CGE's Handling Editor 5.02
4.915
65
4.915
65
The included XML and EXE files will allow you to simultaneously edit all of the vehicles in each of your handling.meta files - at once - with ease.
Values are handled as a percentage of the original so that the ratios are applied evenly across the board. For instance, you can make every vehicle drive twice as fast or have 25% less traction, and they will still exhibit the same relative differences as the vanilla cars.
The code includes special sections for bikes/cycles, boats, and aircraft. All other vehicles use the default settings.
The mod works with all DLC (as of 2.25.2016).
See the included readme.txt for instructions.
Feel free to post your own configs using the included XML file.
Updates
2.0 - Updated to work with DLC vehicles!
3.0 - Bikes and motorcycles now have a separate config.
4.0 - Additional tags for bikes and motorcycles.
4.1 - Tweaked default settings.
4.2 - Updated to include "spupdate" DLC
4.2.1 - Bugfix (spupgrade)
4.3 - Updated to include DLC as of 2.23.2016
5.0 - Added boat and flying vehicle subtypes
5.1 - Fixed math bugs which caused things like random and frequent plane crashes
5.02 - Updated for Lowrider and Executive DLC
Use https://www.gta5-mods.com/tools/handling-injector for testing.
Values are handled as a percentage of the original so that the ratios are applied evenly across the board. For instance, you can make every vehicle drive twice as fast or have 25% less traction, and they will still exhibit the same relative differences as the vanilla cars.
The code includes special sections for bikes/cycles, boats, and aircraft. All other vehicles use the default settings.
The mod works with all DLC (as of 2.25.2016).
See the included readme.txt for instructions.
Feel free to post your own configs using the included XML file.
Updates
2.0 - Updated to work with DLC vehicles!
3.0 - Bikes and motorcycles now have a separate config.
4.0 - Additional tags for bikes and motorcycles.
4.1 - Tweaked default settings.
4.2 - Updated to include "spupdate" DLC
4.2.1 - Bugfix (spupgrade)
4.3 - Updated to include DLC as of 2.23.2016
5.0 - Added boat and flying vehicle subtypes
5.1 - Fixed math bugs which caused things like random and frequent plane crashes
5.02 - Updated for Lowrider and Executive DLC
Use https://www.gta5-mods.com/tools/handling-injector for testing.
First Uploaded: 28. jul 2015
Last Updated: 09. jun 2016
Last Downloaded: 7 dni
35 Comments
More mods by chinagreenelvis:
The included XML and EXE files will allow you to simultaneously edit all of the vehicles in each of your handling.meta files - at once - with ease.
Values are handled as a percentage of the original so that the ratios are applied evenly across the board. For instance, you can make every vehicle drive twice as fast or have 25% less traction, and they will still exhibit the same relative differences as the vanilla cars.
The code includes special sections for bikes/cycles, boats, and aircraft. All other vehicles use the default settings.
The mod works with all DLC (as of 2.25.2016).
See the included readme.txt for instructions.
Feel free to post your own configs using the included XML file.
Updates
2.0 - Updated to work with DLC vehicles!
3.0 - Bikes and motorcycles now have a separate config.
4.0 - Additional tags for bikes and motorcycles.
4.1 - Tweaked default settings.
4.2 - Updated to include "spupdate" DLC
4.2.1 - Bugfix (spupgrade)
4.3 - Updated to include DLC as of 2.23.2016
5.0 - Added boat and flying vehicle subtypes
5.1 - Fixed math bugs which caused things like random and frequent plane crashes
5.02 - Updated for Lowrider and Executive DLC
Use https://www.gta5-mods.com/tools/handling-injector for testing.
Values are handled as a percentage of the original so that the ratios are applied evenly across the board. For instance, you can make every vehicle drive twice as fast or have 25% less traction, and they will still exhibit the same relative differences as the vanilla cars.
The code includes special sections for bikes/cycles, boats, and aircraft. All other vehicles use the default settings.
The mod works with all DLC (as of 2.25.2016).
See the included readme.txt for instructions.
Feel free to post your own configs using the included XML file.
Updates
2.0 - Updated to work with DLC vehicles!
3.0 - Bikes and motorcycles now have a separate config.
4.0 - Additional tags for bikes and motorcycles.
4.1 - Tweaked default settings.
4.2 - Updated to include "spupdate" DLC
4.2.1 - Bugfix (spupgrade)
4.3 - Updated to include DLC as of 2.23.2016
5.0 - Added boat and flying vehicle subtypes
5.1 - Fixed math bugs which caused things like random and frequent plane crashes
5.02 - Updated for Lowrider and Executive DLC
Use https://www.gta5-mods.com/tools/handling-injector for testing.
First Uploaded: 28. jul 2015
Last Updated: 09. jun 2016
Last Downloaded: 7 dni
Some vehicles dont work in my game, Bro! Zentorno, Hantley and another cars not changing in game.HELP!!(i have GTAV steam, Last patch 463.1, licensed copy. Sorry for my english, this is not my native speak)
Vehicle from section mpbusiness2, mpchristmas2 not work.
Please How to video !
Bug to report:
If your system uses comma (,) instead of point(.) for decimal seperator, tool rewrites handling.meta with system default "," which cannot be read by GTA V and this breaks the game. Workaround is to make system decimal seperator "." from control panel -> region&language -> format/additional settings ->numbers tab
@chinagreenelvis Awesome work on this!
If I had a suggestion it would be to add more tags to easily edit specific classes only. Something like: <Boats> <Sports Cars> <SUVs> <Planes> <Helicopters> <Submersibles> etc. etc. I'm sure it would be a lot of work doing that but it would be such an awesome feature to add. Perhaps this could help you sort classes? http://www.igta5.com/vehicles
Anywho excellent mod. 5/5 from me. I look forward to updates :)
@Dilapidated The easiest way to go about programming the conditions would be to check for the exact names of the vehicles, rather than altering the original files. I can try to make that happen...
Of course, the challenge there is that the vehicle name tags need to be matched with the car type. That's the part that will take a long time to implement. I'd need a document, basically of each vehicle type and then all of the vehicle names (the tag names, not the proper names) listed underneath them.
@chinagreenelvis I wouldn't mind collaborating with you and helping out. I've got a lot of projects right now so it might be a little bit but I'd love to help out sometime soon.
Very soon I plan to help @Eddlm with his Faster AI mod. He's already edited the vehiclehandlingInfo,meta in his Faster AI mod. We will need to also edit the handling.meta file to put the proper AIHandlingInfo Types to the correct vehicle's (Rockstar really had a big oversight on this) I.E. AI Drivers think Cavalcades should be driven like Comets and use SPORTS_CAR.
Perhaps this could be something all 3 of us tackle at some point?
rating
@chinagreenelvis are working on an update to all the new cars added?
Contacts me I have a crazy idea
@chinagreenelvis bump for update for new dlc cars.
@chinagreenelvis thanks bro much love awesome update thanks for your time.
@chinagreenelvis sorry for asking but we need an update for the new content ... when you get the time, of course.
video plez
I don't see any new vehicles mentioned in Rockstar's update list. Am I missing something?
Updated for Lowrider and Executive DLC.
@chinagreenelvis How to change Add On Cars Speed and make them faster?
@Juventino24 What do you mean by "Add On Cars" ?
any updates coming our way?