
Instruction:
Put the handling.meta in update\update.rpf\common\data


*The changes is in the following:

*note: all vehicles are modified in a similar method (with the exception of a few watercrafts and bicycles)

-All vehicles have realistic top speed and acceleration (about 85-95% accuracy (see bottom of this Readme to see how vehicle acceleration was calculated), with damage being realistic but still enjoyable.

-They also have semi-realistic grip values and braking, mostly calibrated by feel since its impossible to categorize grip without something that measures g-forces (police have slightly more grip when compared to most vehicles in game to improve their chances of having a good police chase since they can't handle the lowered grip levels very well and crash often)

-All vehicles have deformation have been increased to create realistic deformations without ruining gameplay (for example, raising vanilla value of 0.8 to 2.0)(*A note about the damage, it is realistic and you can get some serious deformation but not overly sensitive like some other damage mods that it ruins chase missions and such.)

-Offroaders/SUVs have softer suspension and are raised for better ground clearance and offroading capabilities.

-Flags for some cars have been switched to make ai drive them like the car they are (for example, the infernus originally has the <AIHandling>AVERAGE</AIHandling> and now has been changed to <AIHandling>SPORTS_CAR</AIHandling>. This change paired with my traffic speed mod will result in more aggressive handling of the ai with the infernus and have a highway cruising speed of 100 mph rather than 75 mph using my ai traffic mod.

-All motorcycle (including DLC) have been tweaked and are within 80-95% accuracy in acceleration and top speed to their real life counterpart.

-All aircrafts have been tweaked to reduced roll and pitch speeds, and thrust falloff value (higher top speed).

-Most trucks and buses are modified to be consistent with other cars (i.e. much longer braking distances, a significant reduction of grip from vanilla, some have multiple gears, and have more body roll due to reduced antirollbar strength and increased ride height) though their level of accuracy to real life in terms of acceleration isn't thoroughly tested, but should be fairly close since trucks and buses are quite slow anyways (for most utility vehicles, the fInitialDriveForce value has been kept at vanilla values to maintain vanilla truck acceleration, but with added gears and altered top speed, some trucks will be much slower than vanilla, while some are faster).

Here is a few notable vehicle-specific facts:

-Adder has been changed from a Bugatti Veyron 16.4 to a Bugatti Veyron SS World Record Edition spec. (i.e finishing the 1/4 mile in ~9.9s @ 146 mph (within 80-95% accuracy), 7 speed with DCT shift speeds). And before complaining about wheelspin, yes the Veyron SS can do a burnout, just watch this https://www.youtube.com/watch?v=Q2vGw6-FU8k

-EntityXF has been changed to a Koenigsegg One:1 (i.e. 0-250 mph in about 20s, top speed of +275 mph making it the fastest, most vicious car in the game, slightly better brakes and grip than other supers in the game, 7 speed with faster shifting). Beware of tons of wheelspin, spins up to second gear, which is still realistic because turning TC (traction control) off in a +1300 hp car will cause you to melt the rear tires and crash fast (Even the Stig failed when trying to tame that Zenvo ST1 without TC, which coincidentally also has over +1000 hp) so modulate throttle to get acclaimed 1/4 mile times and not crash/spin out.

-Elegy has been changed to a Nissan GTR Nismo (i.e. finishing 1/4 mile in ~11s @ 128 mph (again within 90-95% accuracy, 6 speed with DCT shifting speeds). Upgrade to max will lead to it's spec (acceleration wise) being very close to an Alpha9 GTR in real life (actually tested).

-TurismoR now has seven gears with much faster shifting and finish the quarter mile in ~9.7s @ 150 mph. Massive wheelspin is to be expected in a 950 bhp car with TC off...

-Franklin's Buffalo has been changed to a Charger Hellcat (finishing quarter mile in ~11.0s @ 128 mph, 8 speed fast shifting auto, massive burnout, cause why not :P 

-Ingot is now a Audi urS4 with turbo inline 5 engine (with sound if you use my sound swap), again cause why not (AWD, 0-62 mph in ~6.4s since I couldn't find its 1/4 mile time, better handling, etc.)

-Sentinel is now an BMW e92 M3 (with accompanying na v8 sound if you use my sound mod)

-Zion is now a BMW e63 M6 (with accompanying v10 sound if you use my sound mod)

-Oracle2 is now a BMW f13 M6 GC (with v8 sound if you use my sound mod)

-Dominator2 is now a experimental drift car...

-all racecars have fast shifting gearboxes, lowered compared to road equivalent and slight grip and power increase over the street version.

-jester has 9 speeds DCT, while racecar has 6 speed sequential.

-Cars such as entity, bullet, cheetah and other supers that were AWD for some reason in the original file that are supposed to be RWD in real life are now RWD.

-All drive bias have been corrected.

-Futo has easier drifitng characteristics but use handbrake to initiate/maintain drift.

-Progen t20 now behaves and sound like a McLaren P1!!!

-1 Bonus car, the Smart car (panto) now has a hayabusa engine (with sound if you use my vehicle.meta sound swap, has <AIHandling>SPORTS_CAR</AIHandling> flag, is much faster acceleration than stock, about 160 mph or higher top speed, fast gearbox, etc. (It's a handful...) cause again why not :P

note: All acceleration data were calibrated for each tweaked vehicle using a stopwatch and a in-game speedometer script. All vehicle acceleration data were obtained by building the revs to 5k rpm and holding the handbrake. Once rpm is steady at 5k, handbrake was released and stopwatch is started simultaneously and the wheelspin were modulated using the right trigger button of xbox controller (with as little wheelspin as possible or no wheelspin launch) to ensure max acceleration, effectively similar to using launch control in real life (though much harder to do in-game due to no computer modulation of traction like launching a real car with a DCT in real life...). Getting the launch properly was probably the most time consuming thing...

-And I believe thats most of the changes I've made for the handling.meta, let me know if there are any anomilies or cars that weren't included in the file (like cars in DLC that weren't pasted over by me), any unmodded cars (cars/trucks/bikes with low top speed, F1 levels of grip and brakes, etc.), and any bugs like SUVs flipping and such.


