complete handling overhaul of ALL specs of all cars, including both unupgraded and maxed out versions, each fine tuned individually without any external formulas or calculations used, all done purely by feel til the lap time was consistant within its spec, designed with "sport mode" and normal controller use in mind, no wheel mode or "meta" setups were used
the goal of this mod is to change the way the cars feel to give a generally nicer and more stable driving experience, while also fixing any logical discrepencies in the vanilla game, upgrading to perf or dirt spec no longer massively downgrades your car (most notable example: koenigsegg agera R was a huge lot faster in fullstock before)
all specs have been changed to have more reasonable drag coeffs, and making your stats feel like they make a difference (the power and weight of your car changing is now much more evident, due to drag coeff being changed to be more subtle)
downforce has been completely redone on all cars to more believable setups, weight distribution is much closer to the real life specs of the car, gear ratios are tuned to match the new top speeds, and shift times have been made consistant across all cars, with maxed out cars shifting very fast, comparable to using manual clutch, alongside many more changes
the general theme of each spec now is as follows:
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braking has generally been buffed on all cars
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street spec retains its original purpose, with the cars now feeling more natural and less slidey, wheel scaling has been changed for a more "modified" look, especially evident on trucks and SUVs, unupgraded top speed is around 300 kmh - 310 kmh, with upgraded ranging from 355 kmh - 370 kmh, see lap time and top speed stats for more detail
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dirt spec has been retuned to feel more like rally cars / pikes peak hillclimb cars, cars are a huge lot less slidey and more controlled over dirt roads and asphalt roads, feels much more like a rally car than a drift car with dirt tires as it did before, wheel scaling has been modified to match real life rally cars and hillclimb cars, with cars featuring spare tires having their wheel size matching the spare tire model, unupgraded top speed ranges from 295 kmh - 305 kmh, with maxed out top speeds ranging from 355 - 370, comparable to street spec
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perf spec has been changed to match the fastest road cars available, all cars retain or improve their top speeds compared to their stock counterparts, upgrading to perf spec will NEVER downgrade your car now, many supercars massively suffered from this in the original game, with this in mind the class pacing has been changed to match the new top speed standards, while still keeping cars controllable and nice to drive, no excessive power increases or wheelspin issues, unupgraded top speed is very car dependant but will never be below 360 kmh, with maxed out top speeds ranging from 420kmh - 460kmh, depending on the car, this is a very varied class and many cars have their own strengths and weak points, i tried to account for this as best as i could and my testing showed the pacing being pretty good, but with how varied the cars are it will heavily differ on the track you are racing on
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raid spec is now an upgrade to dirt spec, cars are grippier and more controlled compared to dirt, with their added weight also giving you an advantage in police chases, they are also now much less likely to roll over and dont feel increadibly slow anymore, unupgraded top speeds range from 290 - 305, with maxed out top speeds ranging from 350 kmh - 360 kmh
circuit spec retains its original purpose being the fastest and grippiest cars you can drive, the cars are MUCH faster than vanilla to make sure they beat the new perf spec cars, very fun to drive if you can master the sheer speed you can reach, unupgraded top speeds generally are around 400 kmh, with maxed out speeds ranging from 450 kmh - 460 kmh
a lot of research has been put into trying to make each car behave similarly to its real life counterpart, ive been doing various handling overhauls for all sorts of games for about 6 years now, so i have a pretty good understanding of how to do this sorta stuff, im not someone who does competive meta racing, and i dont think tc1 should be seen as a game for that either, the goal is for the driving experience to simply be fun and semi believeable to enjoy the vast world of TC1, since freeride and exploration is the biggest focus of this game, and i think my handling does this very well
i have been using various mods during testing that i highly recommend to use alongside this mod, including:
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no crash cams mod, absolutely neccessary, my mod includes a part of it that (should) disable crashing out due to air time, including fixing the mazdas, but its better to have the full no crash cams mod alongside
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evol's physics mod (half jump help version), a large part of it is included in my own mod with modified values to better show off your cars weight during collisions against other cars / police cars, but once again its better to have the full mod alongside
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BigGoldenRifle's camera tweaks, i have included a modified version of the mod that i have used for the entire duration of my testing, changing the FOV to 95, this is absolutely neccessary as the default camera FOV massively impacts the feel of the car, the vanilla FOV honestly destroys the feel of the cars so please do use any modded camera of your choice with a FOV close to 95, or use my testing setup if you prefeer
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FTIW's no traffic mod and no police weapons mod, having no traffic was ESSENTIAL for testing, but i do not recommend it for casual play, while the no police weapons mod id deem neccessary as it significantly improves the cop chases
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Jack Foxtrot's RPM wobble removal, i dont think it affects the performance of cars, but it massively improves the sounds of the cars, if you never tried it, do
CURRENTLY KNOWN ISSUES:
- some fullstock cars have the wrong wheel dimensions, will be fixed in next version
- only the mercedes GLC currently has custom handling, all other CAU police cars have not been done yet, will be fixed in next version
- wild run extreme specs are unchanged, will be done in next version
special thanks to all the people that helped me out in making this mod happen in the first place:
giron228: teaching me how to mod TC1 in the first place, and directly inspiring me to do this mod by putting out his PERF car balance mod, our mods are vastly different but without his help i never woudlve even started making my own
FTIW: making class swap versions of my test tracks, alongside a huge lot of help understanding and finding various values, absolute legend
EVOL: additional help finding stuff, motivation to publically release this mod

