Grand Theft Auto: San Andreas Special Edition Walkthrough :
This walkthrough for Grand Theft Auto: San Andreas Special Edition [Playstation 2] has been posted at 16 Aug 2010 by neel101 and is called "Grand Theft Auto: San Andreas Car Database". If walkthrough is usable don't forgot thumbs up neel101 and share this with your freinds. And most important we have 58 other walkthroughs for Grand Theft Auto: San Andreas Special Edition, read them all!
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Walkthrough - Grand Theft Auto: San Andreas Car DatabaseGrand Theft Auto: San Andreas In-Depth Guide Vehicle Database and Statistics Author: REDjackeT: The Cow Deity E-Mail: TheCowDeity@Hotmail.Com Current Version: 0.04 (Lazy ascii art follows) GGGGGGGGG TtTtTtTtTtT AAAAAAAAA GGGGGGGGGGG tTtTtTtTtTt AAAAAAAAAAA GGG GGG TtT AAA AAA GGG GGG tTt AAA AAA GGG TtT AAA AAA GGG GGGGGG tTt AAAAAAAAAAA GGG GGGGGG TtT AAAAAAAAAAA GGG GGG tTt AAA AAA GGG GGG TtT AAA AAA GGGGGGGGGGG tTt AAA AAA GGGGGGGGG TtT AAA AAA SAN ANDREAS (Maybe I'll redo it later) ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 1234567890!@#$%^&*()-=_+?/ If all that doesn't line up right, you're in beeeeeg trouble. *** BIG NOTICE! *** This guide may contain spoilers, so don't read it if you don't wanna read them, ok? ------------------------------------------------------------------------------- Table of Contents ----------------- Search for the cheese name listed after each section to jump directly there. Section 1. (Swiss) Guide Intro - Generic BS - Version History - To Be Added Section 2. (Asadero) Vehicle Attributes Key - Intro - The Attributes Key - Model Flags - Handling Flags - Extra Handling Data - Bike Handling - Boat Handling - Plane/Heli Handling Section 3. (American) Cars - Intro - Car Listing Section 4. (Cheddar) Bikes and Bicycles - Intro - Bike Listing Section 5. (Muenster) Boats - Intro - Boat Listing Section 6. (Provolone) Airplanes and Helicopters - Intro - Aircraft Listing Section 7. (Gorgonzola) Radio Controlled Vehicles - Intro - RC Listing Section 8. (Colby) Other Section 9. (Parmesan) F.A.Q. Section 10. (Gouda) Contact Info Section 11. (Feta) Legal - Legal - Authorized Sites Section 12. (Pepper Jack) Thanks - General Thanks - Submitted Help Thanks ------------------------------------------------------------------------------- Section 1. (Swiss) Guide Intro Generic BS ---------- This guide is an attempt to list out the vehicles present in GTA: San Andreas as well as describe them, maybe have some picture links, and display their stats as defined in the handling.cfg file on the GTA:SA disc. I created one of these for Vice City, but it was flawed (I found out my tiny little error) but may be re-releasing a fixed one if I ever find the original ever again. This one so far seems fairly accurate, and this time I got the flags right, hopefully anyway. Purpose ------- What is the real purpose of the guide? Again, same as above, to list out, describe, and state locations within the game. It is also a potential mod helper, since stats modifiers are attempting to be defined. You can potentially mod the stats of vehicles for GTA:SA by modifying the file. This would require a mod chip and a DVD burner, as well as an ISO editor to replace the handling config file. I have not tried this, but given the SAME file for Vice City and GTA 3 can be modified for the PC version (same format, same location in the directory structor) I don't see why this isn't possible (also for GTA 3 and VC). Those who have an xbox modchip and are storing their FULLY LEGAL copy of VC and GTA 3 could probably go in and edit the file via ethernet connection (I also lack this xbox modification currently, but I shall be modding both soon). Note that I take no responsibility for wasted dvd's or you screwing up your PS2/XBox, I'm just saying it very well may be possible. I will not answer e-mails asking "How do I access my xbox HD via the ethernet?" or "How do I extract/edit/burn a PS2 dvd for use?" or anything related to moding the handling.cfg file. Version History --------------- NOTICE: I enjoy cheesecake far too much... I know it has been a long while, but deal with it... 0.04 - Changed E-Mail policy. - Fixed Center of Mass by flipping the description for Y and Z. - Fixed some more attribute discriptions. - Added more car descriptions, locations, and counter-parts. - Fixed descriptions for Thrust Y/Z/AppZ in extra boat handling data. - Added ANDROM/Andromeda stuff in the FAQ section. 0.03 - Added extra Bike/Boat/Plane handling data. Granted, I have no idea what it all does, but it is there. - Added extra handling data descriptions, or at least a space for it since I really don't know what all of it does. - Added Description/Location/Counterpart template to the Cars section, only two have anything actually filled out. - Removed ABS listing since all are set to 0. - Fixed Max Velocity description to remove the K/MPH conversion as it is not needed any further. - Fixed Animation Group text, they all no longer say "Standard Car". Forgot to change a string number into an integer, sorry. - Version 0.02 stated that the list was sorted alphabetically, no, it still isn't. Sorry, I have to finish other things before I do it. - Fixed two of the authorized sites, sorry, my bad. - Added a few more authorized sites. 0.02 - Redid the Vehicle Attributes Key section to make it more readable. Also renamed it from the "Listings Key" since that name sucks. - Fixed the Vehicle Attributes Descriptions based on various e-mails and help I have obtained. - Combined the Center Of Mass X, Y, Z into a single stat. - Updated the Thanks section, and split it into two subsections. - Switched Steering Lock to be listed under Suspension. - Added in Decoded Vehicle Flags for Models and Handling. - Added in Car Names. - Sorted the Car List alphabetically. (LIES!) - Listened to Fernando on WCTR some more, he is funny. - Numbered the vehicles (there are 210 entries including RC cars). - Did some other changes that I don't quite remember. 0.01a - This update is currently only on neoseeker.com, but it is legit. - Added "To Be Added" section under "Version History". - Corrected the spelling error in CHEDDAR, silly me. - Added Thanks to my GF. - Fixed the previous version history thingy with the right verson number. - Added several sites to the authorized listing sites. - Added my full internet handle. - I'd just like to thank everyone for their e-mails so far. 0.01 - First version of the guide, has all the cars listed in the car section of the handling.cfg parsed out. Read the car section's intro to find out important information. To Be Added ----------- - Bulletproof Car Locations - Various spelling/grammar errors. - Various fixes to attribute information. - Add car locations, descriptions, and pictures. - Lick my mouse. - Add car names. (almost done) - Add bikes, boats, planes, and everything else. - Organize vehicles by type and alphabetically. - Add mod-garage information. - Massive updates to the thanks section. - Reformat the entire guide. - Reorganize the Table of Contents. - Weep over the slow destruction of my S and C key's label, and plot destruction for those who aided in its pain. ------------------------------------------------------------------------------- Section 2. (Asadero) Vehicle Attributes Key Intro ----- Below is the basic layout of each vehicle. Later on I plan on including image links (if I can find a host) and car descriptions (send some in if you like, I may post them and maybe give you credit... maybe... Also note that for non-car entries, there will be some extra stuff when I actually finish off those sections. Also note that the CAR NAME header isn't in yet for all vehicles because it just isn't. Soon, soon... and soon it will be alphabetical rather then completely ass random. Note again that I don't know what everything does, and if you think you know what it does, drop me a line via the contact section and you'll get credit, if you give me decent information and you give reasons why you think it is the answer. Make it a 500 word persuasive essay and it's due by next time we meet, which should be soon... oh so soon... MUHAHAHAHAHAHA! The Attributes Key ------------------ 000.) Car Name -------------- This is the in-game name of the vehicle along with a number, ooo. Description ----------- A text blurb about the vehicle, including any special notes or whatnot. Location -------- Static location, if any, along with where its mostly found driving around. GameFAQs.Com has a badass locations map for static vehicle locations by Lady Gamer. Great map... Counterpart ----------- The Real-Life(tm) version of whatever the car is based on looks mostly. Some of the counterparts may seem wrong to you, they are mostly opinion. Vehicle ID ---------- The game gives an eight (8) character or less code to identify the vehicles in the config file such as LANDSTAL or VOODOO. It may or may not reflect the actual ingame name. This isn't all that important really. - Dimensions Mass ---- The Mass of said vehicle in Kilograms. Higher means heavier, and thus can knock around vehicles easier. Beefcake-like vehicles tend to be slower. Turn Mass --------- Affects how quickly it turns, or how heavy the vehicle 'feels' while turning. Higher is bad and means your titanic-class vehicle will take longer to change directions. That's what you get for driving a boat on wheels. Drag Multiplier --------------- Affects acceleration I would assume. It tells you how much drag said vehicle has. Trucks are less aerodynamic and have a bigger multiplier, which is bad. Also seems to have an affect on the temperature of my feet. Center of Mass -------------- I condenced this into one field. The center of mass is written X, Y, Z and tells you where, from the car's dead center, the actual gravitational center is. In reality (ewww) tall vehicles have a center of mass issue and can tip easier. Rear engine cars tend to have their center of mass near the rear and vice versa. Vice city... mmm... Oh, sorry. Center of mass affects handling since it can be easier to type with a taller center of mass, or easier to slide the cars hiney if there is more "junk in the trunk" (oversteer). X = Left to right, Negative would be right I think, but all of these are zero, since cars tend to be balanced left to right. Y = Front to back, Negative would be to the rear ladies and gentlemen. Like I said above, rear engine cars tend to be heavier in the ass section of the vehicle, while front engines tend to be more weighty in the fore section. Z = Talledness may not be a word, but I feel you should understand what it means. A negative number would mean the cars CENTER-O-MASS is lower and thus not as easy to tip as well as the opposite. NOTE: This is now reflected correctly based on tests in GTA3 and Vice City as well as data analysis (which I should have done in the first place, no?) Percent Submerged ----------------- This is a percentage of how much of the vehicle stays afloat when someone decides to see if it can swim. That's the one car they haven't really put in GTA yet, one of the boat-mobiles that actually CAN swim, like a "Duck" landing craft. Anyway, a value higher then 100% will, obviously, sink instantly. This isn't all that important, really. - Traction Multiplier ---------- One would assume that this number affects how much grip your car has, but you know what they say about when you assume something. You make an ass out of you and whomever you try to pin the crime on. Wait, that's not what my health teacher said. Anyway, the higher the better since it lets your wheels do their job more effectively. Loss ---- Affects how much traction you lose when it rains or when you decide to do a little sight seeing without the aid of an actual road. Also note that for wheeled vehicles, actual bodies of water tend to have a big loss to your traction, eh? Bias ---- The difference between the front wheel's traction and the rear's. I think higher means more grip in the back, but I'm not entirely positive on that. It's written as a percent, so .5 means 50% (I'll fix it so it says actual percents later). A higher number will make the car more likely to oversteer (the car's ass may fly out) while a lower number may cause the car to understeer (not steer enough). A dead even 50% won't really make the car do either to any extreme degree. - Transmission Number of Gears --------------- Like when someone says "I have a 6-speed automatic in my brand new Jaguar, you puny surf!" they mean the car has six (6) gears. I doubt this really effects anything in this game except the visual spasm the vehicle makes when changing gears, and the engine pitch change. There are no gear ratios listed anywhere. Max Velocity ------------ How fast the vehicle can go on flat, even, paved terrain measured in Kilometers per Hour (KPH). To get MPH for all us, sissy non-meteric using scumballs the MPH conversion is listed as well. One would think higher would be better, no? Unless you can't handle it, punk. Engine Acceleration ------------------- The really important thing to note here is that the higher the number, the faster you get off the line and to your top speed. You'll notice some large vehicles have a high acceleration, but generally those don't have a top speed worth two and a half damns on the black market. It's measured in m/(s^2) or Meters per second per second as people have pointed out to me (also known as velocity change per second). Note that NPCs seem vastly unaffected by this (I also feel that they don't seem to be affected by max velocity as well). Engine Inertia -------------- Once you stop putting the *ahem* "FINGER TO THE PLASTIC!" and actually let off the X button (or whatever button you use, sicko), this value will tell you how fast the vehicle will slow down. I couldn't tell you if this is measured in ms^2 or not since the guide doesn't explicitly say that, but I do not believe it is. My personal belief after looking at some of the values is that it may be a multiplier used against acceleration or braking stats, but I'm not entirely sure on that at all. Just note the important thing for now, higher means you'll slow down faster. Drivetrain ---------- Cars pretty much come in three different drivetrains, front wheel drive (FWD), rear wheel drive (RWD), and four wheel drive (4WD). I think we can all deduce that that actually means. In reality FWD tends to understeer (not steer enough) while RWD tends to oversteer (ass end wants to spin out from under you) and 4WD cars tend not to do either. That can change depending on the car, some 4WD's oversteer or understeer more then others while there are quite a few RWD's that understeer (like that blue whale of a Bently GT is supposed to, so I hear anyway). Also, 4WD cars are better offroad, with FWDs coming up in a far second, and RWDs behind them, generally speaking. I've had more luck with RWDs in snow then FWDs though, in my experience. Basically, RWD cars in this game have their rear ends swing out a bit more (kinda like the stallion used to in gta3/vc) while FWDs don't, but may not steer enough and are generally not as fast as many RWDs. 4WDs are more neutral. Engine Type ----------- There are three engine types in San Andreas (pretty much the major types in the real world as well) and they are Petrol (Gas), Diesel (Loud), and Electric (Whiny). I don't think this has any major affect on the game except visual. Electric vehicles don't smoke, they spark when heavily damaged. - Braking Brake Deceleration ------------------ Measured in ms^2, this value tells you how fast you can cease your vehicle's movement. NPCs are not affected by the same rules, just as a note. The higher this value, the sooner you come to a complete stop and no longer have to remain seated. Thank you for flying Kerplunk Airlines, have a wonderful day. Buh-Bye! Brake Bias ---------- Like all bias, difference between the front braking power and the rear. When slamming on the brakes, this may or may not allow you to have some control on the vehicle. A higher number, I believe, has more power to the rear, which may cause your rear (yes, your actual behind) to swing out funky. ABS --- Anti-Lock Braking System is what ABS means (some people call it the Assisted Braking System as well, these people are witches and must be burned for the entertainment of the Lawn Gnome Army) and in reality it prevents your wheels from locking up when on loose traction (like your mom! HA!) or when you slam on them too hard because you didn't see the orange Navigator earlier for some reason. In this game (according to Dallas who e-mailed me on the subject, so blame him) it seems to help you have more control over your vehicle during non-paved surface braking and general button-mashing in attempt to make your vehicle actually stop before you hit that cop, again. Note: This stat was removed because all vehicles were set to No (0). It does, however, exist within the handling config file. - Suspension Steering Lock ------------- Measured in degrees, this little value tells you how far the wheels will turn in any given vehicle to the left or right. So, if it says 35.0, that means it can turn 35 degrees to the right, or 35 degrees to the left. If you think a higher number means you can turn sharper, then you win the grand prize. What is the grand prize? A spray of Lime-A-Way in the face! Force Level ----------- This affects how hard the suspension itself is. The higher this is, the stiffer the shocks and less bouncy the car will be. Damping Level ------------- This affects how much of what affects the suspension transfers to the chassis. The higher this is, the less affect it has on your chassis the less it affects your handling. High Speed Damping ------------------ Most cars are zero, but I believe it has a multiplier effect towards bounciness against the damping level while traveling at the ever vague "high speeds". I'd like to tell you more, but gosh darnit, I really don't know any more. Upper Limit ----------- When I look at my Grand Cherokee I always see the large gap between the tire and the wheel well and I think to myself, "Ahh, curb destruction at its finest!" This value effects how high up the tires can go into the wheel well. The higher this is, the further up they can go, and the more curbs, bumps, and old ladies you can safely traverse. Lower Limit ----------- Opposite as the above and written as a negative. This is how far down the wheels will strech from their default position. This helps with divits, coming off of curbs, bumps and old ladies, as well as pot holes and heads. Front and Rear Bias ------------------- The difference in traction between the front and rear tires. A number above .5 may cause the car to understeer more, while a value above .5 may cause the exact freaking opposite, oversteer (booty shaking). Anti-Drive Multiplier --------------------- Not any forking idea, and out of the mass of e-mails I recieved, not one else seems to know either. Fat load of good you all are! - Other Seat Offset Difference ---------------------- Not important, just how far off from the middle the seats in the vehicle are located for when the people sit down. Collision Damage Multiplier --------------------------- This, contrary to what I said before, effects how much damage you take, not dish out. The higher this is, the more damage you get when you smack into things. This, so some have said, does not have any bearing on weapon damage. Monitary Value -------------- How much the vehicle costs ingame. This ties into the import/export dock as how much money you get for an undamaged vehicle, and the cost of importing a vehicle from your list. This also ties into the sex appeal stat. A more expensive vehicle will raise your stat more. This also may have some affect on your property damage stat, but it apparently doesn't use the entire amount at least, according to Burton, who only got $7055 added on after destroying a $19000 Fortune. That value might have been the least amount you can get for the vehicle though and, thus, since it was destroyed you only get the least instead of the total car value. Model Flags ----------- Not all that important, but these are special flags that affect the model of the vehicle in some way, shape, or form. Look below for a complete list on the Model Flags and what they (or at least what I think they) do. Handling Flags -------------- These are fairly important as they actually affect the handling of the vehicle in some special way such as making them better offroad. There is also the mod shop tags in this section for the Low Rider and Street Racer shops. Headlight Type -------------- This USED to affect what the light square looked like in front of the vehicle's headlights. Since there is no square there anymore, I think this affects the light cast onto the ground. 0 = Long 1 = Small 2 = Big 3 = Tall Rearlight Type -------------- Same, only for the asslights. 0 = Long 1 = Small 2 = Big 3 = Tall Vehicle Animation Group ----------------------- Not very important, but this tells you what group of animation this vehicle uses. I'll change the numbers to whatever their ID is actually for (like general car, or some specific vehicle or vehicle set as defined by the handling configuration file, yo). Model Flags Key --------------- No Flags -------- There is only a zero listed, and thus there are no applicable flags. This should not happen on non-car vehicles except the list below. If a non-car that is not on the below list is listed with no flags on the model flags you should e-mail me about it. Exemption List -------------- RC Tiger RC Cam RC Bandit Is_Van ------ This vehicle is a Van, probably tells where the rear passengers sit. Is_Bus ------ This vehicle is a bus, wow! Same deal I guess. Is_Low ------ GET LOW! GET LOW! This vehicle is low, neat. This doesn't mean it is a Low Rider though. That's in the "Handling Flags Key" section Is_Big ------ It's so big, can I touch? Reverse_Bonnet -------------- A Bonnet, for those not in the know or from the UK, is what "those" people call the hood. So a reversed bonnet would open from the windshield instead of the front. An example would be certain Corvettes and the current Jaguar XK series. Hanging_Boot ------------ More UK speak. Boot means trunk. A hanging "Boot" would be a what is also called a "Liftgate" for minivans and SUVs. Tailgate_Boot ------------- Generally just called a Tailgate, but its the downward swinging door on a pick-up truck. This vehicle has that style "Boot" on it. NoSwing_Boot ------------ Probably there to define that there is no trunk, or it doesn't open. No_Doors -------- The car lacks doors, and not because you got nailed by the police again. The two buggies lack doors, as well as the Go-Kart and Golf Cart. Tandem_Seats ------------ That means that the passanger will sit directly behind the drive, like on bikes or if you had a really weird thin car. Sit_In_Boat ----------- Where's the little man in the boat?! Convertible ----------- This car has a drop top. Let the wind flow through your hair. If you still have any, baldy. No_Exhaust ---------- I dunno what this means... *giggle* (SARCASM LADIES!) Double_Exhaust -------------- This one has thrown me for a loop. (SARCASM GIRLS!) No1FPS_Look_Behind ------------------ My (and Craig's) guess is you're not allowed to look behind yourself while piloting this vehicle in first person view. Max says, "this means that when you look back you dont get a clear view like you do looking forward, you will see CJ's face." I don't actually understand, but whatever... Force_Door_Check ---------------- This requires a check for doors to be run, I suppose. Axle_F_NoTilt ------------- The front axle doesn't tilt at all, I suppose. Axle_F_Solid ------------ Solid, Baby! One solid axle from wheel to wheel exists in the front. Axle_F_McPherson ---------------- "That's a really nice strut suspension!" - Mike Nelson, MST3k I don't know a crapload about cars, and I know even less when it comes to the suspension, but I believe this is the setup where there is no solid axle between the front wheels. Kinda like an Independent suspension. Feel free to correct my stupid ass. Axle_F_Reverse -------------- The front axle is... reversed? Axle_R_NoTilt ------------- No Tilting the pinball machine, beyatch! Same as the "F" one, only for the rear. Axle_R_Solid ------------ Get funky. Same as the "F" one, only for the butt. Axle_R_McPherson ---------------- I loved the MST3k Space Mutany episode. That movie was so lame. Same as the "F" one, only for the caboose. Axle_R_Reverse -------------- About FACE! Same as the "F" one, only for the tail end. Is_Bike ------- This vehicle is a bike, weee! Again, probably so the game knows where to sit the people who climb on. Is_Heli ------- This is Chopper Charley 4, I'm gonna try landing on some unsuspecting Ford Excursion, over. Is_Plane -------- IN THE SKY! IT'S A BIRD! No, dumbass It's a plane... you idiot. Is_Boat ------- PIRATES! THEY'RE EVERYWHERE! Yar! Bounce_Panels ------------- When you damage your vehicle, this probably tells the game that the damaged bumpers will bounce around as you drive. Double_RWheels -------------- The rear wheels have two sets of tires on each rear axle, like many of the large box-style cargo trucks. Force_Ground_Clearance ---------------------- The vehicle has a massively limited ground clearance I suppose that it MUST abide by or pay the penalty. The penalty you ask? Being forced to spend three days locked in a small room with various Jerry Springer guests. Is_Hatchback ------------ This car has a Hatchback, weee. Flag_Too_Long ------------- This is a unique flag, as it isn't a RockStar flag, It's one I added. The Tornado has a 4 as the very last digit in it's model flags listing. There is no ninth flag defined in the handling.cfg file. So, because I don't know what the 4 means, I put in this flag to keep my program from crashing. I'm not sure if there actually is a ninth flag set or if this was a bug. Handling Flags Key ------------------ No Flags -------- There is only a zero listed, and thus there are no applicable flags. You know what that means, right? PARTY! Wait, no... Fondue? 1G_Boost -------- Apparently gives an extra speed boost in first gear, so says "Max". 2G_Boost -------- Same deal, except in second gear. NPC_Anti_Roll ------------- When the NPC is driving this vehicle, he wont roll on his own. NPC_Neutral_Handl ----------------- When an NPC is piloting this potential weapon of mass destruction, the handling values do not apply. No_Handbrake ------------ We're sorry, but the emergency brake you are attempting to use is currently out of service. Please try again later. Steer_RearWheels ---------------- You know how the forklift and bulldozer have rear wheel steering? This is the flag that specifies that. HB_RearWheel_Steer ------------------ Instead of inducing some rear-wheel locking action, the handbrake button will cause the rear wheel to turn opposite the front ones, like the MONSTER TRUCK! Alt_Steer_Opt ------------- I'm guessing this means that there are two ways to steer the vehicle who owns this flag. Wheel_F_Narrow2 --------------- The Front wheels on this car are very narrow, me thinks. If this actually affects the handling of the vehicle, then narrow tires would be better in rain or snow since they can push said rain or snow away from pavement quicker. At least, that's how it's supposed to work in reality. Wheel_F_Narrow -------------- The Front wheels on this car are narrow, wee! Same thing above about the possible handling bonus in rain. Wheel_F_Wide ------------ The Front wheels on this turkey are wide. Wider tires generally hold dry pavement better since there is more surface area to grab, but generally don't do as well in the rain and snow since it has to move MORE bad stuff from under the tires. Wheel_F_Wide2 ------------- Same as above, only this time they are very wide. Like, wider then a whale baby! Wheel_R_Narrow2 --------------- Here we go again, but this time for the back wheels! Wheel_R_Narrow -------------- Same as the front, only for the back. Wheel_R_Wide ------------ I shouldn't be writing this stuff at 6 AM after a lack of sleep. Same as the Wide front tires, only for the ass end. Wheel_R_Wide2 ------------- More of the same, only, again, for the rear tires. Hydraulic_Geom -------------- Not sure on this one yet. Hydraulic_Inst -------------- I'm guessing "Hydraulic Install" is what it means. Not sure if it means you CAN install hydraulics or if they MAY come preinstalled. Hydraulic_None -------------- Guessing this car never gets hydraulics, or can't have them installed, not sure yet. Nos_Inst -------- Also guessing that this means NOS can, in fact, be installed. Offroad_Ability --------------- Bonus to offroad terrain traction. Offroad_Ability2 ---------------- A different, maybe lesser bonus to offroad traction. Halogen_Lights -------------- SO BRIGHT! MY EYES! AAARRRG! Proc_RearWheel_1st ------------------ Say what? Use_MaxSP_Limit --------------- Guessing "Use Max Speed Limit" but, I don't know what that speed limit is, or what the hell it means. Low_Rider --------- This car is a low rider, so anything requiring the use of a low rider, like the low rider mod garage (Los Santos), must have a vehicle with this flag on it. Street_Racer ------------ Same as Low_Rider, only this time for Street Racers (Rice burners) and its respective mod garage (San Fierro). Swinging_Chassis ---------------- The Chassis swings? Kinky. Extra Handling Data ------------------- There are three different kinds of extra handling data: Bike, Boat, and Plane/Heli. Every vehicle of that type has only one of those EXCEPT the Skimmer Sea Plane. That one has a Boat and a Plane/Heli listing. Also note that the Vortex, the Hover Craft, is indeed listed correctly as a Plane/Heli and it NOT a Boat or other vehicle. Bike Handling ------------- Lean Forward COM ---------------- I'm guessing this alters the center of mass while leaning forward, yet I do not know exactly how yet, yet... Lean Forward Force ------------------ One might think that this would tell you how much of an affect you have on this crotch loving, two wheeled machine of dismemberment while leaning forward, but I don't know exactly. Lean Back COM ------------- See above, -forward +back... Lean Back Force --------------- I suppose this would state how much of an affect you have on the bike when you lean back, but I can't be sure on that. Max Lean -------- Maximum angle you can lean on a bike left or right. This does affect handling on the bike. Full Animation Lean ------------------- Basically, this is when the animation of you moving left or right reaches a stopping point, normally before you hit the max lean angle. This doesn't seem all that important. Higher means that CJ and the bike angle further, but does it really matter? Des Lean -------- All it said was "DESLEAN" so... I have no idea. Speed Steer ----------- One would think this would change how the bike handles at higher speeds. From what is listed in the data, I'm inclined to think lower is better. Slip Steer ---------- My best guess is that while you lack real traction, like when you're sliding because you did something stupid, this affects how much actual control you're left with. Based on what I've seen in the numbers, higher seems better. No Player COMz -------------- The one called "Max" has said something about this. What was it? Oh yeah... This determines how upright the bike will stay if you bail from it. Wheelie Angle ------------- Easy, How high of a wheelie angle can be done on this bike. My guess is that this is really the max angle you can do while the game will still count it as a wheelie. Higher means you have a better margin for error really. Stoppie Angle ------------- Same as Wheelie Angle, only for the other way. That was easy, now I can go do other things like... umm... right. Wheelie Stab Multiplier ----------------------- I'm gonna take a stab (HA!) at this and say it affects the bike's stability while in a wheelie. I don't know if thats what they mean by STAB, but this is the only thing I could think of. Wheelie Steer ------------- My guess is that it dictates how well you can steer while in a wheelie. One may even go so far to say that the higher the number, the more control you have over said temporary unicycle. Stoppie Stab Multiplier ----------------------- Same as the Wheelie version, only this time for raising your ass! Boat Handling ------------- Thrust Y -------- In Vice City, this value affects how sharply the boat turns. The higher, the better. I jacked this value on the Squalo in VC to 1.5 and the sucker turned on a quarter. Well, not quite, maybe like turned on a 20" sprewell. Thrust Z -------- According to a Vice City test, the Z thrust dictates how high the nose (or ass if you are going backwards) pops up during thrust. I put it to 2.1 on the Squalo and it wanted to do an end-over-end, which was kinda neat. Thrust App Z ------------ Sadly, the pirate text had to go now that I know what this does. This value states how quickly the nose will rise to its limit, which is defined above. The higher this is, the faster the nose rises. Set too high will cause the boat to bounce faster off the limit, which can negatively affect speed and handling. This affects how quickly it falls during deceleration, both natural and forced. Arrr, now I DO be knowing, ya still lilly livered sea dog. Aq Plane Force -------------- The Plane may refer to the water, and if so, that may mean that this is how much the water affects the vessel. If THAT'S true, then I dunno what would be considered a bad value or not right now. Aq Plane Limit -------------- Uhh... huh? Aq Plane Offset --------------- Well, it goes along with the other two... somehow... Wave Audio Multiplier --------------------- One might assume that this means the waves sound louder with a higher number. Granted, we all know from elsewhere in this guide that assuming anything may leave you with nothing but broken dreams, and a damaged rectum. Move Resistence (X, Y, Z) ------------------------- RESIST THE MOVEMENTS IN YOUR SOUL WITHIN THESE X, Y, AND Z VALUES! Turn Resistence (X, Y, Z) ------------------------- Affects how difficult it is to turn that boat like object you are driving. No not the Cabbie, the boat that goes in water. No, not like your bathtub. LRB Camera Height ----------------- The actual name was listed as "Look_L_R_BehindCamHeight" so I guess that this dictates the camera height when looking left, right, or behind. Hence, why I called it the LRB (left, right, behind) Camera Height. I so smrt. Plane/Heli Handling ------------------- Thrust ------ The higher this number, the faster the plane will go. Ties in with acceleration and planes may very well use this instead of the acceleration value. Thrust Falloff -------------- Kinda like Engine Inertia, only for planes. Shows how quickly the speed will melt away after releasing the "throttle", if you will. Yaw --- Yaw is left and right movement. Dunno how the value works yet though. Yaw Stab -------- Not positive, but stability while moving Yaw ways... hehehe... Side Slip --------- Uhh... maybe it means "Side Step" like, when you turn with the rudder? I have no idea though. Roll ---- Affects how fast you can roll counter-/clock-wise, I guess. I know the values are kinda weird, but it seems like higher is better, since the Stunt Plane rolls a hell of a lot better then the Shamal and has a higher value. Roll Stab --------- Again, as with the rest of the STAB things, I'm not exactly positive, but I'm going to say for now that it affects stability while rolling. Pitch ----- How quickly you can point the air vehicle up or down, me thinks. Pitch Stab ---------- Stability in doing the above, I suppose. Form Lift --------- Uhh... Attack Lift ----------- KILL! Gear Up R --------- Affects something with the landing gear when it is up, or how it goes up, if possible within your aircraft. Written as GearUpR in the config file. Gear Down L ----------- Same as above, only the other way, I guess. Written as GearDownL in cfg file. Wind Multiplier --------------- One would guess, just by looking at it's tag, that it may very well tell you how the air vehicle is affected by the wind. My guess is, the higher the number, the more of an affect the wind has against you. Move Resistence --------------- How much the vehicle resists moving? Dunno. Turn Resistence (X, Y, Z) ------------------------- How much of a bastard it is to turn in all directions, I suppose. My guess is that a higher value means it is a bastard, while a lower number actually has a father. Speed Resistence (X, Y, Z) -------------------------- I guess this will bleed off more of your speed if you're traveling in a direction with a higher Speed Resistence. ------------------------------------------------------------------------------- Section 3. (American) Cars Intro (PLEASE READ) ------------------- New Special Note: Not all cars listed have their in-game names. Also, I did check them all to see if they printed out, but I may have missed one or messed one up. Also note that some of the odds and ends vehicles like the train and what not are still in this section, I still haven't moved them. To find out what the different stats mean, check Section 2, if you dare. Car Listing ----------- 001.) Land Stalker ------------------ Description ----------- The Landstalker is GTA's generic SUV type vehicle. It comes with room for four and has the inate and ever useful ability to tip over. Weee! Location -------- I don't know of any unique spawns, but I see it more in the major cities then in the desert/country. Counterpart ----------- Early 90's Explorer/Blazer. Vehicle ID: LANDSTAL - Dimensions Mass: 1700.0 Kg Turn Mass: 5008.3 Kg Drag Multiplier: 2.5 Center of Mass (X, Y, Z): 0.0, 0.0, -0.3 Percent Submerged: 85% - Traction Multiplier: 0.75 Loss: 0.85 Bias: 50% - Transmission Number of Gears: 5 Max Velocity: 160.0 KPH / 99.36 MPH Engine Acceleration: 25.0 ms^2 Engine Inertia: 20.0 Drivetrain: 4WD Engine Type: Diesel - Braking Brake Deceleration: 6.2 ms^2 Brake Bias: 60% - Suspension Steering Lock: 35.0° Force Level: 2.4 Damping Level: 0.08 High Speed Damping: 0.0 Upper Limit: 0.28 Lower Limit: -0.14 Front & Rear Bias: 50% Anti-Drive Multiplier: 0.25 - Other Seat Offset Difference: 0.27 Collision Damage Multiplier: 0.23 Monetary Value: $25000 Model Flags: Hanging_Boot Handling Flags: 2G_Boost, Halogen_Lights, OffroadAbility Headlight Type: Long Rearlight Type: Small Vehicle Animation Group: Standard Car ------------------------------------------------------------------------------- 002.) Bravura ------------- Description ----------- Bravura Location -------- N/A Counterpart ----------- Chevy Cavalier Vehicle ID: BRAVURA - Dimensions Mass: 1300.0 Kg Turn Mass: 2200.0 Kg Drag Multiplier: 1.7 Center of Mass (X, Y, Z): 0.0, 0.3, 0.0 Percent Submerged: 70% - Traction Multiplier: 0.65 Loss: 0.80 Bias: 52% - Transmission Number of Gears: 5 Max Velocity: 160.0 KPH / 99.36 MPH Engine Acceleration: 15.0 ms^2 Engine Inertia: 10.0 Drivetrain: FWD Engine Type: Petrol - Braking Brake Deceleration: 08.0 ms^2 Brake Bias: 80% - Suspension Steering Lock: 30.0° Force Level: 1.3 Damping Level: 0.08 High Speed Damping: 0.0 Upper Limit: 0.31 Lower Limit: -0.15 Front & Rear Bias: 57% Anti-Drive Multiplier: 0.0 - Other Seat Offset Difference: 0.26 Collision Damage Multiplier: 0.50 Monetary Value: $9000 Model Flags: Is_Van Handling Flags: 1G_Boost Headlight Type: Long Rearlight Type: Long Vehicle Animation Group: Standard Car ------------------------------------------------------------------------------- 003.) Buffalo ------------- Description ----------- A rather nice sports vehicle the Buffalo is. It seats two and seems to have some sort of offroad bonus (has offroad_ability2 flag) and I do seem to think it handles pretty well both on and offroad. Location -------- I've seen it in San Fierro and Las Venturas. There is a static spawn next to Catalenas hideout. Counterpart ----------- Camero Z28 Vehicle ID: BUFFALO - Dimensions Mass: 1500.0 Kg Turn Mass: 4000.0 Kg Drag Multiplier: 2.0 Center of Mass (X, Y, Z): 0.0, 0.0, -0.1 Percent Submerged: 85% - Traction Multiplier: 0.7 Loss: 0.9 Bias: 50% - Transmission Number of Gears: 5 Max Velocity: 200.0 KPH / 124.2 MPH Engine Acceleration: 28.0 ms^2 Engine Inertia: 5.0 Drivetrain: RWD Engine Type: Petrol - Braking Brake Deceleration: 11.0 ms^2 Brake Bias: 45% - Suspension Steering Lock: 30.0° Force Level: 1.2 Damping Level: 0.12 High Speed Damping: 0.0 Upper Limit: 0.28 Lower Limit: -0.24 Front & Rear Bias: 50% Anti-Drive Multiplier: 0.4 - Other Seat Offset Difference: 0.25 Collision Damage Multiplier: 0.50 Monetary Value: $35000 Model Flags: Convertible, Double_Exhaust Handling Flags: OffroadAbility2, Swinging_Chassis Headlight Type: Small Rearlight Type: Small Vehicle Animation Group: Standard Car ------------------------------------------------------------------------------- 004.) Line Runner ----------------- Description ----------- It can finally hitch a friggin trailer. The Linerunner finally has some damn use besides knocking the fork out of other cars. Slow and holds two people, but can take quite a few rounds. Location -------- N/A Counterpart ----------- MACK Semi Cab Vehicle ID: LINERUN - Dimensions Mass: 3800.0 Kg Turn Mass: 19953.2 Kg Drag Multiplier: 5.0 Center of Mass (X, Y, Z): 0.0, 0.0, -0.2 Percent Submerged: 90% - Traction Multiplier: 0.95 Loss: 0.65 Bias: 40% - Transmission Number of Gears: 5 Max Velocity: 120.0 KPH / 74.52 MPH Engine Acceleration: 25.0 ms^2 Engine Inertia: 30.0 Drivetrain: RWD Engine Type: Diesel - Braking Brake Deceleration: 8.0 ms^2 Brake Bias: 30% - Suspension Steering Lock: 25.0° Force Level: 1.6 Damping Level: 0.06 High Speed Damping: 0.0 Upper Limit: 0.40 Lower Limit: -0.20 Front & Rear Bias: 50% Anti-Drive Multiplier: 0.0 - Other Seat Offset Difference: 0.65 Collision Damage Multiplier: 0.25 Monetary Value: $35000 Model Flags: No1FPS_Look_Behind, Double_Exhaust Handling Flags: Wheel_F_Narrow Headlight Type: Long Rearlight Type: Small Vehicle Animation Group: Truck ------------------------------------------------------------------------------- 005.) Perenial -------------- Description ----------- I like this car... oh wait... No, I hate this car. The ever-slow and ever-present Perennial is a really old station wagon that has existed since the days of Liberty City. It handles like a boat but does seat four. Only drive if your only other option is death. Smoke drives one, but that doesn't make it cool. Location -------- N/A Counterpart ----------- Mid 70's Dodge Stationwagon Vehicle ID: PEREN - Dimensions Mass: 1200.0 Kg Turn Mass: 3000.0 Kg Drag Multiplier: 2.5 Center of Mass (X, Y, Z): 0.0, 0.1, 0.0 Percent Submerged: 70% - Traction Multiplier: 0.70 Loss: 0.90 Bias: 48% - Transmission Number of Gears: 5 Max Velocity: 150.0 KPH / 93.15 MPH Engine Acceleration: 18.0 ms^2 Engine Inertia: 20.0 Drivetrain: FWD Engine Type: Petrol - Braking Brake Deceleration: 4.0 ms^2 Brake Bias: 80% - Suspension Steering Lock: 30.0° Force Level: 1.4 Damping Level: 0.1 High Speed Damping: 0.0 Upper Limit: 0.37 Lower Limit: -0.17 Front & Rear Bias: 50% Anti-Drive Multiplier: 0.0 - Other Seat Offset Difference: 0.2 Collision Damage Multiplier: 0.60 Monetary Value: $10000 Model Flags: Hanging_Boot Handling Flags: No Flags Headlight Type: Small Rearlight Type: Small Vehicle Animation Group: Standard Car ------------------------------------------------------------------------------- 006.) Sentinel -------------- Description ----------- This is a fairly well known car to anyone who has played GTA 3 and Vice City. In those games, there was a faster Sentinel (the Mafia or XS) and it was one of the best sedans in the game. Now, it still is a nice car, but now you need NOS to get anywhere really fast. Still a pretty nice car. Location -------- N/A Counterpart ----------- BMW 5 Series Vehicle ID: SENTINEL - Dimensions Mass: 1600.0 Kg Turn Mass: 4000.0 Kg Drag Multiplier: 2.2 Center of Mass (X, Y, Z): 0.0, 0.0, -0.2 Percent Submerged: 75% - Traction Multiplier: 0.65 Loss: 0.75 Bias: 50% - Transmission Number of Gears: 5 Max Velocity: 165.0 KPH / 102.465 MPH Engine Acceleration: 24.0 ms^2 Engine Inertia: 10.0 Drivetrain: RWD Engine Type: Petrol - Braking Brake Deceleration: 10.0 ms^2 Brake Bias: 50% - Suspension Steering Lock: 27.0° Force Level: 1.0 Damping Level: 0.08 High Speed Damping: 0.0 Upper Limit: 0.30 Lower Limit: -0.20 Front & Rear Bias: 50% Anti-Drive Multiplier: 0.3 - Other Seat Offset Difference: 0.2 Collision Damage Multiplier: 0.56 Monetary Value: $35000 Model Flags: No Flags Handling Flags: Halogen_Lights Headlight Type: Long Rearlight Type: Small Vehicle Animation Group: Standard Car ------------------------------------------------------------------------------- 007.) Dumper ------------ Description ----------- This is one massive Dump Truck baby. The right stick's up and down motion will control the back. Slow ass, but damn if it ain't big with big beefy tires-o-doom. Location -------- Hunter Quarry after beating a story-line mission (I forget which). Counterpart ----------- Catapillar 700 series Off-Highway truck Vehicle ID: DUMPER - Dimensions |
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