up increases grip in every context.
- True Grip fixes slope turning behavior (eliminates random spinning-out in serpentines), improves ebrake behavior (doesnt insta stop the car) and changes the transitions and differences between road surfaces (clipping grass wont insta spin you out while driving with offroad tires etc) - generally providing more control while staying close to vanilla traction levels. Car Modification Shop (CMS) is recommended in combo to increase grip (just buy better tires <3).
Gripped Up and True Grip can also be used together (if people want more grip or dont want to use CMS).
In that case just leave out the "Driving Friction Fix" and add Gripped Up. True Grip is made with maximum compatibility in mind! :)
I only tested with a grippy car, but model S seems dubious, real cars are temperamental and cant be recovered from a failed drift at hight speed. However there is a real breaking point that can be felt. It's not progressive, if you are smooth in how you handle the drift, you wont reach this breaking point easily, unless you are on ice.
With S model, we reach the breaking point too fast, atleast on keyboard, because we have no control on the gear or RPM and the cars in cp have really low acceleration after they start to drift so we cant recover control by giving them a "kick" at good timing (which also , in real life, may loses grip on failure, then it's a spin)
Also in real life, it's easy to lose grip but not to drift. ( drifting implies keeping the same general direction while the car has it's own lateral movement, as if the car was on it's own axis, a donut is either rear or front drift but a 180 of the 4 wheels is also doable)
But losing grip doesnt mean that it is unrecoverable, we lose grip veryyyyyyy often and most ppls dont even feel it because it's usually from one wheel at once. (differential helps for this). To make the preset realistic you need three break points: One for losing grip which shall be very ample, you lose traction, one for " spinning on itself" when the angle of the car fights against the actual direction, and one for the unrecoverable state where the spinning on itself fights too much against this general direction.
other models are good i think, they fit a purpose. For micro tuning, i dunno, it will depend on the car and person to person i guess?
What Cyber Grip do you can read attached message. As a result,steering becomes a little less sharp, effect is noticeable on such cars as Hun, Avenger, Nomad Sion and others with excessive maneuverability. You can compensate for this excess with recommended mod if you want. I hope I don't need to explain what smoothTime does again. :)
Skid car nooooo mooooooooore? :O
on paper, the model i sounds ideal to me. If it can still be forced in skid by a weight shift. time to test.