NFS MW: Carbon Handling Project by BDawg

Category: Miscellaneous | Game: Need for Speed: Most Wanted

NFS MW: Carbon Handling Project

So. I like Most Wanted. I also like Carbon. But the only reason I tolerate Carbon as a game is because it has Classic Muscle Cars, and they handle like a dream (heavy drifty cars is my style). Carbon has the best physics/handling and customization (which imo is hardly of any importance because all cars look better stock or with minimal changes anyway), but falls flat in every other aspect compared to Most Wanted.

Reboot of the Carbon Muscle Handling Pack, but it's going to cover all cars in the game (+ addons, aka Carbon cars that don't exist in Most Wanted).

All Tier 3 cars handling values taken from NATHANIEL900's Carbon Full Game Rebalance mod with various changes. It's way better than vanilla when it comes to car balance, but still not perfect.


- Port all Tier 3 car handling values from said mod (for cars that exist in Most Wanted);
- Port all Tier 1 and 2 car handling values, possibly from RaTT's Carbon Ultimate Mod because they can be upgraded to Tier 3 worthy status, with some changes if deemed necessary;

- Port handling values for Carbon cars that don't exist in Most Wanted. Since I am not at liberty to share recompiled addon car files or addon ready car files in general, you'll have to do that process yourself, of course when said car handling values are added and new carname is provided;

- Custom handling values for various add-on cars.

If using an existing save, you might need to rebuy/apply upgrades as the number of upgrades for some cars have been changed. New save recommended if installing addon cars. Import Basecars script first, Addoncars script 2nd into VLTed.

Cars done:
All base game cars (including Bonus Cars such as SL65, GT2, Camaro, Player BMW, C6R which are purchaseable/customizable).

Bonus feature:
Black Edition Challenge (Camaro VS Police SUVs) is harder (5000 bounty every 10 seconds instead of 30000);
Optional: Limited/Non-recharging NOS, opponents are slightly slower to compensate;

Known issues:
BL4 (JV) might be easy because he might not be able to handle his car (although the car handles better now than it used to before)

Recommended mods:

Install/replace CARS folder only mods (don't install the scripts):

Addon cars (download links provided in Readme, Ed The Car Dealer config files and manufacturer/secondary logo resources provided):
71 Dodge Challenger R/T, 69 Dodge Charger R/T, 06 Dodge Challenger Concept, 67 Shelby GT500, 06 Pagani Zonda F, Nissan Skyline R34, BMW M3, 70 Ford Mustang Boss 429, 03 Mustang, Ford SVT Focus, Nissan 350Z, Audi Sport Quattro, Alfa Romeo 159Ti, Chrysler Imperial, Koenigsegg CCX, Buick Riviera, 06 Ford Shelby Mustang GT500, Enzo Ferrari, Fiat 131 Abarth, Toyota MR2

Latest changelog: New 67 Shelby GT500 by nlgzrgn replacing the old one, added Fiat 131 Abarth & Toyota MR2, edited Ed configs of various cars to remove spoiler functionality (didn't have mount points for them so they used to appear underneath the car), fixed 911 GT2 not having NOS upgrades, edited some car costs, 06 GT500 only uses upgraded sound now, new sound by Black Rose used by 69 Charger and 71 Challenger

NATHANIEL900: Some of the car performance stats used
Black Rose: New car sound


BDawg (November 27, 2019 @ 10:23)
You add it the same way you would add any car, so, don't know.

damageW (November 26, 2019 @ 17:26)
you should add how to install the zonda. cause it won't work for me

BDawg (October 22, 2019 @ 09:37)
Here's a tiny update until I can be bothered to make a proper one (more cars and adapt for nlg's gt500):
- New data files for updated 350z and Skyline;
- Misc performance changes.

BDawg (July 09, 2019 @ 15:32)
whoops ignore the imperial lines

BDawg (July 09, 2019 @ 15:31)
Haven't really been working on or testing any cars lately, but if anyone wants a little update until then, copy this to VLTed:
oh and
update_field frontend camaro Cost 26000

Uploaded at: July 01, 2018 @ 10:52