3.538
110
3.538
110
Thanks for downloading Stopwatch v1.0.
If you like this mod, please like, rate, comment and subscribe, also Donate :)
This is a mod very useful for people testing their cars for their acceleration, Nought to 60, 60 to 120, Top Speed, and Lap Times. This mod is orginally made by GTA4-Mods.com user @LetsPlayOrDy for GTAIV, you can check out his mod here: http://www.gta4-mods.com/script/stopwatch-for-testing-cars-f30882
Requirements:
- Latest ScriptHookV
- Latest Community Script Hook V .NET
- Visual C++ Redistributable Packages x64 2013
- Microsoft .NET Framework 4.5.2
Install:
1. Make sure you have all the Requirements Installed.
2. Extract, Drag and Drop 'Scripts' folder into GTAV Root Folder.
3. Enjoy.
Changelog:
v1.0
- Initial Release
Credits:
Rockstar Games - Great Game
Alexander Blade - Script Hook V
Crosire - Script Hook V Dot Net
If you like this mod, please like, rate, comment and subscribe, also Donate :)
This is a mod very useful for people testing their cars for their acceleration, Nought to 60, 60 to 120, Top Speed, and Lap Times. This mod is orginally made by GTA4-Mods.com user @LetsPlayOrDy for GTAIV, you can check out his mod here: http://www.gta4-mods.com/script/stopwatch-for-testing-cars-f30882
Requirements:
- Latest ScriptHookV
- Latest Community Script Hook V .NET
- Visual C++ Redistributable Packages x64 2013
- Microsoft .NET Framework 4.5.2
Install:
1. Make sure you have all the Requirements Installed.
2. Extract, Drag and Drop 'Scripts' folder into GTAV Root Folder.
3. Enjoy.
Changelog:
v1.0
- Initial Release
Credits:
Rockstar Games - Great Game
Alexander Blade - Script Hook V
Crosire - Script Hook V Dot Net
Subido por primera vez: 13 de abril de 2016
Última actualización: 13 de abril de 2016
Descarga más reciente: hace 6 días
51 Comentarios
Thanks for downloading Stopwatch v1.0.
If you like this mod, please like, rate, comment and subscribe, also Donate :)
This is a mod very useful for people testing their cars for their acceleration, Nought to 60, 60 to 120, Top Speed, and Lap Times. This mod is orginally made by GTA4-Mods.com user @LetsPlayOrDy for GTAIV, you can check out his mod here: http://www.gta4-mods.com/script/stopwatch-for-testing-cars-f30882
Requirements:
- Latest ScriptHookV
- Latest Community Script Hook V .NET
- Visual C++ Redistributable Packages x64 2013
- Microsoft .NET Framework 4.5.2
Install:
1. Make sure you have all the Requirements Installed.
2. Extract, Drag and Drop 'Scripts' folder into GTAV Root Folder.
3. Enjoy.
Changelog:
v1.0
- Initial Release
Credits:
Rockstar Games - Great Game
Alexander Blade - Script Hook V
Crosire - Script Hook V Dot Net
If you like this mod, please like, rate, comment and subscribe, also Donate :)
This is a mod very useful for people testing their cars for their acceleration, Nought to 60, 60 to 120, Top Speed, and Lap Times. This mod is orginally made by GTA4-Mods.com user @LetsPlayOrDy for GTAIV, you can check out his mod here: http://www.gta4-mods.com/script/stopwatch-for-testing-cars-f30882
Requirements:
- Latest ScriptHookV
- Latest Community Script Hook V .NET
- Visual C++ Redistributable Packages x64 2013
- Microsoft .NET Framework 4.5.2
Install:
1. Make sure you have all the Requirements Installed.
2. Extract, Drag and Drop 'Scripts' folder into GTAV Root Folder.
3. Enjoy.
Changelog:
v1.0
- Initial Release
Credits:
Rockstar Games - Great Game
Alexander Blade - Script Hook V
Crosire - Script Hook V Dot Net
Subido por primera vez: 13 de abril de 2016
Última actualización: 13 de abril de 2016
Descarga más reciente: hace 6 días
Sorry, I didn't mean to offend you or your work. It's 2.5 so far, I'll gladly add a few stars if you consider my suggestion, as it's something I really would like to see. Deal?
very nice mod! Can you add a feature where the finish line is your waypoint? so we can use custom tracks and such!
Nice
上了两次featured mods哈哈哈
A very useful mod!!!
Would love to be able to create my own lap.... create start and finish line, but great mod non the less!
Before I get into details, let me say I absolutely love the concept, but the execution leaves a lot to be desired. Firstly, when starting a test, the timer almost always has between a few dozen to a hundred or two milliseconds on it before ever accelerating.
Second, there seems to be either a bug or a very badly implemented method of capturing the exact time the vehicle hits the desired velocity (e.g. 60mph), because I've seen it take as long as ~600ms to not just display, but CAPTURE the time. In other words, I see the speedometer hit 60, and it takes at least half a second before the time displays. I.e. times are always off by a variable, non-trivial amount, so it can't even be compensated for by just subtracting a certain amount from all times. i know it's hard to be extremely precise with this stuff when there's so many factors to consider like framerate, in-game speed modifiers, etc., and a few milliseconds early or late is understandable, but hundreds of milliseconds means I can't trust any time this mod displays.
Third, as much as I love that it writes the results to a text file and that you can add your own waypoints, using a standard text file format like CSV (or tab-separated if necessary) would make a lot more sense to me and could easily be imported to Excel and the like. So instead of the "[name]<name>[start]<coords>[end]<coords>" format you have now, it would be the key names on the first line (like columns), and values on each line thereafter. Assuming the key names don't change, it's also very redundant to include them in every line.
Essentially, the format would look like:
name,start,finish,heading
Airport Drag,-1731.868|-2899.304|12.72205,-1356.221|-2245.473|12.68831,327.7671
Airport Circle,-1354.81|-2242.927|12.7231,-1275.375|-2228.509|12.65361,147.5489
...etc. Same for each results file.
Last, and i'm not sure if this is a bug i'm experiencing or something that simply isn't functional, but the 60-120 result is never captured. After about two dozen tests, all surpassing 120mph, i have yet to see a single result. It also writes the total time in that field instead of leaving it blank, making it ambiguous as to whether 120mph was reached at the exact same time as hitting the end marker or if it was EVER reached.
I hope you'll take this on board, because I really, really love the idea, and afaik, no other mod does this sort of thing beyond simple 0-60 and max speed displays.
@TMA-2 will update this soon or later now have more interesting mods to do
about the delay its because 100kmh = 62.1371mph so the time updates at 62.1371mph so you will slightly see a delay
will consider to change the output format, and also make your own map or maybe can read maps from map editor
how do I go about adding my own custom maps to it? Like where do I get the required info like coordinates, headings etc?
Great works like as always.
@ImNotMentaL Hey man this is a good script but i 've noticed a little bug there. Your speed measure script is says 0 - 100 km/h = ... Seconds, Then entering in the 100 - 200 km/h section BUT DON'T RESET THE TIMER, WHEN YOU ENTER 100 KM/H, IS STILL MEASURING, so i mean this Section isn't be 100 - 200 km/h, the right thing should 0 - 200 km/h, PLEASE DON'T CHANGE THE SCRIPT, ONLY CHANGE THE 100 - 200 KM/H TEXT TO 0 - 200 KM/H, and if you can, Add 0 - 300 km/h Section Please and Thanks...
@ImNotMentaL Can't believe I didn't rate this mod yet, but this is still the best lap time recording mods on the site, and everything works more or less as it should, including the 0-100 kph and 100-200 kph, even after all the Rockstar updates. Been using this to time numerous laps, including the Nordschleife map, the SPA, etc. Really useful tool, keep up the good work!!!
Here are some of my suggestions after using it for so long:
Currently, there is no way to time exactly from start to finish using the same waypoint (I tried setting them to the same location, but timer just stops as soon as it starts...), so the current work-around I made to do 1 lap on a closed circuit is to set the starting waypoint a few meters ahead of the end waypoint. This may not be accurate for the lap time, but it's accurate enough for being in GTA I guess (it's not a racing sim afterall). The mod is, however, excellent for rallies that crosses from point A to point B, with different locations for start and finish lines and set distance racing, like 1/4 mile or standing mile timing.
So I guess the suggestion I offer is probably to have an option to make the start and finish line/location be the same coordinates and allow an option to set the number of laps before the timer stops (recording the time for each lap of course), so I can time precisely how fast and consistent a lap I'm turning out in a series of laps rather than in one lap (most people get faster with each lap anyways), starting from a standstill like it is now. Maybe set it so it doesn't record lap time on the starting lap, but records in the 2nd lap and so on depending on number of laps set. This will be similar to hot lap modes or time attack modes in other racing games. Make this an additional option for closed circuits (like the SPA and the Ring, etc.), but do leave the original setting of 2 waypoints as it's great for point to point rallies and set distance races (like 1/4 mile or standing mile tests)
@ImNotMentaL In addition to what I've suggested, if you can add the ghost of the fastest lap around a given set of coordinates for both the single coordinate/multiple lap mode and the 2 coordinate/single lap mode that it currently has using either the same vehicle or different vehicle, that'll be simply icing on cake.
For some reason it doesn't allow me to use the maps. It just turns my car around. And I get this random marker of 'finish' on my map.
Sander3DK [name]Palomino Fwy - Senora Fwy Drag[start]1402.347|-1084.036|52.05491[finish]1742.61|6373.313|35.04312[heading]297.7012
faça assim com todos mapas
[name]Palomino Fwy - Senora Fwy Drag[start]1402|-1084|52[finish]1742|6373|35[heading]297
How to create my own map for the stopwatch?
How tf do I use it
@Nickmackey scripts folder .... press f7 in game .... if it doesnt work you may have a conflict with other mods .....
Amazing mod its got its quarks but they could be worked out .... this mod has changed my game though! so much potential ... here are some maps i made for everyone to use! just drop them into the maps.txt just under the rest of the maps but im not responsible if you mess it all up .
[name]Braddock Mile Drag[start]2108.048|6036.878|50.12100[finish]2742.036|4546.211|45.574[heading]233.1440
[name]Sandy Half-Mile Drag[start]1680.755|3496.903|35.96500[finish]2372.410|3905.511|35.144[heading]298.8970
[name]Sandy Quarter Drag[start] 1973.964|3892.228|31.83600[finish]1619.575|3687.308|33.93000[heading]117.9580
[name]Sandy 8th Drag[start]1543.314|3758.409|34.00400[finish]1650.570|3586.339|34.984[heading]214.5940
[name]Grapeseed Dime Drag[start]2763.135|4922.000|32.95988[finish]2648.271|4806.017|32.96505[heading]134.7325
[name]The Vinewood Hill Climb[start]-249.283|2893.267|45.71600[finish]-719.185|976.2260|237.4980[heading]79.853
[name]The Vinewood Descend[start]-714.178|975.9090|237.4930[finish]-126.774|2839.854|49.87900[heading]16.65300
How to change the menu key?