Author Topic: Heists Update: Stunting Changes (X360, PS3, PS4, XO)  (Read 19299 times)

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Offline VaNilla

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Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« on: March 09, 2015, 11:39:42 PM »
The heists update has dropped! We're up to GTA V 1.21 on last gen, and GTA V 1.07 on current gen. Early warning - I've heard from numerous people that the BMX is completely destroyed up on PS4/XO, once again :wacko:. Hearing that gliding is gone too, and motorbikes appear to be fucked in the same ways as BMX, at least on next gen (haven't heard from anyone on last gen). More on that when I get the chance to take a look at it.

http://www.rockstargames.com/newswire/article/52402/gta-online-heists-now-available
https://support.rockstargames.com/hc/en-us/articles/204997567--3-10-15-GTAV-Title-Update-1-21-PS3-Xbox-360-1-07-PS4-Xbox-One-

Rockstar Support BMX Physics Information (GTA V 1.07 PS4/XO): https://twitter.com/RockstarSupport/status/575293750878035968



GTA V 1.22 (X360/PS3) & GTA V 1.08 (PS4/XO): A new update came out for both X360/PS3 (GTA V 1.22) and PS4/XO (GTA V 1.08). To quote Rockstar Games, the new update merely includes "fixes for GTA Online to improve stability, and other minor fixes for both GTA Online and Story Mode". Will be testing the X360/PS3 update to ensure that everything's still working as soon as possible.

As for PS4/XO, it's said that BMX and motorbike physics have been fixed (following GTA V 1.07's changes), but once again, I won't confirm this until I've tested it for myself :).

https://support.rockstargames.com/hc/en-us/articles/204348468--3-13-15-GTAV-Title-Update-1-22-PS3-Xbox-360-1-08-PS4-Xbox-One



GTA V 1.23 (X360/PS3) & GTA V 1.09 (PS4/XO): Shortly after I finished my research, a new update was released. It's mainly focused on changes to heists and matchmaking, with fixes for vehicle deformation. Shouldn't take too long to research the updates, but I'll have to check them out.

https://support.rockstargames.com/hc/en-us/articles/204576478--3-26-15-GTAV-Title-Update-1-23-PS3-Xbox-360-1-09-PS4-Xbox-One-



GTA V 1.10 (PS4/XO): Rockstar just released GTA V 1.10 exclusively for PS4/XO, mainly fixing parallax occlusion mapping. Testing it for stunting changes as soon as possible.

https://support.rockstargames.com/hc/en-us/articles/204646988--4-2-15-GTAV-Title-Update-1-10-PS4-Xbox-One-

GTA V Heists Update (GTA V 1.21/1.22/1.23): Stunting Changes (X360, PS3)

Vehicle handling in GTA V 1.21/1.22/1.23 is exactly the same as the previous version of the game. I've thoroughly tested everything, and found no differences whatsoever. Keep in mind that the heists update on X360/PS3 still has the motorbike traction and input ghosting issues previously introduced by GTA V 1.19/1.20. These don't significantly harm stunting, so it's safe to say that last gen is working just fine :D.

GTA V Heists Update (GTA V 1.07/1.08): Stunting Changes (PS4, XO)

To understand GTA V on PS4/XO, we must look back to the retail version of the game. By the end of this, you should recognise the core differences between X360/PS3 and PS4/XO, all of the new vehicles on PS4/XO, and everything that GTA V 1.08 has fixed.

Vehicle handling is generally the same as last gen consoles, but there were major issues in the original version of the game. Thankfully, most of these have been fixed, but here's a couple of things that we've had to deal with.

  • Bicycles had atrocious handling in the original version of the game. FishyDizzle demonstrated everything that was wrong with the BMX in this video. We originally assumed that these issues were a by-product of trying to fix the wallclimb glitch, and a member of Rockstar Games eventually confirmed this in private discussions. As a result of these discussions, they decided to fix some of the issues we were having, and one month later, horizontal rotation fixes came with GTA V 1.05/1.06. When the heists update was released (GTA V 1.07), not only did they manage to completely destroy bicycles again, but they also fucked up motorbikes too (see here for details). Horizontal rotation speeds and frontflip speeds were practically gone (although they did bring back bicycle backflip speeds), you couldn't do stoppies anymore, and you couldn't horizontally control bicycles or motorbikes while gliding. Four days later, this was fixed by GTA V 1.08, finally changing bicycles back to X360/PS3 handling, and reverting motorbikes back to GTA V 1.05/1.06 handling.
  • The turbo vehicle upgrade was broken in the original version of the game. Rather than making your vehicle accelerate more quickly, it did the opposite, making your vehicle accelerate more slowly. Broughy1322 made a fantastic video demonstrating the bug, which thankfully found its way to Rockstar Games. This was fixed a month after release with GTA V 1.05/1.06.

Now, let's examine the current state of vehicle handling on PS4/XO.

  • Motorbikes handle exactly the same as X360/PS3, aside from changes to traction, and changes to specific vehicles.
  • Bicycles handle exactly the same as X360/PS3.
  • Cars handle exactly the same as X360/PS3, aside from changes to traction, the removal of car gliding, and changes to specific vehicles.
  • Boats handle exactly the same as X360/PS3.
  • Helicopters, Jets and Planes handle differently to X360/PS3. Hovering requires different altitude control to avoid stalling, some maneuvers are no longer possible, and reverse flight is slightly more difficult than it was on X360/PS3. Turbulence also seems to be less persistent than it was on X360/PS3. These changes are likely due to gliding physics being removed from cars/helis/jets/planes on PS4/XO, but nobody can say for sure. Let it be known that I'm not an expert pilot in GTA V, but nobody else has stepped up to check the differences between last gen and current gen. Without access to the handling files on PS4/XO, I can't speak to any other differences.

Did you notice that I mentioned changes to vehicle traction? I've observed global traction changes to all motorbikes and cars, but there are also some vehicles that have been changed, and some that remain unaffected. Now, if speed methods were different between X360/PS3 and PS4/XO, it would be impossible to say if traction had changed, so we must examine speed and velocity first.



To test speed and velocity, I completed a series of tests on ten motorbikes, and ten cars. I wish I could have tested everything, but I simply didn't have the time, so I only tested the vehicles that I find important for both racing and stunting. Speed and velocity is exactly the same on PS4/XO, specific vehicle changes withstanding. The BF Injection is very slightly slower on PS4/XO (hard to say whether it's top speed or acceleration), the Duneloader has a much lower top speed on PS4/XO, and the Sanchez has a much higher top speed on PS4/XO. There could be more vehicles with different handling, but I've tested everything that's actually worth using, and these are the only changes I could find. Without access to the PS4/XO handling files, it would take too long to find anything else (we'll have to wait for the PC version to check out the PS4/XO/PC handling files).

GTA V 1.22 (X360/PS3) vs 1.08 (PS4/XO) - Speed Tests

Now, I also checked the vehicle statistics of every race class in the lobby screen for updates, even though the lobby screen is occasionally wrong. Why would I do that? Well, if Rockstar Games changed any of the vehicles, you'd think they would update the vehicle statistics too, right? Wrong. The BF Injection and the Duneloader have updated vehicle statistics, but the Sanchez still shows exactly the same vehicle statistics as X360/PS3, despite having a higher top speed on PS4/XO. Even more weirdly, the Sanchez has lower top speed vehicle statistics in single player (both X360/PS3 and PS4/XO), despite having the same handling in single player as GTA Online.

Racing lobby screen vehicle statistics have another major issue on both X360/PS3 and PS4/XO, and it's existed since the game was released on X360/PS3. Los Santos Customs always shows the correct custom vehicle statistics for customised vehicles, but in the racing lobby screen, every single compacts car shows lower custom vehicle top speed statistics, despite having exactly the same top speed as stock vehicles. This bug also affects most of the vehicles in the SUVs class, and some of the vehicles in the sedans class (there may be more, but there are some vehicles that must be purchased to use in GTA Online, so I couldn't check everything). Additionally, there are also some vehicles which show higher custom vehicle statistics than their stock counterparts, and these vehicle statistics are also totally false (I could list all of these vehicles, but Rockstar is wasting enough of my time, so just be aware that this bug affects other vehicle classes too). This is not a global issue, and it's also not related to specific types of customisations. Most vehicles don't exhibit this bug, and you can clearly see the correct statistics when you view them in Los Santos Customs. I've also done real time speed tests of all these vehicles, and they all have the same top speed regardless of customisation.

Conclusively, the GTA Online lobby screen and Los Santos Customs usually show relatively accurate statistics, but you should keep in mind that they can be completely wrong under specific circumstances. At least they're not completely untrustworthy like the Content Creator and Social Club, both of which aren't even close to reality.



With all that out of the way, let's move on to traction. Global changes to traction have been introduced to motorbikes and cars on PS4/XO. All motorbikes show roughly the same increase in traction on both normal and off-road surfaces, and all cars show roughly the same reduction in traction on both normal and off-road surfaces, with a couple of exceptions.

GTA V 1.22 (X360/PS3) vs 1.08 (PS4/XO) - Traction Tests

Does this actually matter? Wallrides are a little harder (especially horizontal wallrides), and stunts like Turtle Dick's lighthouse landing can be annoying (because the changes are much more obvious off-road), but otherwise, not really. It's barely noticeable, I'm probably one of the only people who could notice the difference without seeing test results :D. It's curious that the Hakuchou has the same traction as X360/PS3 (probably because it steers so heavily already), and it's strange that the Zentorno has increased traction on PS4/XO (I'm honestly not sure about this), but these are exceptions to the rule. Generally speaking, there's a barely noticeable increase to traction on motorbikes, and a barely noticeable decrease to traction on cars, and some vehicles may have the same/different traction, but you really don't need to worry about it.

Note: One more thing. The motorbike/bicycle input ghosting introduced by GTA V 1.19 on X360/PS3 does not exist on PS4/XO.



So, that's all of the main details regarding GTA V's vehicle handling on PS4/XO. Nothing particularly shoddy, I'd actually say the majority of these things are good changes. Still, I'm very disappointed that car gliding has been removed; it really sucks the life out of car stunting. Rockstar, please change this back! I genuinely believe that it's the only thing that's holding back stunting on PS4/XO. Moving on, let's get down to some of the greater subtleties.

  • New vegetation models have been added on PS4/XO. They look amazing, especially the grass, but I've always wondered how it would affect stunting. Having rummaged around the map for drawbacks, I'm happy to say that the new models don't harm any known stunting locations. On the off chance that you were concerned about the new vegetation models, don't worry about it.
  • Southern San Andreas Super Autos has been updated with vehicle statistics on PS4/XO. As of GTA V 1.22 on X360/PS3, this was also brought to last generation platforms (more details in the following section).
  • Rockstar fixed several "map holes/escapes" with GTA V 1.05. This prompted me to research stunting landmarks with previously broken collisions on X360/PS3, and see if they were fixed on PS4/XO. Everything important is exactly the same, discounting three fixed collisions (keep in mind that they are still broken on X360/PS3). The IAA Window Breach has been fixed, the Flame Tower has been fixed (previously had a dome shaped collision, now matches the flame shape), and the Grand Senora Radio Tower has been fixed (the top was missing a collision). Otherwise, every important stunting landmark is exactly the same.
  • GTA V 1.08 introduced changes to vehicle deformation on PS4/XO, as well as other optimisations. You can check out what's changed by watching this video. Looks like they went a step too far, here's hoping it was a mistake. Note: Vehicle deformation was fixed with GTA V 1.09, and parallax occlusion mapping was fixed with GTA V 1.10.
  • GTA V 1.08 introduced changes to bailing on PS4/XO. Bailing launches you much higher/further than you can on X360/PS3. Not really important to stunting, but worth knowing.

Slow motion ability has been adjusted on PS4/XO. Slow motion ability length increased by approximately 50% on PS4/XO, and slow motion ability recharge rate increased by approximately 250% on PS4/XO. I measured the length by timing how long it takes to diminish a full bar of slow motion ability while stationary. I measured the recharge rate by fully depleting my slow motion ability, driving on the airport runway from beginning to end, and measuring how many pixels of slow motion ability had replenished. I compared these values with the pixel dimensions of the slow motion ability bar to derive my results (14% replenished on X360/PS3, 50% replenished on PS4/XO).

GTA V 1.22 (X360/PS3) vs 1.08 (PS4/XO) - Slow Motion Ability Tests

This is awesome for car stunting, slow motion ability supplies are unmistakably boundless. Now we just need Rockstar to bring back car gliding, and we'll be ready moving forward :euro:.



The last thing I want to talk about is the new vehicles on PS4/XO. Most of them aren't particularly good at stunting, but some of them are worthwhile. Additionally, everything that was locked behind the Collector's Edition on X360/PS3 is now available to everyone, but the only vehicle worth using from the Collector's Edition is the Carbon RS. More on that below.

Cheval Marshall

The Cheval Marshall is exclusive to players who own the game on X360/PS3, but this vehicle handles exactly the same as the Vapid Liberator (the top speed might be very slightly higher, but I can't notice a difference without testing). So why use it? The Marshall has a pickup space in the back, which allows you to carry vehicles. The Liberator does not. In GTA Online, the Marshall costs $500,000. The Liberator costs $750,000. Clearly, the Marshall is more valuable than the Liberator, but the Liberator does have one thing going for it... that livery :happy:.

GTA 5 PS4 - Cheval Marshall Vs The Liberator | #102 (GTA V)

It's worth nothing that you can't go over the top speed of monster trucks using the slow motion ability. However, you can still use it to reach top speed more quickly.

Imponte Duke O' Death

The Imponte Duke O' Death is a brand new muscle car. It's powerfully armoured, and it's good at stunting, but not as good as the Dominator (the best muscle car). Fun to mess around with, but it's not going to set the world on fire.

GTA 5 Secret Cars - “Duke O’ Death” (Duke of Death) (GTA V)

Mammoth Dodo

The Mammoth Dodo is awesome for one simple reason. It's a seaplane. This opens up really interesting stunting opportunities on its own, but if you're looking for something new, this is worth a shot :).

GTA 5 - How to unlock the Dodo Seaplane [PS4 & Xbox One]

Nagasaki Carbon RS

The Nagasaki Carbon RS is a good stunting bike, but it's ultimately pointless. The Bati 801 has much higher top speed, slightly better brakes, and much better traction than the Carbon RS. The Bati 801 is also lighter than the Carbon RS (230 mass vs 250 mass), and has lower drag values to boot (8 vs 9), which helps it glide more effectively. The Bati is better at bumping in all situations, discounting curb bumps. The Carbon RS is okay at grinding, but it can be a little tricky because the bike isn't very long. Besides, the Bati 801 is much better at grinding than the Carbon RS, and can grind autonomously in more situations. Slides and wallrides work with the Carbon RS, but just like everything on this bike, it's merely "okay", nothing special.

GTA V: Carbon RS | Motorbike Showcase #8

The Carbon RS does having one saving grace - this motorbike is arguably the best curb bumping machine in GTA V at low-medium speeds. Unfortunately, the Carbon RS is undermined by its wheelie, which completely drops at high speeds (same goes for stoppies), so the Thrust still blows it away. When travelling at low speeds, this bike is untouchable, but in this case, why wouldn't you use the Faggio instead? I would avoid using the Carbon RS completely, unless you're trying a curb bump with a very short runup, given that the Carbon RS accelerates much more quickly than the Faggio.

Xero Blimp

The Xero Blimp is basically just a better version of the Atomic Blimp, it's a little bit less cumbersome. No reason to use the Atomic Blimp, unless you like the way it looks.

GTA 5 Rare Vehicles - How To Get The XERO BLIMP on GTA 5! (GTA 5 PS4 / XBOX ONE)

GTA V Heists Update (GTA V 1.09): Stunting Changes (PS4, XO)

Having thoroughly tested everything, I've found that stunting is exactly the same. The only relevant difference is that the Lampadati Casco has been removed from single player garages. Additionally, vehicle deformation has been fixed.

GTA V Heists Update (GTA V 1.10): Stunting Changes (PS4, XO)

Nothing changed. Mainly fixes for parallax occlusion mapping.

GTA V Heists Update: Stunting Changes (All Platforms)

New vehicles have been added to the game with the heists update. However, they currently can't be used in single player. You could test the new vehicles in content creator, but keep in mind that you wouldn't be able to fully upgrade the vehicles. The only way of properly testing the new vehicles is to unlock everything by playing through GTA Online heists.

Legendary Motorsport has always been completely wrong with regards to vehicle statistics, and that hasn't changed as of the latest updates to the game. Luckily for us, the heists update has brought the new presentation style of Southern San Andreas Super Autos from PS4/XO to X360/PS3, and most of Southern's vehicle statistics are completely accurate. The values are based off the handling files from the X360/PS3 versions of the game (new vehicles withstanding on PS4/XO), but there are a couple of screw-ups. The Schwartzer says it has a top speed of 120mph on X360/PS3, but it's actually 147mph (this is fixed on PS4/XO). The Feltzer says it has a top speed of 100mph on X360/PS3, and a top speed of 145mph on PS4/XO, but it's actually 153mph on all platforms (confirmed this by checking the handling files and doing real time speed tests). The BF Injection and the Sanchez are still using the last gen vehicle statistics on PS4/XO, despite having been changed. In GTA Online, the Enduro says it has a top speed of 113mph, despite having a top speed of 119mph on all platforms. There's probably more, but fuck listing everything - Rockstar's wasted enough of my time. Overall, you still shouldn't trust GTA V's vehicle statistics, because Legendary Motorsport is completely fucked up, and Southern San Andreas Super Autos has its own set of problems.

Finally, it's worth noting that changes have been made to the maximum time limits of deathmatches. Deathmatches are now limited to 20 minutes in open lobbies, on all platforms. Having 60 minutes in a deathmatch is really important for multiplayer stunting, so to avoid these limitations, host a private session before hosting a stunting deathmatch (invite only sessions, crew sessions, friend sessions). This will allow you to host 60 minute deathmatches as normal.

Heists Vehicle Research

Managed to get through heists :jajaja:. I'll be listing the new bikes and the Hydra, but I've tested the new cars and none of them are good for stunting in GTA Online, so I won't be listing them. The new helicopters don't have any stunting qualities to speak of, so I won't be listing them either. However, the list may be updated with some of the cars if they're made available in single player, since I would be able to test them with Franklin's special ability.

UPDATE: As of GTA V 1.08 on PS4/XO you can use the Lampadati Casco in single player, but it's still unavailable on X360/PS3. Updated the list with my thoughts.
UPDATE 2: The Lampadati Casco is gone again. GTA V 1.09 on PS4/XO removed it from single player garages. Keeping my notes up.

Dinka Enduro

The Dinka Enduro is quite similar to the Sanchez on X360/PS3. So similar in fact, that the handling lines for this bike are literally copy and pasted from the Sanchez, save for a couple of differences. The max flat velocity of the Sanchez is 118mph, whereas the max flat velocity of the Enduro is 119mph. The Enduro has significantly better drive force (acceleration) than the Sancez. The Sanchez has very slightly better brakes than the Enduro, and the Enduro has a slightly better traction curve than the Sanchez. Aside from these differences, the handling of these two bikes is exactly the same, at least in the handling.meta. When you test the Enduro against the Sanchez in the real world, differences begin to emerge.

GTA 5 PS4 - Dinka Enduro $48,000 Motorbike Showcase

The Sanchez is approximately 1.5x longer than the Enduro. Both bikes share the exact same wheelie angle, but because the Enduro is shorter than the Sanchez, the Enduro can wheelie slightly higher.



What's the result of this? Well, the Enduro can hit slightly higher bumps than the Sanchez. However, the Enduro performs significantly worse at low-medium size bumps. The Enduro bails all the time on these types of bumps (unless you pull up really close), but the Sanchez takes them with ease. If you've ever had a Sanchez spot in mind, but you couldn't quite wheelie high enough, it's worth giving the Enduro a shot, but if you're bailing on a low-medium sized ledge with the Enduro, try the Sanchez instead (even though it's slightly slower).

There are situations in which the Enduro is always the champion. Racing, ramp-based stunts, tiny precisions, and especially normal grinds. Grinding thin rails is much easier with the Enduro, because the gap between the front wheel and the middle of the bike is much smaller. On the other hand, grinding thick ledges is much easier with the Sanchez, given the length of the bike. Sliding is easier with the Sanchez for the same reason; the length is very helpful.

So, what do I think of the Enduro? It blows the Sanchez away during races, but stunting is different. I don't see the Enduro as a replacement for the Sanchez, it's more like a cousin. The Enduro's great for raw speed, high bumps, wallrides, grinds, you name it. The Sanchez can't match the speed or size of the Enduro, but that's not necessarily a bad thing. The Enduro is a must-own stunting bike, but you should also hold onto your Sanchez for the time being ;).

UPDATE (PS4/XO): The Enduro handles exactly the same on X360/PS3 as it does on PS4/XO, but the Sanchez handling has changed on PS4/XO. Everything I've said above still applies to the X360/PS3 versions of the game, but you need to think about this bike differently on PS4/XO. The Sanchez is much faster than the Enduro on PS4/XO, so there's no reason to use the Enduro for big air stunts, unless you really need the Enduro's wheelie height. Aside from wheelie height, the only reason I would use the Enduro on PS4/XO is for grinding, and for really small precisions. Otherwise, it's completely outclassed by the Sanchez.

Principe Lectro & KERS (Kinetic Energy Recovery System)

The Principe Lectro is an interesting stunting bike, but it's not particularly useful. Although the Lectro shares the same max flat velocity as the Ruffian (140mph), it can barely do a wheelie/stoppie after the first two gears (much like the Akuma and the Double T). As a result, the Lectro's actual top speed and acceleration is much lower than the Ruffian's. That would be bad enough on its own, but the Bati also has a much higher max flat velocity than the Lectro (150mph), it accelerates way faster, brakes much better and clearly has much better traction.

The Lectro sucks for bumping on long runups. It's not too bad on a short runups, but don't expect to do any big air stunts with this bike. The Lectro's gliding potential is merely okay; not bad, not good. It's good at wallrides, but given how hard it is to bump with this bike, you aren't going to be getting into wallride's very easily. You can grind with the Lectro, but it's not a particularly good performer; you have to manually control it all the way, or you will fall off straight away. It's not bad at sliding, but the Bati and the Hakuchou are much easier to handle and control. Honestly, the Lectro pales in comparison to the competition.

Now, why do I still say the Lectro is interesting, even though it's clearly not as good as the Bati or the Ruffian? Well, because the Lectro has KERS (Kinetic Energy Recovery System). The Lectro recovers kinetic energy while it's slowing down, which charges up a special KERS meter underneath the radar. When charged up, KERS can be used to boost up to top speed much more quickly, and even slightly surpass the top speed of the vehicle (works the same on normal roads and offroad surfaces). The Lectro is the only bike in the game which has KERS enabled, making it very unique.

GTA 5 Heists DLC RARE "PRINCIPE LECTRO" KERS Nitrous Bike! How To Unlock Principe Lectro! (GTA V)

Should you be worried about KERS? In a word, no. Unlike boost pickups, KERS doesn't give you some insane boost in acceleration. It merely gives you a slight boost in acceleration, and VERY slightly surpasses the top speed of the bike. As a matter of fact, the Lectro's only saving grace is KERS. You can't even use KERS during GTA Online races, it only works during content creator races (this could be a bug, who knows). However, KERS does work in GTA Online freeroam sessions, and jobs/heists/deathmatches/captures/LTS (basically anything except online races). Let me run down the specifics of how KERS can be used.

  • Charges when you're not applying the gas (RT/R2). Charges faster when braking.
  • Charges slightly faster when turning (because turning helps slow you down).
  • Normal braking (LT/L2) charges KERS slightly faster than applying the handbrake, but you should hold both together for best results. A good rule of thumb when braking is to know that whatever slows you down the fastest will also charge up KERS more quickly.
  • If you try to charge up KERS while travelling too slowly, you will come to a halt before the KERS bar can charge all the way back up. For this reason, you want to slow down from high speeds for best results.
  • Knowing this information, it follows that you can charge KERS much more quickly by not braking at all. By letting go of the gas (RT/R2), and slowly applying it in bursts, you can keep the bike moving at high speeds while still charging KERS all the way back up. Definitely the best way of charging KERS on a straight.
  • KERS can't be activated unless you're applying the gas (RT/R2). This prevents you from using KERS while doing a stoppie, among other things. However, you can apply KERS while braking, as long as you're still applying the gas.
  • KERS works during wheelies, unlike boost pickups.
  • KERS can't be activated during airtime, and will disable itself accordingly. This means that you can't use KERS to help yourself glide more quickly.
  • KERS can't be activated while using boost pickups, but if you activate KERS before picking up a boost, you can use them both at the same time.
  • KERS can't be activated while driving in reverse, and will disable itself accordingly. This means that you can't use KERS to help yourself drive backwards more quickly.
  • KERS can't be activated during grinds or slides, and will disable itself accordingly. This means that you can't use KERS to help yourself grind or slide more quickly.
  • KERS gives you an extremely small acceleration boost during wallrides. It's barely enough to be noticed, so you can't exactly use it to lame anything :D.
  • KERS doesn't work very well while driving uphill. It gives you a slight boost in acceleration, but nothing more. However, KERS does help you drive much more quickly downhill.

Essentially, KERS isn't very useful for stunting. It helps the Lectro get a little faster, but it's still nothing close to being competitive with the Bati and the Hakuchou. It might be a little more useful on stunts with very short runups (maybe if you find some really creative use for it), but short runups aside, stunting with the Lectro is pointless. Maybe it would be useful if it could be used in GTA Online racing... I doubt it though. Still, it's really fun to play around with the Lectro, and it's worth using this bike just to get to grips with KERS! It's certainly not lame, so please don't witch hunt people who use KERS for stunting :).

Lampadati Casco

The Lampadati Casco is the latest Sports Classics car, introduced with the heists update. It looks nice, but while it's great for both racing and stunting, it's significantly outclassed by the Z Type. From a racing perspective, both the Pigalle and the Z Type are better than the Casco. The Casco outperforms the Monroe and the Pigalle when stunting, but none of these vehicles are even close to the Adder or the Z Type.

GTA 5 PS4 - Lampadati Casco $680,000 Car Showcase

The Casco's really fun to mess around with, and you can land great stunts with it, but it's not something I would choose above any alternatives. If you want to use a slower vehicle for car stunting, I'd personally choose the Monroe. It's better than the Pigalle for stunting, and in my opinion, it looks more impressive than the Casco.

Mammoth Hydra

The Mammoth Hydra is a game changer. The vertical flight mode opens up so many new opportunities for jet stunting, and the Hydra handles like a dream in both flight modes. This video demonstrates some of the possibilities.

GTA V Hydra Jet Stunt Montage | A New Era Of Stunting

The Hydra is much faster than the Lazer in a straight line, allowing for some really impressive gap combinations. However, it's a little bit larger than the Lazer, significantly slower while turning around, and much less maneuverable, so certain types of stunts will continue to favour the Lazer (hovering in tight spaces, combining tight gaps). I don't think this is a big deal, because having the ability to combine normal flight with vertical flight allows you to do a multitude of different things. Drifting the jet across a straight line, flying up otherwise impossible vertical gaps... the possibilities are endless.

One of the most interesting things about the Hydra is its ability to carry vehicles in vertical flight mode. Vehicles practically stick to the Hydra as long as you carry them carefully, even when flying at high speeds. Players can walk around on a Hydra in vertical flight mode too, so there's lots of things to be done with this new jet. I've only managed to find two videos about this, but the ability to carry players/vehicles goes much deeper than these videos demonstrate.

IMPOSSIBLE HYDRA JET STUNTS (GTA 5 HIT A STUNT #40)

GTA Hydra surfing

Overall, I really love the Hydra. There are things that it can't do as well as the Lazer jet, but I think that's a good thing. Different jets for different jobs.

Summary

It's a shame that Rockstar released heists in such a broken state with GTA V 1.07 on PS4/XO, with the breakage of motorbike and bicycle physics. Thankfully, GTA V 1.08 fixed this very quickly, and Rockstar deserves thanks for that. They did a great job with heists, the new vehicles are awesome (especially the Hydra), and seeing the progression of GTA V on PS4/XO makes me hopeful that the PC version will release in a working state. Perhaps it's foolhardy to think this way, given Rockstar's track record, but a man can dream :ninja:.

Where do we go from here? If Rockstar could grant me just one of my wishes, I would ask them to bring back car gliding on PS4/XO. The absence of it really sucks the life out of car stunting, and in my opinion, car gliding was never destructive. I don't know why Rockstar removed it, since they allowed the stunting community to keep gliding with motorbikes and bicycles, but it strikes me as a bad decision. Now, if they could grant me a second wish, I would ask them to completely overhaul GTA V's representation of vehicle statistics. Right now, they're riddled with issues, and cause more problems than they solve. I shouldn't have to search for handling.meta files or summate real-time speed tests to find out the truth.

Hopefully this will come in handy, it took a long time to finish my research. Goodbye :mellow:.
« Last Edit: April 02, 2015, 06:57:48 PM by VaNilla »

Offline BIGpoppaKEGdog

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #1 on: March 10, 2015, 12:14:35 AM »
Motorbikes are fucked, you can't do anything but backflip now. How on Earth did they manage this shit.
« Last Edit: March 10, 2015, 12:20:15 AM by BIGpoppaKEGdog »

Offline VaNilla

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #2 on: March 10, 2015, 01:06:25 AM »
I'm losing my patience with this company. I'll do my full research as soon as I've got the time. I'm confident they will fix this, because they've fucked up so many things outside of stunting too, but if this happens again I think I'm done with supporting Rockstar Games. That's all I have to say for now, hopefully this gets fixed soon.

Offline foresttravesty

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #3 on: March 10, 2015, 03:47:49 AM »
i'm abouts to cry myself to sleep. wtf.

Offline VaNilla

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #4 on: March 10, 2015, 03:58:14 AM »
It's going to be a while before I can get on. Until then, here's what I've seen reported (will not add anything to the first post that I haven't confirmed for myself).

  • BMX backflip speed is back to normal on PS4/XO, but the horizontal rotation speed and frontflip speed has been degraded significantly. You can't do stoppies any more (likely a result of frontflip speeds), and you can't control glides horizontally (however, they're still possible). Motorbikes are said to be affected in the same way. Fucking stupidity.
  • X360/PS3 are said to have the same physics as before (ie. exactly the same as 1.00 on BMX). Won't believe it until I've tested myself, but I've heard it from many trustworthy sources, so there you go.

In the meantime, I suggest following FishyDizzle on Twitter for BMX related updates.
« Last Edit: March 10, 2015, 04:08:19 AM by VaNilla »

Offline HonkMeat

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #5 on: March 10, 2015, 08:32:43 AM »
Just another bit of info, from my own experience.  I tried a motorbike stunt that I made for gliding practise when I first started, and I got the usual amount of distance.  This confirms for me that that particular part of gliding physics hasn't changed.

I can't confirm any other information as it was on my PS Vita over 3G, so it was a little laggy.  After the reports I'd read I was expecting the worst, but maybe the worst of it is confined to the BMX, which is obviously still a bummer.

Just thought I'd throw my 2c in.

Offline BIGpoppaKEGdog

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #6 on: March 10, 2015, 10:06:07 AM »
Just another bit of info, from my own experience.  I tried a motorbike stunt that I made for gliding practise when I first started, and I got the usual amount of distance.  This confirms for me that that particular part of gliding physics hasn't changed.

I can't confirm any other information as it was on my PS Vita over 3G, so it was a little laggy.  After the reports I'd read I was expecting the worst, but maybe the worst of it is confined to the BMX, which is obviously still a bummer.

Just thought I'd throw my 2c in.
No, it's just as bad on motorbikes, trust me.

Offline HonkMeat

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #7 on: March 10, 2015, 10:27:42 AM »
I didn't just make that up  :blink:

Gliding for distance has not changed in the slightest.  I cannot comment on steering with gliding as I couldn't do that over 3G on my Vita - controls were too laggy to be responsive enough.  I could, however, do a stunt and turn my bike upside-down and glide for just as long as normal.

Trust me.

Offline STREEM

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #8 on: March 10, 2015, 11:55:47 AM »
its all fine on my x360

Offline HonkMeat

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #9 on: March 10, 2015, 12:54:14 PM »
Okay, now I've had a chance to sit down and play properly I can confirm what I said earlier.  If you get some air and do a regular straight-forward glide then it's exactly the same as it was prior to the update.

However, if you try to do *anything* else whilst in the air then forget it.  It's so sluggish it's almost not happening.  I can jump and get upside-down without problem, but can't turn and can barely right myself.  I have to let go and let the bike naturally go wheels-down.  It's terrible.

Also, and I'm surprised this hasn't been mentioned a LOT more than stunting, the bike itself is now as sluggish as hell when it comes to any type of manoeuvring.  Just riding and steering is clearly different.

I don't know what they've changed, specifically, but it's horrible.  This will literally cut down my biking time until it's fixed, and if it never is then I'll stop playing this game a lot sooner than I would have done.  Stunting is 99% of my playing time and it's effectively ruined.

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #10 on: March 10, 2015, 01:07:36 PM »
yeah i just really hope the BMX and moto fix is one and the same. I'm seeing lots of noise about BMX, but very few mentions of motos.

Offline HonkMeat

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #11 on: March 10, 2015, 01:09:19 PM »
Lol - we really like to spread our conversation out, don't we :p

Offline VaNilla

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #12 on: March 10, 2015, 01:37:36 PM »
I'm ready to start looking into this. I've heard confirmation that Rocktsar are looking into these issues (again), but for now the best thing we can do is research all aspects of the game to make a fully accurate list of information. If anyone wants to help me out while I'm researching the 360 version, check out the plane physics on PS4 :).

https://twitter.com/RockstarSupport/status/575293750878035968

Offline Slasher

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #13 on: March 10, 2015, 01:47:20 PM »
ffs, I can't go online and they even managed to fuck up the stunting again. Hopefully they'll fix this before the PC release so I can finish my stunt montage @.@

Offline RedX

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Re: Heists Update: Stunting Changes (X360, PS3, PS4, XO)
« Reply #14 on: March 10, 2015, 02:24:36 PM »
I'm ready to start looking into this. I've heard confirmation that Rocktsar are looking into these issues (again), but for now the best thing we can do is research all aspects of the game to make a fully accurate list of information. If anyone wants to help me out while I'm researching the 360 version, check out the plane physics on PS4 :).

https://twitter.com/RockstarSupport/status/575293750878035968

lol I understand why you're frustrated! having to do a huge fucking research project every time there's an update is just ridiculous.

 

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