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speed of helicopters


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Is there a way for me to increase the maximum speed of helicopters on a mta server?

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  • MTA Anti-Cheat Team
8 minutes ago, andr0xy said:

On-topic: yes, you can do that. Use the function setVehicleHandling, with the property engineAcceleration.

Unfortunately handling doesn't affect helicopters to increase speed, it's some sort of GTA limitation.. maybe it can be fixed in MTA some day

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Why not try giving some kind of speed boost with vehicle.velocity?

Write to resource manifest: <oop>true</oop>

-- Author: XaskeL
-- Created 05/05/2021
-- https://forum.mtasa.com/topic/130200-speed-of-helicopters

local CAircraftSpeed =
{
	addEventHandler 	= addEventHandler;
	setTimer 			= setTimer;
	localPlayer			= localPlayer;
	tostring			= tostring;

	g_iInterval 		= 50;
	g_fMultVelocity 	= 0.44;
	g_fVelocityLimit 	= 200;
	
	_DEBUG				= true;
}; CAircraftSpeed.__index = CAircraftSpeed;

setmetatable( CAircraftSpeed, { __index = _G; } );

setfenv( 1, CAircraftSpeed );

if ( _DEBUG ) then
	addEventHandler( "onClientRender", root, function ( )
		local pVehicle = localPlayer.vehicle;
		
		if ( pVehicle ) then
			dxDrawText( tostring( pVehicle.velocity.length * 180 ) .. " km/h", 600, 600, 600, 600 );
		end
	end );
end

CAircraftSpeed.OnCheck = function ( )
	local pVehicle = localPlayer.vehicle;
	
	if ( pVehicle and pVehicle.type == "Helicopter" ) then
		local vecVelocity	  = pVehicle.velocity;
		local fMultiplyOffset = ( 1.0 + g_fMultVelocity );
	
		if ( vecVelocity.length * 180 < g_fVelocityLimit ) then
			pVehicle.velocity = Vector3( vecVelocity.x * fMultiplyOffset, vecVelocity.y * fMultiplyOffset, vecVelocity.z );
		end
	end
end;

CAircraftSpeed.OnStart = function ( )
	setTimer( OnCheck, g_iInterval, 0 );
end;

addEventHandler( "onClientResourceStart", resourceRoot, OnStart );

 

Edited by XaskeL
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  • MTA Anti-Cheat Team
3 hours ago, XaskeL said:

Why not try giving some kind of speed boost with vehicle.velocity?

Hmm, sounds like an interesting workaround..

I am wondering if it looks natural without hitches (heli movement), including for remote players? As well as that it looks as good for laggers (or lagger remote players) as default heli movement would look on their screen? No chance of position or remote player vs local player interpolation desync, or rubberbanding?

At least i will test it soon and attach a video of how it looks locally, on the heli driver's screen..

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6 hours ago, Dutchman101 said:

Hmm, sounds like an interesting workaround..

I am wondering if it looks natural without hitches (heli movement), including for remote players? As well as that it looks as good for laggers (or lagger remote players) as default heli movement would look on their screen? No chance of position or remote player vs local player interpolation desync, or rubberbanding?

At least i will test it soon and attach a video of how it looks locally, on the heli driver's screen..

I was able to get a quick acceleration of the helicopter to 180 km / h, and it seems to me that if the acceleration is increased strongly, it will damage the controllability and it will be necessary to make compensators for the rotational speed along the axes.

https://wiki.multitheftauto.com/wiki/SetElementAngularVelocity

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