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  • Documentation

    • By xDis4ster in Tutorials
         591
      The Handling Editor (The menu could be shown when [F7] is pressed and when inside a vehicle) can allow you a significant amount of control over your vehicle's performance, to an extent where it could make the slowest the fastest. Though slightly complicated, especially when you do not know much about vehicles, however, through trial and error, I believe anyone can master it. Granted, vMenu's torque and power multipliers could make your vehicle faster, but what you could do with the editor is much more than what could be done with multipliers. And in my opinion, multipliers can't give you as many bragging rights as your tune does. 
       
      The editor already has descriptions of values, but I think a few values could be explained/simplified more. It is not a complete guide, nor do I want it to be; I have created it only to clarify some of the more relevant values on the editor.
       
      Please visit these two guides for a more detailed look at the Handling Editor: Understanding and editing GTAV's Handling by Eddlm and [Tutorial] | Handling.meta by V4D3R. They have helped me in understanding some of GTA 5's vehicle mechanics. I will not mention values that do not have a noticeable impact on performance or values that already have a clear description.
       
       
      The below values are only for acceleration and top speed. 
       
      fDriveBiasFront: This should be left as stock, or at most raise or lower it only slightly. I usually leave it stock as changing it could lead to a loss in speed/grip. 
       
      fInitialDriveForce: This is EXTREMELY important. It is the foundation of the below values. If this is combined correctly, you can go from 0-540km/h in under 2 seconds.
       
      fDriveInertia: Your engine will be able to rev faster the higher it is, so long as your fClutchChangeRateScale is high enough, at least.
       
      fClutchChangeRateScaleUpShift: This one has a description as well. The higher, the better. 
       
      fTractionCurveMin: This impacts your acceleration. If your vehicle is a rear-wheel drive, then you need to be wary of wheelies.
       
      fLowSpeedTractionLossMult: Fewer burnouts on low speeds depending on the above values. The lower, the better. 
       
      fTractionBiasFront: This value heavily impacts your acceleration, and you want it to be as low as possible depending on your fDriveBiasFront.
       
      fTractionLossMult: Same as above, but not only at low speeds. The lower, the better. 
       
      fSuspensionBiasFront: If your vehicle is trying to two-wheel often, then you need to raise this value.
       
      fRollCentreHeightFront: This prevents two-wheeling, at the cost of making the vehicle slide often. There is no general perfect value aside from decreasing and increasing it depending on how you want to turn.
       
      fRollCentreHeightRear: Same as above. However, for acceleration or top speed, it is best to have it as low as possible.
       
      fDownforceModifier: When nothing ever helps, increase the downforce. It is essentially a cheat that disregards suspension (grip, burnouts, wheelies, etc.).
       
       
      The below values are only for turning. 
       
      fBrakeForce: When turning, you generally want to turn at a controllable yet high speed. It helps control your speed, and I mostly have it as low as I could.
       
      fHandBrakeForce: When combined with a high fBrakeForce at a high value, you could stop your vehicle in seconds even if it was going 540 km/h. I usually max it when racing, as I use it when only a low fBrakeForce isn't decelerating me enough.
       
      fSteeringLock: It is best to have the value be from 8-27 depending on your top speed.
       
      fTractionCurveMax: Quite literally, how "grippy" your vehicle is when turning. You generally want it to be a high value.
       
      fTractionCurveLateral: Also, quite literally, how fast you could turn. You want this to be as low as possible, depending on your top speed.
       
      fSuspensionForce: Clear enough description, but it is best to have this as high as possible unless you are trying to drift.
       
      fSuspensionCompDamp: This should be as low as possible unless you want to drift as well.
       
      fSuspensionReboundDamp: This should be changed in conjunction with the above value.
       
      fSuspensionRaise: This has the most noticeable change; however, it is not only a visual value! The impact this has on your vehicle's grip is enormous. You NEED this to be as low as possible.
       
      fDownforceModifier: Once again, when nothing ever helps, increase the downforce. It is essentially a cheat that disregards suspension (grip, burnouts, wheelies, etc.).
       
      I did not mention the values that assist in drifting because they could be done through understanding the two guides, Understanding and editing GTAV's Handling by Eddlm, and [Tutorial] | Handling.meta by V4D3R, a few values I've mentioned, and finally by taking a look at GameShock's drifting presets. Feel free to create a tutorial for drift tuning, of course.
    • By xDis4ster in Tutorials
         10
      This is not for build b2545 and higher!

      If you don't know what it does, the Rockstar Editor gives the player the ability to create, edit, and share videos in ways not possible without it (taken from GTA 5's Fandom Wiki page).
      Here on FiveM though, it's called the "Replay Editor", and we'll get down to it after we're done with recording on RSM's FiveM servers.
      It can be more tricky to do than GTA 5 and GTA 5:O, but fortunately, it's not tricky to a point where it's better to avoid it.
      The reason why it's practically more tricky; there are a lot more steps involved, and I'll run through them here.




      I- Requirements:
      There are a few requirements before starting, though. Otherwise, you would just run into more & more problems.
       Firstly, you NEED to have multiple shortcuts of FiveM.exe, for example:

       
      These shortcuts MUST contain different builds depending on the server's build in its properties, as shown below:

      E:\Games\FiveM\FiveM.exe -b2060 Here, I have RSM1 set as above because I always run older builds with it it.


       
      E:\Games\FiveM\FiveM.exe -b2372 And RSM2 is set as above because I always play newer builds on it.


      After setting those up, you should now be ready to record in-game with no significant difficulties (tell us in #🙋-support if you do encounter some). Plus, there is another benefit to doing this, you don't have to wait for FiveM to switch builds!
       
      Note that you only need to set the build number (e.g., -b2372) after the target path, even if your path is different from mine.
      To know what build the server is running, take a look at FiveM's watermark when in-game (found on one of the corners of your window screen).




      II- Recording:
      After you are done with the requirements, it should be pretty simple to record by simply using vMenu, Recording Options, then Start Recording, and Stop Recording whenever you are done.
      DO NOT load the Rockstar Editor from vMenu nor GTA 5's Pause Menu, as they both cause your client to crash.
      Once you've got a clip/picture set up, you can now head on over to the Replay Editor in FiveM's main menu screen. You must restart your client beforehand to avoid potentially messing up your clip's textures.




      III- Replay Editor:
      After you've got enough clips/pictures, you can now find them on the Replay Editor for you to freely edit (there are probably some tutorials to tell you all about the now renewed Rockstar Editor somewhere on the internet).
      You can go there from FiveM's main menu screen, as shown below:





      IV- Notable mods/things to make your project/game look cooler:
      How to Take Good Pictures on FiveM by@Zxrks.
      Natural Vision Evolved by Razed or QuantV by Quant (you can't use both at the same time).
      LA Roads/Vegitations/Billboards by Adnr Studio.
      Extended Video Export by Nightingale (using EVE on FiveM by@Slinky. Note that you may not be able to use Reshade nor ENB with it)
    • By xDis4ster in Tutorials
         10
      What Are Chameleon Paint Jobs?
      I would be glad to answer that. In short, Chameleon paint jobs are much like the in-game pearlescent paint job, but better.
      Both paint jobs' colours change depending on the camera's position, but Chameleon (aka gradient) paint jobs have more prominent changes in comparison.
      With up to 23 different paint jobs, you are up for a treat.

      (Picture only for reference)



      How to Apply a Chameleon Paint Job?
      After installing the modpack (and restarting the client), you can use "Chameleon" primary and secondary colours in the Vehicle Colors submenu.
      Select any colour, and your vehicle will be more majestic than ever!
      vMenu > Vehicle Related Options > Vehicle Options > Vehicle Colors > Primary/Secondary Color
      (For reference)
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