GRID

GRID

Pudenfuhrer Aug 25, 2014 @ 10:31am
MOD: GRID: PudMOD v1.12 FFB, Car Handling, Grip & AI (includes DLC car handling)
Note: This mod is designed to be used with a FFB wheel such as a Logitech G27 or DFGT etc

Overview of features

Forcefeedback
Additional forces remapped to wheel from rumbler. Sharper forces. More road noise/texture. More apparent suspension forces through the wheel.

TireGrip
Dynamic, greater differences between mud and rough tarmac.

Car Handling and AI adjustment
Less Floaty, more realistic. Harder tyres and less dampening.


Install
Download the following linked file
http://www. mediafire. com/download/nrj29n5tnvj7dp7/GRIDpudmodv1.13.rar
(remove the spaces - link is getting removed without them)

Install by extracting the contents of the zip file into your GRID game folder. It will overwrite game files - so maybe back up the handfull of files in case you hate the mod.

Also backup your saves from here (just to be on the safe side)
C:\Users\<your name>\Documents\Codemasters\GRID\savegame

Uninstall should be a case of verifying the game cache.

Configuration
If, like me, you have the logitech profiler set to a generic profile with 100% all forces (except the always on center spring) and 900 degrees of rotation, then you will want 35-45% steering saturation in the in-game settings to make the wheel movement roughly match with the game. I use in-game forces set to around 60% also.



Changelog:
v1.13
Added a softer dampening version hopefully better for gamepad users. You do not need the FFB tweaks if you haven't got a FFB wheel- so added matching "feedback" folder for gamepad version.
Database: Adjusted difficulty after much testing, spread of difficulties is also closer together than before with a more possible/plausable top end difficulty.

v1.12
Higher performance cars stability lowered. Normalised down to a narrower spread so that the highest value still represents believable behaviour
Added readme file to download

v1.11
Adjusted testing laptime targets to be appropriate for new handling

v1.1
Added handling files for DLC cars also
Events and rewards are returned to "as Vanilla" - thanks to SpeedEgoist in finding the errors.

v1.0
All cars done and AI balanced.


Upcoming -
Option to include DLC cars in the career
Last edited by Pudenfuhrer; Apr 14, 2017 @ 10:30am
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Showing 1-15 of 20 comments
Binary Stylus Sep 2, 2014 @ 12:44pm 
+1 From me.
SpeedEgoist Sep 3, 2014 @ 4:02pm 
i think i like the new handling better, it is closer to GRID Autosport

what about if one plays online thru LAN with this mode?

also i think there are bugs with this mode - Lambo R-GT mane has been corrupted on selection screens and did you tweak anything in career races? cuz now they pay out a lot les rep like couple of thousand and a lot more cash like hundred thousands...
Pudenfuhrer Sep 4, 2014 @ 5:56am 
Hmm - I think I may have introduced some changes to the database file regarding rewards a long time ago and the forgotten I had .. I'll fix the database file next week by reverting to default and then making the AI tweaks to the vanilla. Maybe delete that file to fix for now..

Other than handling and grip there shouldn't be anything else - what's the issue with the Lambo? Does it work in races? - Is it the selection image that's the only thing that's corrupted? I'll look into it.

Really glad you like the handling and feel. I was pleased at how the AI adapt to the new handling of their cars too

p
Last edited by Pudenfuhrer; Sep 4, 2014 @ 6:02am
SpeedEgoist Sep 4, 2014 @ 7:15am 
Lambo name bug --
as far as i've noticed it is only a graphical issue with the text, the car is still useable in custom races
i'll attach a screenshot a bit later

yes please, it would be great if you looked into the career events - i think not only the rewards have been changed but the list of tracks in each event as well
thing is, getting enough cash to buy cars in this game is not a problem, what is more important is experience progression to unlock advanced leagues and the current amount of XP points per event is much much smaller than original and, on the other hand, the cash prizes are ridiculously big
so i would suggest this part to keep original
i'm gonna wait for the replacement file :)

i want to spend some more time with the modded AI and handling before i write extended impressions on them. The first impressions on handling were that it had become better than the original.
My story is i ve been playing GRID for the first time some time ago with keyboard (maybe in 2010) and at that time i liked it a lot
Then I got back to GRID series in late 2013 with GRID 2 and i didnt like it.
In the process i got myself a Xbox360 controller and from on on using it in racing games.
Now I am playing GRID Autosport and realy liking the handling in there - it feels rich, responsive and, in general, spot on. In short, it is back to first GRID without drifting nonsense of GRID 2.

My memories of the first GRID faded quite a bit over the time and i have decided to revisit it
recently. My image about this game was that it was nearly perfect in almost every way. But i was surprised to discover that GRID Autosport's handling feels much much better than GRID in terms of predictability and response. And this mod changes things in the right way.

and the new AI... so far i cannot keep up with them, although i was doing fine with original AI, probably bcs i havent got around the new handling yet, we'll see...
Overall i think GRID's AI is better compared to Autosport: crucial difference being that the AI does recognize the player on the track in GRID.

and btw, are you aware of DLC cars are now available for PC? maybe their files need to be tweaked as well?
check in here - http://steamcommunity.com/app/12750/guides/#scrollTop=100

and about LAN multiplayer, is this mod gonna work fine with instalations without it over the net? should all the players be using this mod when playing online? we can get around to check it if you want

anyway, thank you for your work! :)
Last edited by SpeedEgoist; Sep 4, 2014 @ 8:57am
Pudenfuhrer Sep 4, 2014 @ 10:38am 
Thanks so much for the information.

I shall revert the database file at the weekend and update the mod at the link - I agree with you the events should be as vanilla as a start point

The AI hasn't really been changed much - but they have responded to the handling of their cars being different by becoming much harder to beat (ie. now the car handling is adjusted). The vanilla seemed to want to give the AI an artiificial edge, with boosts to their suspension softness/stability. I've adjusted the handling I removed this. The tweaks to the database are to constrain all of their values within 100% of the cars abilities (ie we want the AI on the same level playing field as the player driver).

I find that I can win on rookie (I always play pro) - but there are events where the AI just leave me for dust on the harder settings. However it was kind of patchy with difficulty in vanilla - so this doesn't really bother me. I'm good at some and not other events also of course..

I do not have exhaustive testing - but you can play other people if they have the same mod installed -we've done that over LAN and it seemed to work fine.

I can add the same adjustments to DLC cars as to the main games cars - and I can even make them drivable in the career with a bit of work. For that though ideally I'd need a list of which cars you want in which event though as I'm not very good at that. It's just a matter of adding them to database file, and then adding them to the event in question.

I'll do that next week if you've got ideas
SpeedEgoist Sep 5, 2014 @ 12:48pm 
Here are some screenshots

Lambo
http://steamcommunity.com/sharedfiles/filedetails/?id=310279830
http://steamcommunity.com/sharedfiles/filedetails/?id=310279965

seems to be the only car with such a thing (others are fine)

Career rewards and events (i dont have screens of how it used to be, i kmow it used to be 21k points for new events on my settings)
http://steamcommunity.com/sharedfiles/filedetails/?id=310279925
http://steamcommunity.com/sharedfiles/filedetails/?id=310279899
http://steamcommunity.com/sharedfiles/filedetails/?id=310279950

Car prices
http://steamcommunity.com/sharedfiles/filedetails/?id=310279876
http://steamcommunity.com/sharedfiles/filedetails/?id=310279854
http://steamcommunity.com/sharedfiles/filedetails/?id=310315096

AI
I thought you have done the opposite, limiting, not increasing bots' performance. At some point before applying your mode I had an impression there is a bit of catchup involved in this game.
Well, I don't think it is a very good idea giving bots so much performance because they are bots, they are relentless, they kind of don't care. I would not give them more than 90 percent of performance just to leave a player a bit more room for a mistake.

Adding DLC cars to the career mode would be wonderful. Yeah it needs a bit more time to think over, but for now i am concerned if DLC cars have same graphical interface features as standard cars to be usde in career's menu screens...

http://steamcommunity.com/sharedfiles/filedetails/?id=310315124
http://steamcommunity.com/sharedfiles/filedetails/?id=310315144
Last edited by SpeedEgoist; Sep 5, 2014 @ 1:53pm
Pudenfuhrer Sep 7, 2014 @ 5:33am 
Regarding the AI:
Couldn't agree more - you did understand what I've done - I just explained it badly last time.

I've merged the DLC and vanilla database file to allow calling the new cars from the vanilla career. Otherwise you cannot have them in the vanilla career races.

I CAN add the DLC cars - they are purchasable - drivable in an event they are added to - and I can make some of the AI drive them too. However, there is no image in the SELECT CAR page.

I cannot add the DLC events to the vanilla campaign as far as I can tell - and where would they exist for the player to select?

So the main issue that I have is - where to add the DLC cars to the exisitng vanilla events? I'm thinking the open vanilla events are the best contenders - I'm going to make a list of open style events - and then add the cars in to them.

I'm currently making a vanilla with tweaked AI file for the basic mod.

Then I'll make one that also has the DLC cars added to some of the races, and include handling files for the DLC cars also.
Last edited by Pudenfuhrer; Sep 7, 2014 @ 5:34am
SpeedEgoist Sep 8, 2014 @ 11:44am 
Originally posted by Pudenfuhrer:
Regarding the AI:
Couldn't agree more - you did understand what I've done - I just explained it badly last time.

ok, yeah, i see now reading throught your paraghraphs more carefully

Originally posted by Pudenfuhrer:
I CAN add the DLC cars - they are purchasable - drivable in an event they are added to - and I can make some of the AI drive them too. However, there is no image in the SELECT CAR page.

Yes, those graphics i meant as a subject for a concern. How is it going to look without them? Is it useable?

Originally posted by Pudenfuhrer:
I cannot add the DLC events to the vanilla campaign as far as I can tell - and where would they exist for the player to select?

There are no DLC events, just cars, as far as i am aware.

Originally posted by Pudenfuhrer:
So the main issue that I have is - where to add the DLC cars to the exisitng vanilla events? I'm thinking the open vanilla events are the best contenders - I'm going to make a list of open style events - and then add the cars in to them.

Ok, let me help you with that. Well, yeah, obviously open events would fit the most cars, but there are also GT1, GT2, muscle, etc categories which should be dealt with separately.

I will put together a list of what DLC car goes where based on Custom event mode listings. I also have some suggestions on some cars with that list.

Originally posted by Pudenfuhrer:
I'm currently making a vanilla with tweaked AI file for the basic mod.

Then I'll make one that also has the DLC cars added to some of the races, and include handling files for the DLC cars also.

So, firstly, you are reverting the original career parameters such as car prices, XP and money rewards, race listing in the events and merging the new AI wth it?

Also I think you should include a txt file with your mod bearing the description and your credentials.
SpeedEgoist Sep 8, 2014 @ 3:23pm 
Originally posted by Pudenfuhrer:
Changelog:
v1.12
Higher performance cars stability lowered. Normalised down to a narrower spread so that the highest value still represents believable behaviour
Added readme file to download

v1.11
Adjusted testing laptime targets to be appropriate for new handling

v1.1
Added handling files for DLC cars also
Events and rewards are returned to "as Vanilla" - thanks to SpeedEgoist in finding the errors.

v1.0
All cars done and AI balanced.


Upcoming -
Option to include DLC cars in the career

Some quick feedback.

Great job! Career is back to normal again!

Another Race day mode car listing bug - now Honda S2000 is listed twice across all Drift categories...

I dont know is it just me, but now car's suspension feels way too stiff. Car is jumping wildly on bumps, also this reduces traction and decreases stability (driven - Skyline, 350Z).
Demoderby cars are now barely driveable, feels like suspension issue as well.

Career's Freestyle Drift event in Yokohama - for some reason on 2nd race it had not given me points for most of the drifts and flags.

I think, despite AI has been tamed a bit, it needs to be edged even more. On Normal I get my ass handed to me. And there are 3 difficulty settings up to go...

And seems like catchup is still there - after a large crash which I managed to avoid and speed away, my oponents were held up by that crash and there were like 1 km gap to my closest pursuier, and those 2 cars were like teleported behind me soon after beginning of the next lap.
Pudenfuhrer Sep 18, 2014 @ 10:15am 
Originally posted by SpeedEgoist:

Some quick feedback.

Great job! Career is back to normal again!

Another Race day mode car listing bug - now Honda S2000 is listed twice across all Drift categories...

I dont know is it just me, but now car's suspension feels way too stiff. Car is jumping wildly on bumps, also this reduces traction and decreases stability (driven - Skyline, 350Z).
Demoderby cars are now barely driveable, feels like suspension issue as well.

Career's Freestyle Drift event in Yokohama - for some reason on 2nd race it had not given me points for most of the drifts and flags.

I think, despite AI has been tamed a bit, it needs to be edged even more. On Normal I get my ass handed to me. And there are 3 difficulty settings up to go...

And seems like catchup is still there - after a large crash which I managed to avoid and speed away, my oponents were held up by that crash and there were like 1 km gap to my closest pursuier, and those 2 cars were like teleported behind me soon after beginning of the next lap.

Works been busy so I haven't been able to check and upload work I've been doing on this for a little while.

-The car listing bug. Basically the DLC cars aren't in the main database. I currently have vanilla without the DLC and I don't see any name bugs.

-In Yokohama - you didn't bump the wall did you? It takes the current points chain away then. I've not seen anything like this in testing.

- Regarding the AI. Check the latest verison. Basically I moved it all up one - so that rookie is normal etc. I then closed the difference between levels to half what it used to be.
Drivers are probability based and have variability - so they have good laps and bad as well as overall variables to scale their abilities. I never want an AI to develop a sudden top speed that is greater than the car can physically do though! (A common possibility in vanilla). Currently I feel normal is great, rookie I can make bad mistake and still win. Serious I find it to sometimes be a podium - but not for certain.

-In order to accommodate gamepad users I have added the optional folders to the installer with a softer handling version. As you are not feeling the wheel naturally moving to countersteer or so on (for me the demo derby is ace right now) I can understand that you are missing out. I tried with the keyboard and it's totally impossible! I've unashamedly made this mod for use with a FFB wheel I suppose. I've added a linear amount to the stability for non wheel players - I hope I got it right - let me know
Last edited by Pudenfuhrer; Sep 18, 2014 @ 10:20am
SpeedEgoist Oct 8, 2014 @ 2:06am 
Thank you for the update!

I was using gamepad (I don't have a wheel) and with your gamepad specific settings and latest tweaks seems like it has solved that bumpiness.

Honda S2000 now appears properly and also racing liveries appeared available for some cars which did not have them listed for some reason with previous version. No other name bugs spotted.

I will be moving on from GRID, I just don't feel like I want to continue playing it, I have already found my points with it, so I am not going to be testing from now on. Excuse me for not figuring out DLC car classification for career events that I intended to do earlier.

Thank you for your work!
76561197996677831 Jan 22, 2016 @ 8:18am 
Hi, I've tried this mod 2xs and each time it crashes after the grid screen prompting to press enter. I have the mac version from the apple store. Any way to make this work ? Thanks
Pudenfuhrer Jan 22, 2016 @ 11:40am 
I doubt it works on mac - which bit of it were you interested in? TBH it's ages since I was interested in it and I probably can't help you much. I think the dlc cars are in the mac version right (memory hazy)? If so then I my database files are probably 'incomplete' for the mac version - but maybe if you just use the 'cars' folder that'd work give you changed handling if not the adjusted ai. The forcefeedback folder might also work (that might give you better FFB on a proper steering wheel).
76561197996677831 Jan 22, 2016 @ 1:06pm 
I used your car files and force feedback and I can notice the difference in the dampening of the cars. Very nice. The tyregrip files works great.
Last edited by Patrickb; Jan 22, 2016 @ 5:26pm
Pudenfuhrer Jan 22, 2016 @ 5:54pm 
database file changes the laptime and max speed missions to be achievable and makes the AI play fairer - since the gameplay is a bit different with the handling mod on. Without it the game is a bit all over the place in terms of difficulty balance.
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Date Posted: Aug 25, 2014 @ 10:31am
Posts: 20