Here's what I've done....

The video clip is a series of captures in sequential order as I was making the modifications, so some things aren't implemented depending on where in the clip you are. But in a rough chronological order of changes....

1. Taxis are nigh-invulnerable and stupidly fast. Their top speed is about 125 mph, give or take, with some variables like mass and drag having a bit of an unpredictable effect. But they accelerate very well (to the point where traction's something of a problem; indeed, in a lot of those earlier clips, the cars're just about unsteerable). Their damage coefficients are about a hundredth of what they were, so they can take ludicrous amounts of punishment with only cosmetic effects. They're still capable of being ignited or, their most-frequently-encountered vulnerability, flipped over.

2. Squad cars are fragile and almost weightless. I increased the damage coefficients of the police vehicles to be about 20 times what they were, so it only takes a few rounds to set them on fire, and they can be pushed out of the way with ease. By hand, even. (I toyed with them for quite a while, making them go crazy-go-nuts with the negative friction, then messed with the friction to the point that they wouldn't steer -- you could turn the wheel, but if the tires were pointed off-center, they lost their grip on the road. It was hysterical. But I like having the cops around in a nice, persistent, easy-to-dismiss fashion.)

3. A ton of cars have the negative friction effect applied. Basically any vehicle that starts with a first letter between A-M (except "FBI," who're now the aluminum-foil cars described above). So maybe half of the vehicles in town are tossing themselves strangely through the air and occasionally crashing down upon you or the police chasing you.

Now, the one thing I do really, really well in this clip is launch myself through the windshield. Hell, I managed to run myself over once. This is what happens when your hyper-accelerating car hits an utterly immovable piece of scenery. (Light poles snap off at a wayward glance, but the sickliest sapling is made of adamantium.) In the clip that I think made me rofflemao the loudest and longest, a pair of cops out by the airport in the new wimpified squad car are unable to pursue my character because the car's been critically damaged in a futile attempt to break through the wooden parking lot gate barrier. Though I do seem to find myself picking up taxis with a lot of dead people in the back. (Or maybe that's a side effect of my carjacking. Or my driving.)

Edit: If so moved, GTA4 PC players can download the handling.dat file here, and (after backing up the original!) slap it into the data directory (default: "C:\Program Files\Rockstar Games\Grand Theft Auto IV\common\data") and enjoy some vehicular-precipitation maelstrom.
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From: [identity profile] sigma7.livejournal.com


Oh, yeah, I shy away from anything yellow (even the minivan-taxis, which don't have the white-dwarf mass) while driving. Though at 7:14 I do run headlong into another taxi and it's pretty much my default reaction to anything: Niko exits car via windshield and skips off freeway, through trees and onto offramp.

What's really fun, though, is to catch an ordinary car between your taxi and a bystander taxi. On bridges they sometimes get shunted straight through the terrain geometry. (Police cars tend to just explode.)
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