48,436
453
48,436
453
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 (but not cartoonish GTAIV levels of roll). 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:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Realistic top speeds (Mostly supported, see Version 6.9 notes)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
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
http://enbdev.com/download.html
Recommended: ZolikaPatch (randomizes traffic colors so you don't just see the 1st and 2nd colors all the time) and OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
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 (limited support after 2nd Lowriders DLC) 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
Changelog:
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:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Realistic top speeds (Mostly supported, see Version 6.9 notes)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
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
http://enbdev.com/download.html
Recommended: ZolikaPatch (randomizes traffic colors so you don't just see the 1st and 2nd colors all the time) and OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
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 (limited support after 2nd Lowriders DLC) 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
Changelog:
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.
최초 업로드: 2021년 03월 24일 (수)
마지막 업로드: 2023년 08월 13일 (일)
마지막 다운로드: 4분 전
All Versions
댓글 766
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 (but not cartoonish GTAIV levels of roll). 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:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Realistic top speeds (Mostly supported, see Version 6.9 notes)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
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
http://enbdev.com/download.html
Recommended: ZolikaPatch (randomizes traffic colors so you don't just see the 1st and 2nd colors all the time) and OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
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 (limited support after 2nd Lowriders DLC) 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
Changelog:
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:
- No more snapping onto curbs
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Realistic top speeds (Mostly supported, see Version 6.9 notes)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
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
http://enbdev.com/download.html
Recommended: ZolikaPatch (randomizes traffic colors so you don't just see the 1st and 2nd colors all the time) and OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
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 (limited support after 2nd Lowriders DLC) 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
Changelog:
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.
최초 업로드: 2021년 03월 24일 (수)
마지막 업로드: 2023년 08월 13일 (일)
마지막 다운로드: 4분 전
I forgot to mention, Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
@Maaurs444 I'm not familiar with that mod, but probably not. Only one way to find out, though!
how is this mod compared to what REDUX is offering, speaking of vehicles handling?
@adrioan98 I've never played Redux, so I couldn't tell you. You could always install each on a separate mods folder and decide for yourself.
@PermissionToLand Does it have any conflicting files with the sparky's overhaul that you may know of?
https://www.gta5-mods.com/misc/sparky-s-traffic-overhaul
@TheRuler666 By the sounds of it, it would replace almost all of the same files, so definitely a conflict. But most of that mod's features are already in DriveV. The only things missing would be his traffic AI edits, police spawning in traffic and the train stuff.
@PermissionToLand Thanks brother
still lacks deformation
@KarlVisigoth I made a mistake in the installer so the damage edits are not being applied to vehicles in the Cunning Stunts and Doomsday DLCs. Will fix with an update soon. If you're talking about the Walton L35, that's Rockstar's fault, nothing I can do about that.
I love this mod and can't play without this , but for lastest patch it's crash when i'm trying to load game from save file.
@P1401_TH Probably a conflict with another mod you're using. What do you mean by "load game from save file"? Was it a quick save where you may have saved while driving an add-on vehicle that's not in your game anymore?
@PermissionToLand Thanks for reply! . I'm trying to solve this problem. I mean , when I'm entering to storymode it works fine , but it still quitting to desktop without any error log when the end of replay the mission and loading to current save file (I didn't use any add-on car mods)
I really only want to use one feature but I would like that feature to also work on addon cars, where do I find the settings to stop player model slouching forward everytime you touch the breaks, You have sorted it herer but not on addoncars
@PermissionToLand Is there a way to adjust or reduce the overall weight of the vehicles and the value that makes all of them drift too much? It gets very unrealistic because all the cars have lost their grip starts drifting almost immediately even at slower speeds. Even the FWD ones. It gets unrealistic
@Batmans33 This mod does not apply to add-on cars, it is not even possible to do that. The handling is not some script that automatically applies to cars, I am changing every value for every car individually.
@TheRuler666 FWD cars will oversteer if you throw them into a corner hard, I've done it myself before. It sounds like you just want more traction, which would be the fTractionCurveMax value. Also, fTractionCurveLateral affects tendency to oversteer/understeer. If you want understeer, use a value around 14-15. If you want a lot of oversteer, use around 20.
@PermissionToLand Sounds great man thanks for the quick reply Imma try out rn
@PermissionToLand On another note, where to find these settings from and do I have to do it for every vehicle?
@TheRuler666 handling.meta and yes, you have to edit every car.
Not sure it realistic or not but the brake of almost car is really bad is that the realism?