Vehicle Tuning
A resource to handle all runtime-editable CHandlingData, and more.
Info
Vehicle Tuning gives you access to all CHandlingData values that are editable during runtime, all "Stance" values (camber, offset, and all CHandlingData suspension values, such as suspension height and steering angle) for each individual vehicle. All changes are saved to a database for any given vehicle, allowing restoration upon server restart and garage enter/exit.
An engine tuning component is built-in with support with addons as listed below. A default engine can be applied to all vehicles, though it is not a great idea to enable this option.
Most of the parameters listed here (under #Parameters) are valid, any any that you choose can be added or removed from the tuner panel as you desire.
Addons
This resource also has a large engine overhaul system. To use this feature, you need to use the ti_mechEngineer resource, where you will build a complete engine before transferring it into a vehicle. Once the engine has been transferred into a vehicle, a number of other features become available through this resource, namely:
Vehicle engine damage (damage model considers things like component material composition, weight/size, quality, power output, current RPM, fuel ratio vs compression ratio & ignition timing, etc).
Damage HUD (toggle-able by hotkey), allowing players to see the active damage-over-time effect on their vehicle in a non-intrusive UI.
Boost controller UI, giving quick access to engine aspiration boost control.
Engine tuning UI, giving full access to edit all engine tuning variables.
While the standard CHandlingData values are things most people experienced with GTA vehicles should be familiar with, the engine tuning component adds an entirely new side of modifying GTA vehicles. With heavy inspiration drawn from the game "Automation", the complex principles of building an engine have been somewhat boiled down to a simulate-able level, while still maintaining the great variation of engine characteristics that can be experienced with different tunes and builds.
Along with the additional addon of ti_mechEngineer, you can also use ti_fuel to further the variation and tunability of each engine, where each different fuel type has a varied knock rating (lower knock rating would allow higher compression ratio before damage), and a different power rating (directly effects peak power output of a vehicle).
Setup
Config
All of the config vars found below are stored within the config.lua
file.
Tuning Parameters
All tuning parameters can be found in the data/params.lua
file.
All CHandlingData parameters are configured here.
For more information on tuning parameters, check out the documentation.
Material Configuration
All engine material configuration can be found in the data/materials.lua
file.
All material configurations for components/engines built with ti_mechEngineer are stored here.
For more information on material configuration, check out the documentation.
Labels
All labels and translations can be found within the labels.lua
file.
Usage
Some basic options are found within the
config.lua
file (as listed above).All translations are handled in the
labels.lua
file.To add/remove tuning parameters, check out the documentation.
To add/remove material configurations, check out the documentation.
More Info
For more specific information on any aspect of this system, join us on our discord.
Conflicting Resources
Any resource that modifies
CHandlingData
fields or uses theSetVehicleCheatPowerIncrease
native.
Dependencies
ti_fuel (For fuel knock rating and fuel power rating. Optional).
ti_mechEngineer (For engine building and to access engine tuning. Optional).
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