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the paddles do be flappin
Ah, I misunderstood. If I ever get the chance to verify it I might add it to workarounds. Thank you very much!
CP2077 physics still seem pretty wack.
You can assign scroll up/down with shift up/down in the keyboard assignments. Should be supported.
Man, R* also removed this from V? I remember making extensive use of it in IV for the airport Annihilator-battles.
Good job bringing it back!
It's a known issue, see the description.
Sadly I can't do much about the first person issues (traffic lights, ptfx (rain) and audio) unless someone is willing to help me a bit.
Explain "sensitivity". The wheel should be mapped 1:1 with the in-game wheel and the full range steers whatever the max range is in the handling. If cars are too grippy, use a realistic handling.
I'm going to rant a bit:
1. The animation stuff in this script pre-exists your script mod. I don't think it's fair to demand from me that **I** make this script compatible with yours.
2. I've already added a method to override my animations in a recent update for some other mod, it's pretty clearly documented and anyone may override the steering wheel animation and break my script. I think that's more than fair for "integration".
As for using the link I sent:
The main readme on GitHub contains a description of how to use C-style exported functions in C++ and C#, and should contain enough code to start you off with.
It's already open source.
I don't see a use for a general apply-to-everything gearbox option.
No idea, probably no write rights to the game folder.
The relative positioning option should probably be chosen.
It only supports one model per config, so you'll have to copy-paste things...