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CogKicker kHishamaru

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CogKicker

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19 comments

  1. 221prle
    221prle
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    Now mod feels good i like fact that cars are not so stiff when shifting and they stay on power even when i lift of throttle so they remain smooth also if someone finds steering to be way to sensitive lower it to 40-45% to feel steering to be around 85-90% on vanilla but i have found bug with bikes they shake at low speeds well at least those that Tyger Claws use haven't got far into story with this mod to know
  2. mrj0j0e
    mrj0j0e
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    Looks good from the video, would this be compatible with ShinyaON's car mods such as Limited Slip Differential, Slope Traction Factor etc. or is it truly standalone?
    1. ShinyaON
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      Hi. Wolrks with LSD but not with STF.
      Better if autor make a list what aspeects of vehi changed.
    2. mrj0j0e
      mrj0j0e
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      Cheers, ShinyaON! Fantastic work on your mods. Quick side note: Would it be possible to get a version of Driver Combat 2.0 without the camera edits? They cause a visual bug in first person on my body for me.

      Back on topic: Agreed, a compatibility list for this mod would be great!
    3. mikegrauohr
      mikegrauohr
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      yea a list of changes would be great, user-friendly.
      "more like gta" is a rather vague description...^^

      generally its always appreciated if mods are developed with compatibility in mind - especially in context of driving where a lot of great mods already exist and fix certain issues.
    4. CogKicker
      CogKicker
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      This is intended as a standalone mod. There were no plans to add comparability support for other mods.
    5. mikegrauohr
      mikegrauohr
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      oh! so no need to try :P i have already other mods installed.
  3. 7queue
    7queue
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    Is ch_v0.2 a replacement for B or an addition to? Should I remove the files provided by B with ch_v0.2?

    At one point I had adjusted the steering settings where it was controllable, then I had to re-install the game.

    This mod gets steering under control, thanks!
    1. CogKicker
      CogKicker
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      Replacement 
  4. sussybakaMatsuri
    sussybakaMatsuri
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    CyberHandling_SteerFix generates tons of logs (and perhaps cause game crash?idk)
    The log file keeps repeating these lines
    [2880] [TweakDB::SetFlat] Type for <TDBID:21CCE7EA:1C> is ambiguous, use third parameter to specify the type
    [2880] [TweakDB::SetFlat] Type for <TDBID:63CAFEAA:20> is ambiguous, use third parameter to specify the type
    [2880] [TweakDB::SetFlat] Type for <TDBID:2608C255:1B> is ambiguous, use third parameter to specify the type
    [2880] [TweakDB::SetFlat] Type for <TDBID:53484E0E:1C> is ambiguous, use third parameter to specify the type
    [2880] [TweakDB::SetFlat] Type for <TDBID:0D9A0375:20> is ambiguous, use third parameter to specify the type
    [2880] [TweakDB::SetFlat] Type for <TDBID:4C48F224:1A> is ambiguous, use third parameter to specify the type
    I counted there are 6 lines and I found 6 lines of code in a similar format
    TweakDB:SetFlat(dm..".turnUpdateMaxSpeedThreshold", ((spd * 1) * 0.75));
    TweakDB:SetFlat(dm..".turnUpdateMaxSpeedTurnChangeMul", 1);
    TweakDB:SetFlat(dm.."..turnUpdateMaxSpeedTurnMul", 0.33);

    TweakDB:SetFlat(dm..".turnUpdateMidSpeedThreshold", ((spd * 1) * 0.5));
    TweakDB:SetFlat(dm..".turnUpdateMidSpeedTurnChangeMul", 1);
    TweakDB:SetFlat(dm..".turnUpdateMidSpeedTurnMul", 0.66);
    I removed these lines and the log no longer generates,what does these lines do? or how do I fix the log-spamming problem instead of just simply removing them?
    1. CogKicker
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      In the base game, as your car goes faster, the steering-angle decreases.  Those values dictate how much it decreases, and at what speed it decreases. 

      People with the older iteration of the mod were having problems with their cars not steering.  Thus, I wrote those lines of code in an attempt standardized the rate in which the steering-angle decreases for all cars in the game.  I'm not sure why its throwing errors, but I'll try to look into it tonight.  
  5. CogKicker
    CogKicker
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    I am currently overhauling this mod, so that the handling data of the GTA IV/V physics model can be converted to the handling data of the Cyberpunk physics model. In addition, I can now load simplified handling data from a handling.dat file, very similar to GTA's. This will make editing the handling much faster and easier.   

    Also, I have no idea what what the f*#@ I'm doing.  
  6. Therealomerali
    Therealomerali
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    Are you thinking of doing bikes?
    1. CogKicker
      CogKicker
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      Yes. I'm currently overhauling the mod rn, so give it about a week or two.
  7. Therealomerali
    Therealomerali
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    Feels good for the most part but it's way too hard to change lanes and make turns.

  8. Jmolinares03
    Jmolinares03
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    CogKicker Could you make a version where nothing else affects the brakes and is more compatible with other handling mods?
  9. 221prle
    221prle
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    • 1 kudos
    will this work with griped up vanilla+?
  10. Empher
    Empher
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    Honestly, it's pretty good. I like the fact that the car is not going crazy when accelerating and stopping. Thanks Mate!