This mod features completely new handling for all 170 vehicles in GTA4 and GTA EFLC. Driving physics and performance of every single car, bike and helicopter have been completely reworked (created from scratch). Every single vehicle does now closely resemble it's real life counterpart. This mod has been tested with all GTA4 and EFLC missions. When using this mod in multiplayer you can only connect to servers that allow modding. Creating your own game and driving with your friends works fine. This mod has been in development for 22 months. I have spent more than 700 hours on it. More info on this mod (list of features, vehicle stats) can be found in the download. This mod works fine with all versions of GTA4 and GTA EFLC, including Steam versions.

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a gameplay video for version 1.3 has been released

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this new gameplay video shows footage of the "Realistic Driving 1.3" mod using maxed out visuals. enjoy!

Realistic Driving 1.3 gameplay:


click on the "Youtube" icon and watch this video in 1080p !

Comments
Leaufai
Leaufai

Is there a changelog? What exactly have you changed compared to the last version?

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Irikedownroading
Irikedownroading

This is why I never put an enb in my GTA 4... TEXTURE POP-INS!!!

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OutcastOne
OutcastOne

Driving physics and performance of every single car, bike and >>>helicopter<<< have been completely reworked (created from scratch). >>>Every single vehicle does now closely resemble it's real life counterpart.<<<

Somehow i find it hard to believe that you own
your own helicopter complete with licenses for it. Just sayin. ;)

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Killatomate Author
Killatomate

GTA's physics engine is very limited. there is no mass, no drag, no lift. some say there is no physics at all. steering input and gravitiy are hardcoded. same for bugs in the helicopter controls.
its all hardcoded. and whats even worse than total lack of physics, there is no AI for helicopters. they are "driven" like cars by the AI. so in order to make "realistic" handling that doesnt break the game i have to tweak arcade parameters until it seems as if there were real physics involved while at the same time giving the AI the ability to "drive" helicopters like cars. the result is nowhere close to what i want it to be. its all a compromise.
i used to be an expert on aircrafts, i know how helicopters handle in RL. its simply not possible to create such detailed helicopter handling in GTA.

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cicchis0
cicchis0

Looks good. Just one comment regarding the vehicle specs: 750 HP should push the "Dukes" Dodge Charger from 0-100 kph in under 4 seconds.

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SinKing
SinKing

Interesting. Why doesn't the engine have physics? Does it cost too much cpu power to calculate everything if it's not hardcoded? I think this is amazing to hear, since GTA always felt like random things happen. That's something I always felt and surprises me to hear is nowhere near physically accurate.

So interaction between any objects that may appear physical is just a hardcoded set of variables? Shouldn'that mean you can exactly repeat something in the same way, if you don't deviate from how you did it the first time?

Also, good video, interesting project :)

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Killatomate Author
Killatomate

wanna hear more BS that Rockstar built into GTA4? ok, here we go:
-mass has no effect on handling. car weight has no influence on acceleration, braking, cornering, suspension load, leaning of a vehicle. just pointing out why some people think that there is no physics engine...
-in contrast to real life, sports cars have negative downforce in GTA4. while real cars brake and corner better at high speeds, cars in GTA get a penalty to traction. thats why cars handle SO BAD at high speeds in GTA4.
-there is no real drag in GTA4. only a parameter that defines how fast the engine gains RPM. so the "drag" (or whatever you call it) actually depends on gear ratio. and i thought i was wierd...
-in the default game sports cars have 8 times more "drag" than trucks and busses. sounds realistic... ...if you are Rockstar and want all vehicles to have the same topspeed.
City bus = 118 kmh
Dodge Viper = 126 kmh - WELL DONE!
-acceleration of cars in GTA4 depends on surface.
flat highway = low accel,
bumpy dirt track = high accel.
the difference is up to 40% ! i hope this is a bug that has never been fixed, since it makes Rockstar look retarded, VERY retarded.

2000 char limit

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Killatomate Author
Killatomate

-Rockstar decided to apply different force of gravity to certain cars (stallion, banshee, phantom...). and why did they do that? they were too lazy to change suspension parameters, so they thought: "lets make suspension look soft by reducing gravity". so, who looks retarded now?
-did you know that cars in GTA4 have superman-like forces? hold spacebar and you can steer them mid-air. these "magic" forces are also applied when you are driving on the ground, but the average person doesnt notice it. Rockstar what did you do???
-When you change the load of a vehicle (eg. extra passenger on a bike, leaning forward on a bike) Rockstar decided that it was best to apply an invisible force rather than simply changing the center of mass. that's why the bikes in GTA4 accelerate when you lean forward and decelerate when you lean backwards. it is actually possible in GTA4 to have your foot on the brake and still drive forwards by simply leaning forward on your bike.
Rockstar, master of physics, we kneel before you!

ok that's enough for today. i have to keep some secrets to myself so that i can feel superior to other modders ;)

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Max_Paint
Max_Paint

I'm a bit confused with versions of this mod : is 1.3 the latest ? There's also a 2.7 version available around which is credited to Killatomate (http://www.gta4-mods.com/misc/realistic-driving-n-flying-27-f9020).
Any clue ?

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Killatomate Author
Killatomate

i reset the version number to 1.0 when i added support for EFLC standalone copies (i had to create alot of stuff from scratch, so i was back to testing beta versions again).

RD 2.0-2.7 = outdated versions
RD EFLC 1.3 = latest version

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Max_Paint
Max_Paint

Thank you ! On my way to testing your mod.

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Grand Theft Auto IV
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