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@MisFitz The patch is what makes them compatible together. You can't use both without the patch because they edit some of the same files. The game will crash otherwise. The bit about rare cars being less common was just an edit I made to WOV along with my patch.
@15thpose I went and replayed the mission. I found the biggest issue for me was the Bodhi being tipsy, so I lowered the center of gravity and increased the damping. I did also feel like it needed more traction, so I increased that a little and changed the traction curve a little, too. What sucks is that all of the car chase missions are scripted, so they don't use the actual driving physics, and it's worsened by the rubberbanding, which allows them to turn at impossible speeds if you start catching up.
@15thpose Thanks. But ironically that's not a small request. I would have to go through and edit every car in the game, and do it twice to have both a full overhaul and a suspension only mod. Here's a solution for you though; write down which cars are used in story mode missions and change just those ones back to the original traction values.
@jWILL253 Thanks for the comment. I'll make a note of that for the next update.
@madkirk74 Are you running an older version of the game?
Love the latest update. Huge improvement.
@ultimo If you've ever driven a muscle car, it's quite easy to spin the wheels in 1st gear. I've been focused on San Andreas TDE for a while, but as I recall, you can avoid burnouts if you're careful with the throttle. I do wish there was a more organic way to induce wheel spin. You can always edit your own file, seeing as you know which value to change. But I'll keep it in mind and see if I want to change that when I get back to V.
@macmoosie Yes, that was necessary to make them handle properly. It's mentioned in one of the updates' notes.
@1276tokyo Unless you have a trainer that prevents it, Rockstar makes the DLC cars despawn. https://www.gta5-mods.com/scripts/simple-trainer-for-gtav