110.865
690
110.865
690
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (like IV), while sporty cars have stiffer suspensions (unlike IV). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
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
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. ENB causes crashes when loading save games.
Changelog:
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
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
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. ENB causes crashes when loading save games.
Changelog:
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
First Uploaded: 24. mar 2021
Last Updated: 30. avg 2024
Last Downloaded: 4 minute
1.272 Comments
Drive V is the result of 5 years and over 2,000 hours of learning the physics system and testing in order to create a realistic and fun experience. Every vehicle is unique (even some variants that originally shared the same handling line) and has had careful attention to every single dynamic attribute. The most critical change I felt was needed was the Z-axis rotation, which is what made the vanilla cars feel so darty with every flick of the wheel. Now, heavy and old vehicles have a realistic delay between steering inputs and the car reacting, giving something like the Emperor the sloppy feel of a '70s Cadillac, and making semi trucks actually feel like you're driving a massive rig. You'll also notice vehicles like the Emperor have a very soft suspension and more body roll (like IV), while sporty cars have stiffer suspensions (unlike IV). For an example of the attention to detail: The taxi has less precise steering and poorer brakes than the police variant to reflect wear and tear because taxis are often driven hard with high mileage. The police variant gets a power boost and improved handling to reflect the police package upgrades, but still feels like a heavy Crown Victoria that's prone to oversteer, whereas the Interceptor drives like a more modern car.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
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
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. ENB causes crashes when loading save games.
Changelog:
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
Power levels and acceleration have been adjusted to match vehicles' real world counterparts, to the extent of calculating the net SAE horsepower ratings of old muscle cars that used a different rating standard (SAE gross) to determine a true realistic power output. Off-road traction has been overhauled for realism. Damage/deformation has been increased to a realistic level, similar to GTAIV. Downforce has been removed from everything except supercars that would actually produce downforce. Finally, the original game had many cars sitting at unusually low ride heights, so they have been raised to reflect the ride heights of their real world counterparts.
Features:
- Realistic top speeds
- No more snapping onto curbs
- Level of deformation similar to IV
- More body roll
- Downforce disabled from all but supercars
- Vehicle cabin deformation enabled (via ENB)
- Re-worked off-road surfaces
- Lots of customized vehicles added to spawn points
- Lots of new colors based on real life finish options
- Optional realistic traffic edits
- Optional AI driving improvements
For FiveM support visit this link: https://github.com/Weilher420/Drive-V-Fivem-port
Required mods: Simple Trainer (prevents DLC cars despawning), ikt's InversePower mod (for power oversteer), ENB (for cabin deformation)
https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
https://www.gta5-mods.com/scripts/inversepower (Recommended settings in readme)
ENB: http://enbdev.com/download_mod_gta5.htm (rename the d3d11.dll file to d3d12.dll and re-add d3d11.dll, so you have both files)
Recommended: OfficerCornish's realistic scratches and dents mod
https://www.gta5-mods.com/misc/subtle-scratches-and-dents
New for 7.1: Added support for Bottom Dollar Bounties DLC. Realistic top speeds and recalculated engine power values are now fully supported. New optional AI driving improvements. Increased collision damage (body parts fall off easier). New cars with real life color palettes: Coquette D1, Dominator FX, Euros X32, Vorschlaghammer and Yosemite 1500. New colors for Dominator GTX, Club, Slamvan, Fagaloa, Kanjo, Yosemite, Vivanite, Fusilade, Stratum, Hauler, Ingot, Monroe, Penumbra FF, Rapid GT Classic, Sultan, Serrano, Surano, Tailgater, Guardian, Tow Truck and Speedo.
New customized vehicles added to spawn points, including versions of Dominator FX to replicate 1979 Cobra, 1983 GT, SVO, 1987 ASC/McLaren and 1980 McLaren Mustang, as well as Dorado and Dominator FX highway patrol vehicles. Handling edits to Sentinel and Sentinel XS to better differentiate the two, handling improvements to V-STR and all large trucks/semis have improved turning radius. New engine sound for Cheburek. Artificial burnouts have been removed entirely.
Changes to optional traffic edits: I've reduced the amount of police in the countryside, as they were too common, and fixed an issue causing LSPD to spawn in the countryside. I've also added a small amount of decommissioned police cars to traffic in poor areas.
Issues fixed: Fagaloa horn issue, Vivanite off-roading issue, Sheriff SUV color reverted to b/w.
New for 7.0: Added support for Chop Shop DLC. New colors for both Impalers, FR36, Terminus, Dorado, Dominator GT, Aleutian, Asterope GZ, Cavalcade XL, Vivanite. Customized Impalers added to gangs and Gauntlet Interceptor added to police spawn locations. For the new Drift cars, I've removed the advanced flag that significantly lowers grip artificially. They can now drift without being so slippery. I've taken another shot at bike handling, starting with the PCJ-600. Realistic top speed conversion progress continues, along with the removal of auto-braking. I've also started converting engine power to a new calculation that takes into account power-to-weight ratio, as the game itself does not. Handling edits to Buffalo EVX, Jester Classic, Police Stanier (plus new engine sound), Penetrator, Penumbra, Gauntlet Hellfire, Tornado, Gauntlet Classic, Virgo, Surano, Thrax and Zorrusso. New colors for Radius, Omnis E-GT, Walton, Coquette Classic, Rhinehart, Seminole Frontier, Tahoma, Nebula, Virgo, Club, Blista Compact and Futo. Tulip M-100, Greenwood, Tahoma and Minivan added to gangs. Fixed installer issue affecting Special Races and Criminal Enterprises vehicles.
Changes to optional traffic edits: I have now created a unique vehicle group for rare cars, so that they can actually be set to spawn rarely. I've also added a small amount of police into regular traffic on the streets.
New for 6.9: Added support for Mercenaries DLC. New colors for MonstroCiti, Walton L35 and Bufflao EVX. About 80 percent of all cars have now been converted to realistic top speeds. New colors for Z Type, Riata, Tulip M-100, Comet Safari, Glendale and Pigalle. Adjustments made to Stanier, Cavalcade, Greenwood, Voltic, Schafter, Sentinel, Ruiner, Lurcher and Surge. Added "crushes other vehicles" flag to monster trucks. It's not a huge difference, but it increases damage when you run over another vehicle. Note: Rockstar disabled deformation on the Walton L35 somehow and I cannot find any way to enable it.
New for 6.8: Support for LS Drug Wars DLC. This DLC dropped as I was starting to convert the cars to realistic top speeds. Since I didn't want to keep everyone waiting until I finished converting all 700-something cars in this game, I'm releasing it with partial support for realistic top speeds. The supported vehicles right now are those from the new DLC and the original game vehicles in alphabetical order, ending with the Patriot. Increased power of engine upgrades for Boor, Tahoma and Tulip M-100. Added Calico rally car to customized spawn point. Increased offroad grip for Kuruma, Sultan and Calico. Lowered traction for Weevil. Side note: DriveV is compatible with CruelMaster's Online - Offline mod. I'd always wanted to try out the online missions, but never bothered because of the terrible vanilla handling.
New for 6.7: Support for Criminal Enterprises DLC added with new finishes for Kanjo SJ, Postlude, Greenwood, Ruiner ZZ-8 and Picador, copying real life counterparts' finish options. Traction control disabled on bikes, enabling wheelspin and oversteer. Recommended InversePower settings have been updated, and now oversteer is more easily controllable (this is a big improvement!). New customized cars that will spawn around the map. Large truck and semi turning radii have been tightened (thanks for the feedback!). Muscle car wheelspin somewhat reduced.
New for 6.5: Support for Contracts DLC added, tons of new finishes for various cars, increased the steering angle that Rockstar inexplicably limited on certain cars (does not affect handling, just visual). Traffic issues fixed (I also recommend setting VehicleVarietyMultiplier to 1.4 in settings.xml, just know that the more vehicle variety you have, the less color variety you get). I tried my best to make engine damage more realistic, but the damage system is almost nonsensical and very unpredictable. I've also made detachable parts break off easier, so you'll no longer have a totaled car with the bumpers still attached. All SUVs now have bumper collisions enabled, so offroading should be more realistic, in regard to approach and departure angles. Changed some engine sounds to be more appropriate. Enabled suspension lowering for the Stanier and made the default modkit engine upgrades more powerful and suspension height changes more significant. No WOV patch this time, sorry.
New for 6.0: Support for Tuners DLC added, and new finishes based on the actual colors offered on each car's real world counterpart (this is a teaser, it will be expanded to more DLCs in the future). Another teaser that's applied only to the Tuners DLC is modified engine upgrades: underpowered cars like the Futo and Remus get more significant boosts in power. World of Variety patch added (big thanks to LDNENG), just make sure you use an updated gameconfig because the current release of WOV includes an old one. Cars snapping/popping onto curbs finally fixed. LOTS of customized cars added to existing spawn points around map, and to gangs. These have been carefully considered, for example, classic movie cars spawn in the movie studio parking lot, rally cars and off-roaders can be found on dirt roads, etc. Patriot Limo now spawns with tinted windows. There are also some rare modified police cruisers and limos. TR3 (Yacht trailer from Father/Son mission) handling fixed and added to traffic. New color options for certain base game vehicles (Dominator, Rancher XL, Tornado, Buffalo, Patriot, Bullet, Primo & more). The vanilla color options had too many different shades of silver for each car, so now the traffic is a little more varied in color. Taxis are now all yellow and I've added a pearlescent blue tint to the police cruisers just for fun. Fixed some cars that shouldn't have had ABS. Support for Adventures in Finance and Felony DLC and next gen exclusive vehicles added (missed those before somehow). And LOTS of tweaks to already supported vehicles: Beater Dukes now has less grip (shitty tires), a softer suspension (shot springs/dampers), worn brake pads etc, Sultan Classic now reflects basic WRX specs, while Sultan Classic RS reflects STI Type R specs. Damage fixed on Brutus. Various tweaks to Washington, Dominator, Sentinel, Issi, Bison, Cognoscenti 55, Alpha, Sadler, Asterope, Impaler, Michelli, Tornado, Banshee, Hellion, Surano, Retinue 1&2, Mamba, Nightshade, GT500, Warrener, Dynasty, Coquette Blackfin, Zion Classic, Jester Classic, Gauntlet Classic, Ruiner, Infernus Classic, Dominator GTX, Elegy and more that I can't remember!
New for 5.0: Every DLC update now supported. Base game motorcycles now supported as well. The motorcycles in this game are a real challenge to extract realism from, but I did the best I could to get some level of oversteer and quell how darty they behave. This lead to some issues with the suspension and/or wheels scraping during heavy oversteer that I've mostly eliminated. I also worked on the Blazer quite a bit to make it more controllable and less prone to spinning out. I found the issue with the Stromberg's handling to be the submersible handling data, so I removed it. That means it no longer works as a submarine but now can actually handle normally. I did the same for the Toreador. Big changes to the Tampa Drift. Removed advanced flags from relevant DLCs. Various tweaks to Gauntlet, Gauntlet Classic, Desert Raid, Hustler, JB700, Yosemite, Rumpo Custom, Scramjet and Swinger.
New for 4.0: Further improved off-road physics with special attention to Redwood Lights motocross track. Expanded DLC support up to and including After Hours (however, support for supercars is now limited). Gave North Yankton snow variant vehicles their own handling lines with improved off-road traction due to tire chains. Tightened up the Police Interceptor's suspension and handling. Reduced body roll for Comet. Various tweaks to other already supported cars.
New for 3.0: Damage deformation has been significantly overhauled, particularly in regard to DLC vehicles, which Rockstar strangely reduced deformation on compared to base vehicles. I had a breakthrough when I finally discovered a function separate from the deformation multiplier, which was limiting deformation. No other realistic damage mod I've seen uses that function. Also, with the help of ENB to disable damage limits to the passenger compartment, we can finally achieve a true semblance of realistic damage, even for cab-forward vehicles like the Surfer and Journey. The other big change is off-road handling. That aspect is still a work in progress, but the goal was to create a wider gulf between street vehicles and off-roaders. It always bothered me that a supercar or a family sedan could handle just as well offroad as a Sandking.
Supported: Sports, Coupe, Sedan, Compact, Classic, Muscle, Super, SUV, Offroad, Van, Service and Emergency. Only supported motorbikes are the ones that came with the base game.
DLC Support: All DLCs supported.
A big thanks to a63nt-5m1th for always being there to help out when I had a question or screwed something up. This mod would not have been possible without him.
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
Known Issues: Mission "Derailed" is not possible with realistic Sanchez physics. ENB causes crashes when loading save games.
Changelog:
7.12 - Added missing optional files.
7.1 - Support for latest DLC & more.
7.0 - Support for latest DLC & more.
6.8 - Support for latest DLC & more.
6.7 - Support for latest DLC & more.
6.6 - Fixed Uninstall.oiv
6.5 - Support for Contract DLC added. Engine damage increased. Traffic issues fixed. Color edits. Various tweaks.
6.0 - Support for Tuners DLC & WOV added. Customized cars. Curb popping fixed. Color edits. Various tweaks.
5.0 - Full DLC support. Base game motorcycles now supported. Various tweaks to already supported vehicles.
4.4 - Fixed missing file installation error.
4.0 - Expanded DLC support and improved off-road physics. Enhancements to Police Stanier, Buffalo & Interceptor, Comet, Dominator, Dump, Patriot and Riot.
3.4 - Bug fix.
3.3 - Uninstaller included.
3.2 - OIV issues should be fixed.
3.1 - OIV installation created. Enhancements to Surfer.
3.0 - Damage and Offroad overhaul. Expanded DLC support. Enhancements made to Police Cruiser, Glendale, Tornado, Penumbra, Taxi, Baller, Pigalle. Small bug fixes.
2.0 - Fixed broken horns and made some small tweaks.
First Uploaded: 24. mar 2021
Last Updated: 30. avg 2024
Last Downloaded: 4 minute
Also this is obv not campaign compatible cause in I fought the law its way harder to keep up with the other drivers and if they hit you, you spin out. plus its easier to spin out when going fast on the motorcycle found myself crashing into the same motel fence over and over. and on Derailed the motor cycle goes too slow and fall inbetween the cracks in the train cars or if youre going too fast you fly 500 feet in the air when the back wheel hits it. really odd stuff
@noidontthinkso74 If anything it should be easier for police AI to drive with arcade handling because I increased the braking distances and decreased turn speeds. But obviously if you add other mods into the mix, it won't work as intended.
@noidontthinkso74 I Fought The Law is totally compatible, I've played it multiple times. The other drivers are rubber banded by Rockstar anyway, so they can't get away from you. Because the other drivers are scripted, they are essentially glued to the ground. Rockstar did not intend for you to hit them or vice versa. Again that's Rockstar's design, not mine.
Derailed is the only truly incompatible mission, because obviously you can't jump across flat train cars with no ramp with anything even close to realistic physics. This is mentioned in the mod description.
is this compatible with la revo and 5real?
@noidontthinkso74 this mod isn't compatible with RDE right of the bat, you need to to keep RDE line for the police vehicle to work properly
I have 5real installed on my gta v and I wanted to play with DriveV too but when i install DriveV it changes the custom engine sounds of my cars to the vanilla gta v engine sounds, is there anyway i can play with custom engine sounds with DriveV?
@PermissionToLand can you help me with a mod please ? its not your mod but please, help will be appreciated
@XovaFPS Uh, maybe. What is it?
Oh my God this mod is AMAZING! I loved GTA IV driving physics so this was badly needed in V but it's even more than that. I play LSPDFR and roleplay as a cop and I just witnessed probably the most organic hilarious fail in my life. See, the handling is modded to be more like in IV but I guess the developers coded the peds to drive more in line with V's original arcade driving mode so in vanilla, they don't have to brake as early. With this mod, the handling is changed but the peds still drive as if they would with vanilla handling lines. I just responded to a Code 3 weapons store robbery in La Mesa. Shots were fired and NPCs got scared off and started driving in panic mode. That created some chaos but I stopped all traffic. Once the situation was under control however, I let the traffic go. Some moron in a Buffalo approaching the crime scene decided to cut around my squad car but ended up smashing into oncoming traffic. That set him and his buddy plus his car on fire. I saw this and immediately called for fire trucks. However, by the time they arrived, the burning car had set the backed-up traffic on a chain explosion. I moved my squad car out of the way and stood clear. There were coroners on the scene trying to zip up dead bodies from before. Two of them got caught in explosions and were hurled several feet in the air. The wreckage from one of the burning cars landed on the fire truck and made it explode too. The firefighters were knocked down but like injured, knocked down peds trying to shoot in prone, they were still shooting their fire extinguishers. One of them was yelling, "Good job, guys! We should be on the news tonight for this!" while people around him were running around panicking from being set on fire. Found another coroner van nearby whose rear compartment was being blocked by a wreckage of a burning vehicle and the Coroners carrying bodybags were just waiting around for that car to be removed so they could get on with their lives.
I'm in literal tears. It was 15 minutes of pure chaotic joy and my sides were in orbit the whole time. Thank you! This is a beautiful mod.
@PermissionToLand as you said you maybe could help me with a mod, here is the help I need:
I downloaded this mod : https://www.gta5-mods.com/maps/nordschleife-v-race-and-traffic-paths-community-races-street-races and the races did load but the thing this mod is that it changes the position of the custom map, and moves it to the bottom of the map, that is fine. But the issue is that it makes the map just textures, no models ( issue in content.xml ) you know how do I fix it ? I just fall through it .
@Dhruv aka Fulcrum ... so you're saying I have achieved full realism. XD
BTW, there is a folder included named "Optional AI improvements" that will tell them to brake earlier and turn slower. Personally, I prefer the chaos of the original AI for moments like the one you described.
@XovaFPS Sorry, I have no idea. I don't mess with map mods.
@Dhruv aka Fulcrum In fact, I didn't know there were any RP servers that used my handling. Let me know, I'd be curious to check it out.
Hey could you make an update where only the motorbikes config don't get replaced just normal bike control but speed and acceleration will be like driveV but not the handling realistically, make it optional and also trevor's Bodhi is toooo slow. Thanks, its an amazing mod.
is this and vstance the same thing? and can i use them together?
and does the required mod mess with menyoo or any other mods? just asking because I have never downloaded mods before i just started 2 or 3 months ago and i have followed a tutorial every time
@PermissionToLand Haha yeah, you've made my day with this mod! Please don't stop updating it, it's ABSOLUTELY CRUCIAL for my playthroughs of GTA V now. The day you abandon it is the day I'll also give up on playing this game.
No I personally play offline. And yeah, I stand in solidarity with y'all playing without the fix. It's much more hilarious that way. I passed a Sheriff yesterday driving in a straight line near Mt. Chiliad and still somehow managed to flip their cruiser along the hill, snuck out and ran away yelling as the car exploded in the background, getting knocked down from the impact. I was dying of laughter. Does it break the immersion of my roleplay? Yes. Is it worth it? 1000%
@trigger2010 Menyoo is fully compatible. I can't say for any other mods, though.
@Dhruv aka Fulcrum Haha, well I'll certainly keep making handling as long as they keep adding vehicles. Looking forward to the new Banshee in December.
I didn't know there was SP roleplay either! I'll have to check that out.
thank you