@pixelmurderer Thanks for the appreciation! It's been an uphill battle.
@maxleeuw yeah most likely a bug, with the little menu rework. I'll check it when I get time and update if its missing.
@balente@NepNep978 Yeah, the site is out of date, need to update it. AI choose racing lines automatically since 0.6 or so. I doubt I will find the time to move to a better menu system, but if I do, it'd be LemonUI.
So the wheels are not centered. Polycount varies very, very wildly on the edited bits. LODs are empty, making the car dissapear from as close as 50 meters. The back license plate is unreadable, as if it had multiple shadings or textures applied.
The brake calipers don't even connect with the brake disks. The edited bits have very angulated reflections, as if normals needed a re-do.
Ignoring the car design, which is not your fault, hope you can fix some of these issues! On the wheel front, I can't suggest wheels, but anything vanilla you may find fitting will be better than whatever current ones are. They're really, really flat.
@Vantoneo That's handling based and I can't really do a lot about it. Have you lowered the Gs in developersettings.ini?
Remember you can put negative numbers like -0.4.
@Kiwino Thanks! Though GTAV physics are actually pretty capable of representing simplified reality, its just that they are configured with extreme values by R* to get the arcade feel they wanted. Keep in mind all we manage to make the handling more real, is because the game engine allows for that realism in the first place. We're just editing config files.
@pixelmurderer Thanks for the appreciation! It's been an uphill battle.
@maxleeuw yeah most likely a bug, with the little menu rework. I'll check it when I get time and update if its missing.
@balente @NepNep978 Yeah, the site is out of date, need to update it. AI choose racing lines automatically since 0.6 or so. I doubt I will find the time to move to a better menu system, but if I do, it'd be LemonUI.
@pixelmurderer Glad someone blames rockstar for screwing up with the stuff rather than the author! I've updated it now, though. Lemme know.
Are the suspension bones rigged so the axles follow the wheels around?
I can help with handling btw.
Been long in the making, awesome that's finally out. I really like the shapes and details the pictures depict, really nicely done.
@BrianThompson No. But you're in luck! https://www.gta5-mods.com/scripts/ghost-car
I really like the multifacetted tuning, as shown in the pictures. Great job!
So the wheels are not centered. Polycount varies very, very wildly on the edited bits. LODs are empty, making the car dissapear from as close as 50 meters. The back license plate is unreadable, as if it had multiple shadings or textures applied.
The brake calipers don't even connect with the brake disks. The edited bits have very angulated reflections, as if normals needed a re-do.
Ignoring the car design, which is not your fault, hope you can fix some of these issues! On the wheel front, I can't suggest wheels, but anything vanilla you may find fitting will be better than whatever current ones are. They're really, really flat.
@Vantoneo That's handling based and I can't really do a lot about it. Have you lowered the Gs in developersettings.ini?
Remember you can put negative numbers like -0.4.
@Kiwino Thanks! Though GTAV physics are actually pretty capable of representing simplified reality, its just that they are configured with extreme values by R* to get the arcade feel they wanted. Keep in mind all we manage to make the handling more real, is because the game engine allows for that realism in the first place. We're just editing config files.