Cyberpunk 2077

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imbamakaber

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imbamakaber

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About this mod

Checkout the comparison video! "This is breathtaking. It's amazing how a simple audio mod changed the whole driving experience."

Requirements
Permissions and credits
Changelogs
Donations
Compatible with 2.12 / Phantom Liberty


Thank you for all the kind comments and DMs ❤️
Donations (PayPal)


Installation
  • Use Vortex or download the main file
  • You only need one file
  • For more details or mod recommendations 


Summary
  • Simple and light-weight mod for more authentic rpm sound changes
  • Very nice for immersive driving or riding in Night City
  • Works for bikes as well
  • No tweaks to physics or vehicle performance
  • If you want more performance, there are Tune versions available under Optional files :) 
  • The mod also has a built in vehicle tune system
  • ALL vehicles fixed
  • This mod was previously named Cyberpunk 2077 Gear Ratios RPM Rev Fix and is the rebuilt standalone version of my other mod 
  • Examples, installation instructions and videos below 


Quotes

  • "one of the best mods ever made"
    Nexus Mod posts

  • "This has now officially become the "GOTO" vehicle mods of Cyberpunk 2077."
    Nexus Mod posts

  • "Absolutely insane how much this improves the game"
    Nexus Mod posts

  • "Absolutely GOATed mod"
    Nexus Mod posts

  • "This is breathtaking. It's amazing how a simple audio mod changed the whole driving experience."  
    Nexus Mods posts (old version of mod)

  • "Difference it makes in driving experience is insane, I could never ever ever go back to vanilla. This has to be implemented in real game"
    Nexus Mod posts

  • "when the game came out to until now, i literally felt sick driving cars because of how wrong they sounded when shifting gears, this is such a great mod 👍"  
    YouTube comments

  • "This mod is essential for car guys, I always bothered of how the gear ratio and shifting works before I discovered this mod. Now I'm using it daily, Thank you so much!"
    YouTube comments

  • "I absolutely love this mod. I can’t play this without it anymore lol."
    YouTube comments

  • "This is the best QOL mod out there... Amazing work!"
    Nexus Mod posts

  • "It's extraordinary how much this improves the driving experience! It's like the missing piece of the puzzle that ties everything together.  ... Thanks so much for sharing it with us."  
    Nexus Mods posts (old version of mod)


Article
https://www.gfinityesports.com/gaming-news/cyberpunk-2077-mod-car-bike-gear-change-sounds/



Reddit posts
https://www.reddit.com/r/cyberpunkgame/comments/10qvb2m/hope_this_brings_a_little_joy_to_those_sensitive/
https://www.reddit.com/r/cyberpunkgame/comments/xnxxx4/cyberpunk_gear_ratios_fixed_using_the_cyber/



Short comparison video of what the mod does! Vanilla vs. Mod (v1.4)
(This and the video below are from v1.6x of the game. Vehicles had different engine sounds in that version of the game)
Mod includes all cars and bikes. Short comparison video with five acceleration examples. Longer comparison and other videos below. 



What the mod does
  • This mod primarily adjusts the minimum rpm for each gear without changing the power or speed for that gear
  • This has the effect of creating a more authentic and satisfying sound when shifting gears 
  • Vehicles also feel faster, because they sound more authentic
  • The Tune versions of the mod increases speed, power and also reduces aerodynamic drag


Visual examples of what the mod does 
See more generated examples under the images section for the mod.














More videos! - Stay a while and listen
Long comparison video with twenty acceleration and downshift examples (v1.4): 


Longform showcase with CYBERDRIVE - Better Realistic Handling Vehicles (v1.3.4): 



Release video (v1.3)



Yaiba Kusanagi CT-3X through heavy traffic (v1.0):


Release video (v1.0): 






Installation instructions
  • Install Cyber Engine Tweaks
  • Use Vortex or Manually install this mod
  • You only need one file - the main file or optionals! 
  • Done


Known issues/quirks
  • Some gear tweaks remain to be done!
  • I will look into adding custom vehicles to the mod, once those are updated and working properly after Phantom Liberty / 2.0
  • Vehicles are getting custom profiles, I've added some, but will add more
  • A few vehicles respond differently or strange to the Tune versions of the mod, but they are not many
  • Some vehicles are bouncing on the rev limiter before a gear shift. Bikes are problematic even in Vanilla, I intend to continue to improve them more. This is a problem with how vehicles are coded in the Vanilla game relative to their speed
  • The reason for some vehicle graphs looking exactly the same is that the game reuses engines for some vehicles
  • If the mod does not load the first time, when using Vortex, reinstall/redeploy
  • Driving is more immersive with a controller. If you are on Keyboard you can use Immersive Driving 2.0
  • If you want throttle blip downshifts - break easy (controller or Immersive Driving 2.0 for Keyboard) or engine break


Compatibility
  • Compatibility is reliant on this mod loading last (look for "This should be loaded last - Authentic Shift Audio Gear Ratios" in the console and make sure it is loaded after the other mods)
  • Recommend using this with Better Vehicle Handling or CYBERDRIVE - Better Realistic Handling Vehicles if you do not want to tinker and only use Vortex. Some of the mods recommended here might be outdated for Phantom Liberty / 2.0
  • Should work with most other vehicle mods as this is taking the maximum rpm of for each gear and then bumping it down for the minimum value. Still dependent on loading last. 
  • I will look into adding custom vehicles added to the game by other modders when they seem stable after the 2.0 release
  • This mod is sometimes affected by load order issues when using other Cyber Engine Tweaks vehicle mods that manipulate rpm (example CVO). 


I recommend using this mod with other mods for vehicles and driving
Some might be broken or redundant after Phantom Liberty / 2.0!



Background / Roleplay
It is unclear if this is the intended way the game should portray vehicles or not. I've heard some explanations of engines in the Cyberpunk universe not needing to use gear ratios like vehicles in our universe. If you are a purist this might not be for you.

You may consider me you resident vehicle tuner in Night City. 

When promotional material came out there was a lot of focus on petrol heads and cars. Vehicles in the game have excellent sound design and they have really nailed some of the vehicles sounds. It is apparent a lot of effort went into crafting the vehicles of Night City.

However - There is one major flaw that bugged me since the game was released. I took a break from the game for little over a year and when I got back in the summer 2022, this was still not fixed. Gear shifts change the rpm for the vehicles in a very unnatural way. 

It almost feels like each shift is a "gear reset", rather than a "gear shift".

To most, this does not seem to matter at all, but for the few that does care - it is really immersion breaking. I realised I had the skillset to do something about this - so here it is - in its refined form.

-
Release v2.12.39 (Phantom Liberty / 2.0 release):
  • Changelog update: Compatible with 2.12
  • Changelog update: Compatible with 2.11
  • 2.1 fix update
  • Changed targeting of vechile driving models (vehDriveModelData) to take into account the newly introduced driving models for bikes (bikeDriveModelData)
  • Created logic to not target vehicles without human readable names until CET is updated with known names (vehicles not included in
  • CETs readable names will not be processed, awaiting CET update)
  • Tune override versions, example profiles, your collections or your vehicle profiles require no update

Release v2.12.35 (Phantom Liberty / 2.0 release):
  • CHANGED gripTypeModifier and gripModifier - When trying to create vechicle profiles I realised the lateral longditudinal logic was too limiting so had to split the front and rear lat long logic into separate values. gripTypeModifier and gripModifier is now split into two separate sections: gripLatModifier and gripLongModifier and both are configured for front and rear independently! 
  • Added massBalance adjust the center of mass forwards or backwards, up or down, support negative values
  • Added mass calculation for suspension unsprung mass
  • Reworked the gripModifier grip logic and added tireLateralSlipEffectsMul, tireLongitudinalSlipEffectsMul and tireRollingResistanceCoef to the calculations to make it more representative of the modifier
  • Vechile profiles, collections and overrides are now all tested and verified to work in a deeper hierarchy instead of reverting to the default. This means that if a value is not set in an override file, it will take the value from a vehicle file and if not set there it will continue down the hierachy until it reaches the default profile. I believe this is a more scalable and intuitive system for the vehicle profiles hierarchy! :)
  • Reworked the stiffnessModifier stiffness logic, suspensionHeightModifier logic and added logicalSuspensionCompressionLength, springDampingHighRateCompression, springDampingLowRateCompression, swaybarDisplacementLimit, swaybarLengthScalar, springDamping, springReboundDamping and more to the calculations to make it more representative of the modifier
    Created a vehicle profile example for Coyote: "Imba's Gymkhana Coyote" (it is somewhat cartoonish, but have fun! :D)
  • Tweaked the impact calculations for handlingModifiers to be more responsive
  • Fixed a new bug with the active profile function introduced in the two previous versions of the mod
  • Fixed double storing of processed handling models
  • Fixed override tune versions missing active parameter and uploaded new versions


Release v2.11.21 (Phantom Liberty / 2.0 release):
  • Major changes to the vehicle profile system - Vehicle components are no longer shared between vehicle variants. Each vehicle variant now gets a unique engine, gearbox, suspension setup etc. This makes tweaking your favourite variant of a vehicle much better, easier and more intuitive. It also empowers the vehicle profile system Collections alot! An example of this would be to have two different Caliburn setups, one for the white and another for the black! - This also works for standalone vehicle variants (make sure to target all variants, preferably using Collections :D)
  • Added debugTargetVehicle table support, so you can debug multiple vehicles at once and renamed it to debugTargetVehicles
  • Added debugCloning to select if to log cloning debug data
  • Added CHANGELOG.md
  • Refactored some of the code to make it more readable
  • Removed standalone vehicle names from name lookup table
  • Step Tune Override versions to the mod no longer needs updating, unless I add more relevant parameters, so removed the version names from them and added + to the end of the required version :D 


Release v2.10.73 (Phantom Liberty / 2.0 release):
  • Major improvements to the vehicle profile system and bug fixes, see below! 
  • Major change to the tune versions of the mod. They now REQUIRE the base mod! 
  • Added an FAQ.md file to the mod with some instructions and information. I also added this to the posts section. This FAQ will strangely be found as a reply to the moderator post "Test" that is stickified to the top. This is because I am no longer able to create posts to this mod, I think nexus mods are looking into it, not sure :)
  • Added dragModifier for the mod because when I was creating profiles when drag was based off tuneModifier it was not making it easier.. I try to keep the number of modifiers low, but this HAD to be broken out to its own modifier :) I removed the threshold for drag because it was no longer needed with this modifier. 
  • Added new logic for understanding which vehicles should be changed, I have removed the targetVehicles logic. I have also removed the list of supported standalone vehicles because the mod will now find all of these automatically. 
  • Added functionality to create custom shared vehicle collections as files. Use Collection.collection_name.lua. This makes it easier to bundle variants for a vehicle or a way do sweeping changes for vehicles (see the default file and the provided examples)
  • Added override profile functionality. You can now create an override profile that overwrites parameters for all vechiels. See the optional tune versions of the mod for an example of this! (Example: Override.authentic_shift_step1.lua)
  • Added a name parameter to the vehicle profiles to be able to add a debug name for a vehicle. If no name is set it will fall back to the vehicle path. This also means I fixed missing names in the vehicle name lookup list
  • Added debugMissing value to be able to set if missing parameters in settings or profiles should be printed or not
  • Fixed a BREAKING bug with the gearboxModifier introduced in the last refactor, sorry!
  • Fixed the mod not targeting the following vehicles correctly: 'Thorton Mackinaw "Saguaro"
  • Fixed default profile engineSoundModifier example, it was missing "Vehicle."
  • Optimized settings and profile parameters merging alot


Release v2.9.22 (Phantom Liberty / 2.0 release):
  • Renamed the mod to Authentic Shift, because it is more 'catchy' and signifies the shift in the mod with all the new and added vehicle profile features!
  • The main version of the mod still ONLY modifies gear ratios :D
  • Added engineSoundModifier to be able to change the vehicle engine sound source in vehicle profiles. Set transform to true and add which vehicle path you want to nab the sound from! Would you want the Herrera Riptide ("BIG CC Superbike") sound for Yaiba Kusanagi CT-3X?! Blasphemous?! PROBABLY, but it is now possible and very easy to do :D 
  • Added vehicle names to code comments in the targetVehicles list in init.lua to make it easier to understand which vehicle is which and debug
  • Fixed MAJOR issue with vehicles sharing engines and mechanics. No more multiple processing of multipliers for vechicles with several variants. Vehicles are still sharing engines and mechanics. I have started looking into fixing it so that each variant of a vehicle can be unique. Until then, be sure to assign the profile to the first vehicle variant. Variants are named "_02_player" or "_player_02" in 2.0 / PL. Use debugMode = true to get logs for vehicles when tinkering. You can also log all the data for only one vehicle using debugTargetVehicle
  • Fixed/improved vehicles rev limit bouncing for Brennan Apollo, Brennan Apollo "Scorpion", Yaiba Kusanagi CT-3X and Yaiba Kusanagi "Mizuchi" again
  • Removed Example - Yaiba Kusanagi Superbike Conversions, it was only there to show that you can make Vehicle Profiles for this mod and upload them
  • Fixed an issue where speed modifier was not selected properly from vehicle profiles
  • Fixed, improved and refactored a lot of code and debugging messages
  • Split the functions up into a separate file to make it easier to tinker in init.lua


Release v2.8.57 (Phantom Liberty / 2.0 fix release):
  • +100,000 downloads O M G !
  • Major vehicle profile system improvement: Profile parameters are no longer enforced. I was trying to create profiles and realised it was not a nice experience to have to add all values. Made sure the logic validates the presence of each value in the vehicle profile and sets a value from the default profile if nothing is found or not spelled correctly for that specific profile. This makes parameters optional! I contemplated traversing the hierarchies of profiles for each value, but this is more practical and easier to understand. Missing value for a given profile -> default profile. This means a vehicle profile can contain only ONE modifier parameter, much more easy and comfortable :) 
  • Updated the vehicle profiles in init.lua to represent the new way vehicle profiles work when values are no longer enforced. "Slimmed profiles"! Ony select the values you want to change :) 
  • Fixed problem with filebased profiles lua loading cache using require file
  • Added logic to NOT process vehicle engines multiple times and keep track of them! This was helpful when I was adding and debugging standalone vehicles that re-used vanilla engines
  • Added an active parameter to easily switch a profile on or off, it reverts to default profile if not active
  • Added massModifier to modify vehicle weight alongside handling. I realised there had to be more flexibility for this, so no choice but to separate it into this :)
  • Added more spring settings to the stiffnessModifier that are calculated based on the multiplier
  • Added suspensionHeightModifier that also calculates some other related values.. Off Road Baja Caliburn that pops wheelies?! I've tried it together with stiffnessModifier and can done tweaked in minutes :D...
  • Added "official" support for standalone vehicle mods, see list below. I might refactor this, because it was not very efficient or sustainable! One thought I have is to read files dynamically from a subfolder, but not decided yet. Using the vehicle path for targeted standalone vehicles, you can create profiles. Example: Create the file 'Vehicle.nissan_240sx.lua' with extremeTweak = true and that standalone vehicle will use engine maximum rpm limit instead of the maximum rpm for each gear :) braaap braap brapppapapappapp. You will sometimes have to tweak more things for the rev range or for speeds in the profile, but making vehicle modifications is now very easy, even for standalone mod vehicles. When in doubt add more power :D 
  • Added mod compatibility: Mizutani Shion Targa MZT by djkovrik https://www.nexusmods.com/cyberpunk2077/mods/4476
  • Added mod compatibility: 1993 Nissan 240SX (S13) by fiesfurz https://www.nexusmods.com/cyberpunk2077/mods/8730
  • Added mod compatibility: 02' Nissan Skyline GT-R R34 by ctxrlsec https://www.nexusmods.com/cyberpunk2077/mods/7606
  • Added mod compatibility: 92' NSX Rocket Bunny by ctxrlsec https://www.nexusmods.com/cyberpunk2077/mods/7533
  • Added mod compatibility: 1991 BMW E30 M3 by ErebusEquity https://www.nexusmods.com/cyberpunk2077/mods/7575
  • Added mod compatibility: Quadra Turbo K.S Edition by ctxrlsec https://www.nexusmods.com/cyberpunk2077/mods/8260
  • Added mod compatibility: 95' McLaren F1 by ctxrlsec https://www.nexusmods.com/cyberpunk2077/mods/7845
  • Added mod compatibility: Audi R8 Liberty Walk by KRNLNIK https://www.nexusmods.com/cyberpunk2077/mods/8827
  • Refactored code to be better... Still a lot of room for improvement :D
  • Refactored final gear logic yet again, it will now double check if vehicle profile deviates from the default values
  • I've tested, but please let me know if you find anything :) 
  • Took a little longer than expected to test and finalize this version of the mod :)


Release v2.7.69 (Phantom Liberty / 2.0 fix release):
  • Tested for Patch 2.02
  • Took a little longer than expected to test and finalize this version of the mod :)
  • Added gearboxModifier to the vehicle profile configuration. You can now lower the number of gears for vehicle gearboxes and it works with everything else. It will keep the original gearbox maximum final gear speed and interpolate the new gearbox speed values based on the old larger one. Caliburn with 3 forward gears?!?.. It is also compatible with tuneModifier :D (If you reduce the number of gears you might need to increase the min rpm values to make it sound better. I have started looking into increasing the number of gears but it is a bit more tricky..)
  • Added support for a file based default vehicle profile (defaultprofile.lua). The hierarchy for what is used is as follows #1 file specific:Vehicle.v_sport1_rayfield_caliburn_02_player.lua, then #2 file default:defaultprofile.lua, then #3 init.lua:vehicleProfile and then #4 init.lua:defaultProfile. This should allow for enough flexibility to create your own vehicle profiles as mods with this mod as the dependency :)
  • This update introduces a new pattern for vehicle profiles so version v2.6.42 will break and needs to be updated. It is not difficult to update! 
  • Added gripTypeModifier to be able to split grip into forwards backwards or side grip! This helps ALOT when tuning for Drift setups, stunt or Step 3 tunes and can also be very fun. You can do Driftkhana Ken Block (RIP) stuff with this :D
  • Fixed a bug with calculated modifier values modifying even if there was no value change from 1.000
  • Fixed an issue with extremeTweak for Mizutani Shion "Coyote"
  • Added a global value for the overall tune level to make the maintenance of optional versions easier. It also makes it easier to tune if you do not want to get into details. Just use it once to increase engine and breaking performance
  • For this release I let all my debug and data generation to json methods stay in the init.lua code. This helps when you are tweaking and this is also how I've extracted the data to visualize the vehicles in the mod page images. This JSON file is then used by a slim application written in node to generate all images. You can use debugTargetVehicle to debug a specific vehicle.
  • Added max speed limiting logic to make tuned vehicles not overexceeed the cdpr game engine max speed and get reset to 0 speed instantly. Max speed is 460mph (unrealistic Vanilla) or 360kmh (realistic 223.69mph)
  • Changed the limit for maximum steering angle to more easily tweak for drifting profiles and not oversteer
  • Added both of these as values in the top of init.lua to be more easily understood
  • I also redid the Tune versions of the mod to be more easy to maintain by adding logic in the top and then printing the tune version of the mod from that value
  • Refactored the version number to be more easily updated and printed to the init message
  • Generated a spider diagram to illustrate the mod tune system
  • Generated new images for some of the vehicles to showcase what the new versions of the mod does relative to the old one. I could generate all of them but it soon becomes redundant

Release v2.6.42 (Phantom Liberty / 2.0 fix release):
  • Added the ability to create your own vehicle profiles as files. Read the documentation in the code for the mod and see the added example file Vehicle.v_type_manufacturer_model_example.lua to understand how to do this. The values you tweak are multiplicative AND curated based on the vehicles base values, meaning it makes your effort VERY low to tailor or enhance the vehicles to your own liking. All of them at once in the init.lua or one by one either in that file or as seperate profiles files. Enjoy your tweaking! ❤️ 
  • Added an Example Vehicle Profile Mod to show how you can create standalone profiles for this mod. "Example - Yaiba Kusanagi Superbikes Conversion". They now pop wheelies when accelerating and get a top speed of around 330km/h :D 
  • I recommend using the mod "kmh conversion with realistic values" for more immersion, especially together with any of the tuned versions of the mod or if you tune yourself
  • Added brakingModifier for vehicle profiles to increase braking performance
  • Added brakeBias for vehicle profiles to change the bias front or rear
  • Added handlingModifier for vehicle profiles to enhance handling characteristics
  • Added stiffnessModifier for vehicle profiles to enhance the spring stiffness front or rear
  • Added gripModifier for vehicle profiles to enhance the grip front or rear. Want to drift? :'D
  • Updated all optional Tune versions of the mod to use the new vehicle profile and increased braking performance with the brakingModifier. Also changed the respective descriptions to show which values are changed
  • Added a Step 2U Tune, where U means ULTIMATE. You can create your own Step 3 Tunes using the added modifier values above :) 
  • Added a bindable key to turn the engine off in the CET menu. If you turn the engine while driving, you will loose control of steering (I am not sure how to turn the engine back on again.. tried a bunch of things ;D) 

Release v2.5.9 (Phantom Liberty / 2.0 fix release):
  • Expanded the vehicle profile template to include more values, extreme tweak settings, a tune value and refactored the code to use the new values
  • Removed old extreme tweak check
  • Tweaked custom vehicle profile for Thorton Colby "Little Mule" and Thorton Colby "Vulture"
  • Tweaked custom vehicle profile for Mizutani Shion "Coyote", Shion "Bonewrecker" and Mizutani Shion "Samum"
  • Tweaked custom vehicle profile for Brennan Apollo and Scorpion's Apollo
  • Tweaked custom vehicle profile for Rayfield Caliburn 
  • Tweaked custom vehicle profile for Yaiba Kusanagi CT-3X and Yaiba Kusanagi "Mizuchi"
  • Made it easier to tinker with values on your own and added comments in the code for the mod. tuneModifier is my gift to you ❤️
  • Released first experimental attempts for tuned versions of the mod using ONLY the above value tuneModifier
  • Added "Step 1 Tune", "Step 2 Tune" and "Step 2X Tune", where X means EXTREME. Step 2 is the maximum tune level for just adding more power, and in this case also reducing aerodynamic drag, hence X. Step 3 is more about racecar performance which I might look into
  • You may now consider me you resident vehicle tuner in Night City... :D

Release v2.4.18 (Phantom Liberty / 2.0 fix release):
  • Cleaned up logic for custom vehicle config loading
  • Added custom vehicle profile for Thorton Colby "Little Mule" and Thorton Colby "Vulture"
  • Added custom vehicle profile for Rayfield Caliburn 
  • Added custom vehicle profile for Mizutani Shion "Coyote", Mizutani Shion "Bonewrecker" and Mizutani Shion "Samum"
  • Tweaked custom vehicle profile for Yaiba Kusanagi CT-3X and Yaiba Kusanagi "Mizuchi", still bouncing on the rev limiter somwhat on gravel uphill.. but I guess that is immersive :) 
  • Changed the name of the mod page to Authentic Shift Audio Gear Ratios (Gear Shifts Sound QoL ASMR and optional Tuning) to better represent the mod

Release v2.4.8 (Phantom Liberty / 2.0 fix release):
  • I hear you when you talk about rev limit bounces for motorcycles etc. It is a problem in the Vanilla game, not in the mod, but I am working on a solution and testing some things. I have some theories for a fix, one of them is about also modifying speed for gears
  • Finally got to specific config settings for vehicles. Created a way for vehicles to have their unique configs to adress these quirks and rev limit bounces for unique cases, but also to make vehicles better overall. Created a default config for all vehicles mirroring the previous optimal settings. This is loaded when there are no specific configs for a vehicle present
  • Added special configs for: Brennan Apollo, Brennan Scorpion's Apollo, Yaiba Kusanagi CT-3X, Yaiba Kusanagi "Mizuchi", but no specific tweaks yet
  • Removed logic for rev bounce limit and old extreme tweaks
  • Found potential problems with the following vehicles: Alvarado V4FH 570 Herman, Alvarado Deleon "Vindicator", Thorton Mackinaw "Saguaro"
  • Added Mizutani Shion "Samum" to extreme gear tweaks

Release v2.3.2 (Phantom Liberty / 2.0 fix release):
  • Refactored Extreme Gear Tweaks and Rev Bounce Limit to only need target vehicle instead of each gear to work
  • Removed debug log command for final gear
  • Added Thorton Colby "Vulture" to Extreme Gear Tweaks
  • Added the normal Brennan Apollo to Rev Bounce Limit fix

Release v2.2.7 (Phantom Liberty / 2.0 fix release):
  • Rebuilt the final gear logic for all vehicles again, now it is very good! The previous attempts had some unwanted quirks..
  • Recalibrated the extreme gear tweaks logic for vehicles to not bounce too much on the rev limiter, examples; Mizutani Shion "Coyote" and Thorton Colby "Little Mule". Still not perfect but working on another solution

Release v2.2.4 (Phantom Liberty / 2.0 fix release):
  • Removed the old final gear tweak logic
  • Redid the final gears for all vehicles. It is now much more satisfying when shifting into the final gears 
  • Please let me know if you find any quirks :)

Release v2.2.0 (Phantom Liberty / 2.0 fix release):
  • Fixed rev limit bouncing for Scorpion's Apollo
  • Build an algorithm to handle Vehicles that bounces on the rev limiter, let me know what you find :)

Release v2.1.1 (Phantom Liberty / 2.0 fix release):

  • Now compatible with CVO out of the box
  • I know there might be some quirks, I am testing and testing, but let me know to speed things up, thanks! :)
  • I might do a new Detune version for CVO next
  • Override versions for CVO no longer needed

Release v2.0.1 (Phantom Liberty / 2.0 fix release):
  • Added all new 2.0 vehicles to the mod: Alvarado V4FH 570 Herman, Thorton Colby "Vulture", Thorton Colby BARGHEST, Alvarado Deleon "Vindicator", Thorton Galena "Locust", Militech Hellhound, Mizutani Hozuki "Hoseki", Thorton Mackinaw "Demiurge", Thorton Mackinaw "Saguaro", Arch Malina-Mobile, Thorton Merrimac "Warlock", Herrera Outlaw "Weiler", Archer Quartz "Sidewinder", Archer Quartz "Specter", Herrera Riptide "Terrier", Mizutani Shion "Samum", Quadra Sport R-7 "Charon", Quadra Sport R-7 "Chiaroscuro", Quadra Sport R-7 "Sterling", Quadra Sport R-7 "Vigilante", Mahir Supron "Trailbruiser", Makigai Tanishi "Kuma", Makigai Tanishi T400, Quadra Type-66 "Hoon" and Quadra Type-66 "Wingate"
  • Added Makigai Maimai P126 back into the mod
  • Looking into cases where some gears bounces a little bit on the rev limiter before shift, noted only on a few vehicles and a fix is coming. 
  • If you encounter anything it would speed up things if you let me know! Many vehicles and cases to test, thanks! :)

Release v2.0.1 (Phantom Liberty / 2.0 fix release):
  • Caliburn sings again
  • No new vehicles added to the mod just yet - be patient! Updated the mod for the 2.0 release of the game with Phantom Liberty. Since there were many changes to vehicles in 2.0 there is more work than expected
  • The mod could run again after I removed Makigai Maimai P126 from the list of vehicles, not sure why
  • There might be problems, I am still working on it! 
  • Upped the version number to v2.0.0 to better represent the new version of the mod relative to the game version
  • Other features and things reported, that were planned for my v1.5 of the mod, have been put on hold until 2.0 stabilizes
  • Support for Cyber Vehicle Overhaul has been discontinued until that mod is reworked for the new vehicles. I recommend Better Vehicle Handling or CYBERDRIVE - Better Realistic Handling Vehicles as an alternative if you feel the physics in Phantom Liberty are a bit off or not to your liking. Both alternative mods are compatible out of the box with my mod using any mod manager or manual install (if they are updated for 2.0 that is)

Release v1.4.1 (CVO 1.7 release fix 1):
  • Removed Thorton Colby "Little Mule" from maximum rpm tweaks in the CVO Override versions of the mod and moved it back to final gear tweaks to make it drivable after the CVO 1.7 update. Please let me know if there are any other issues with CVO 1.7!

Release v1.4:
  • Created a backlog for more advanced changes in v1.5+
  • After countless hours of testing and listening to nuances probably only I can hear by now, I have tweaked the algorithm to be as good as I think it can be. The organics are slightly better now. Doubtful I can get it any better without tweaking each car individually. I might start doing that for v1.5+
  • Final gear still needs some tweaking 
  • A reddit commentator wrote regarding v1.3.4: "Honestly it feels like it's in a pretty good place." It is now a little bit better in v1.4. In that comment they also mentioned that "shift RPMs creep slightly higher and higher". This has been addressed in v1.4, slightly reducing the rpms down again for the first gears
  • Created a comparison video for the mod
  • Updated CVO Override Detune to be ~10% stronger based on feedback on reddit

Release v1.3.4:

  • Slightly modified all curves for all gears on all vehicles to be slightly more satisfying and organic (including the CVO override versions)
  • Added Yaiba Kusanagi CT-3X to final gear tweaks
  • Added Thorton Colby "Little Mule" to the maximum rpm tweak and removed it from final gear tweaks
  • Tweaks, bugfix, removed unused variables and declared local variables according to Lua scripting lint
  • Fun fact (in fact annoying): The engine of Quadra Type-66 "Cthulhu" is connected to the engine of Herrera Outlaw GTS in the game vehicle configurations behind the scenes.. will have to create a workaround for future Herrera Outlaw GTS max rpm tweaks 

Release v1.3:
  • Started tweaking maximum rpm. Added this in its extreme form to the following Vehicles as a first test (let them sing!): Mizutani Shion "Coyote" & Rayfield Caliburn
  • Debugging & learning about modding, refined algorithm, rebuilt functionality to be more easily ported to CVO and code cleanup
  • Released new Override versions for CVO v1.6 (more work than expected because of CVO both renaming and regearing engines and transmissions)

Release v1.2:
  • Renamed the mod to Authentic Shift Audio Gear Ratios from Gear Ratios RPM Rev Fix to better represent what the mod is and what it does
  • Created a new development workflow with automated visualisation to better check the rpm data for each vehicle (see the new generated and uploaded image examples)
  • Made sure the mod targeted all relevant vehicles. It is still whitelisting targets, but it will be easily updated for potential new cars in the upcoming DLC
  • Fixed the final gearing for the following vehicles: Porsche 911 II (930) Turbo, Archer Quartz EC-T2 R660, Thorton Galena "Rattler, Thorton Colby "Little Mule, Archer Quartz "Bandit", Quadra Turbo-R 740, Thorton Galena "Gecko", Quadra Type-66 640 TS, Quadra Type-66 "Cthulhu", Quadra Type-66 "Jen Rowley", Mizutani Shion MZ2, Herrera Outlaw GTS, Quadra Turbo-R V-Tech, Quadra Type-66 "Javelina", Quadra Type-66 Avenger, Rayfield Aerondight "Guinevere"

Release v1.1:
  • Please give feedback or report bugs!  :)
  • Removed unnecessary spdlog line and other unused values
  • Tweaked algorithm for lowest RPM for all cars to be slightly more organic and satisfying specifically targeting the 4th gear
  • Added 8th gear to algorithm
  • Added detune optional file for CVO

Release v1.0:

  • Removed all tweaks and adjustments to speeds, this now only modifies rpm
  • Fixed bug with number of gears

Beta v0.9:
  • Standalone version of my other mod

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