Drive IV (Realistic Handling for IVPack) 3.1
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This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling). The handling is more similar to IV than V, but without some of the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on. This mod is compatible with DriveV (see instructions in readme file).
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Først Lastet opp: 26. mai 2021
Sist Oppdatert: 1 dag siden
Last Downloaded: 1 minute ago
105 Kommentarer
This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling). The handling is more similar to IV than V, but without some of the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on. This mod is compatible with DriveV (see instructions in readme file).
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower (Note: Download version 1.1.3)
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
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:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Først Lastet opp: 26. mai 2021
Sist Oppdatert: 1 dag siden
Last Downloaded: 1 minute ago
Say, is vehicles.meta needed for the mod? Asking because PEV DTAR replaces the vehicles.meta file.
@TwixyUnleashed The vehicles.meta in the IVpack DLC folder is edited by this mod. The one in update.rpf is edited by DriveV.
whoops, i commented on the wrong mod, i meant it for the drivev indeed.
Latest update is now up for early access on Patreon. Features realistic top speeds, recalculated engine power, improved traffic and bumper/chassis collision option.
The ai vehicles crash easily is there anyway you can fix that? if not that's fine :D
Can you make a handling mod that is exactly like gta 4? if not that's fine ty :D
@chicaroo I'm working on a fix for AI driving. I'm not interested in trying to recreate IV's handling. I consider this to be pretty close anyway, and the differences are things I didn't like about IV, such as the large turning radius.
@PermissionToLand I mean can you make it so the vehicle leans a little more when you turn? if not that is completely fine ty
Hey, so I'm trying to use this alongside DriveV in the latest Steam update of GTA V, but the game crashes to desktop on load. I've followed the readme instructions to a T: I install IVPack 1.0.250, then DriveIV 2.8 (which curiously shows up as 2.7 when opening the OIV), then I copy the vehiclemodelsets.meta from "mods/update/update.rpf/common/data/ai" to a safe location, then I install DriveV 7.0, then I copy the vehiclemodelsets.meta from DriveIV back into "mods/update/update.rpf/common/data/ai". After that, I install the optional traffic edits from DriveV. The only other mods I have are ScripthookV v1.0.3179.0 and Simple Trainer 15.8. I cannot understand for the life of me what I'm doing wrong.
@wk128 Sorry, the 2.8 version I have on here is outdated. After giving early access to patreon, I honestly just forgot to upload it here. I'm going to update it now.
Does the IV pack mod have the car sounds from GTAIV itself? or is it using original GTAV engine noises?
Hello where is 3.0 changelog pls ?
@Snipy_Stream Must have been a glitch, I've updated the description.
@AlishaGirl00 They use sounds from GTAV vehicles.
@PermissionToLand Great mod, both this and DriveV. However one of them (idk which) bugs out the interior texture in IVPack's Coquette. I can confirm that without DriveV and DriveIV interios is fine, I juz don't know which of these two mods do that. I assume that DriveIV since it modifies that car.
the cars arent spawn in the traffic (only IVpack cars
@DaveRJ97 Thanks for letting me know, I've fixed it now and will upload a new patch.
@Korchi Did you install the popgroups.ymt file found in the folder named "Improved Traffic"?
@PermissionToLand pls uninstall OIV
@Mauluskus Just reinstall IV Pack. I can't make an OIV with their files, I don't have permission.