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Re-Roading Project       Fast AI drivers Alpha 7.5̟

(7 reviews)

8 Screenshots

Designed and programmed nearly 10 years ago, the roads of San Andreas were in need of serious regeneration... 

Featuring  extreme speed increasesintelligent junctionsvaried braking, and smooth curve transitions

 

 

More about the Re-Roading project...

DanceInthewaterandnotgetWet.png.3ac85dfd4270e7cab4b45509f0fca676.png

image.thumb.png.4aa0828fbc5b8c835e79fd6fc2868f31.png

By reflagging path nodes from Rockstar throughout the map, and by modifying every vehicle, acceleration has been made much faster and speed limits amplified - something that was long overdue.

  •  No other mods required 
  • Very minor glitches to be fixed ..

    image.thumb.png.728526faaba7d53e70c38f47619ef9aa.png

User Feedback

Recommended Comments

Nachos

Members

On 2/3/2020 at 5:45 AM, TakeYaBackToStation4BumVio said:

@andy22296 Thanks man I'm glad everyone is liking this so far. I know it's super sketchy in the towns and citys, but I have narrowed it down to gradients only. Until I fix each instance, they will always not be able to see up/down gradients of even 5% from flatness. Things in da #reallife have been a bit shit so it's been ages since I opened codewalker and slowed some of these gradients down - which is super easy to do if anyone like Andy reading wants to take this project over I am happy to give you my 1 gig file of documentation, screenshots, test videos and PDFs... :laugh: Anyway, once I get stuff sorted this month I  should back into my old hobby and releasing Alpha 7 of Re-Roading by the end of this month.

 

If you don't see anything by then, phone help. Medical help. ..for me.

 

@skyred50 @urochesia Ahaha you slag get up, work, quit work n buy a better PC chair with da cash!! Thanks guys glad you enjoy

 

edited cos i am no goo speller

 

Any idea when the new update is coming?

RIPTIDE PD

Members

I don't have the heart to tank your reviews, but I really dislike how your oiv reformats my entire mods folder. I think a manuel install would be nice 🙂 keep up the good work, im sure this mod runs great.

Reddington

Members

3 hours ago, RIPTIDE PD said:

I don't have the heart to tank your reviews, but I really dislike how your oiv reformats my entire mods folder. I think a manuel install would be nice 🙂 keep up the good work, im sure this mod runs great.

 

You can manually install it.  When the download archive opens, double click on the .oiv and it will open in a new archive.  There won't be any install instructions, you will need to use the contents xml to figure out where everything goes.

 

(I think it's contents, it is one of the first XMLs you see when the .oiv archive opens)

On 3/14/2020 at 4:00 AM, RIPTIDE PD said:

 I really dislike how your oiv reformats my entire mods folder.

 

0% sense made

List of affected RPFs and overwritten files is in the documentation PDF and the massive image if you just scroll up.

Go tell VisualV you don't like his 428 file OIV installer and they need to be manual, looooolololol

theyungworldz

Members

Where do i install it? Main game directory or mods folder?

theyungworldz

Members

(edited)

I watched a video comparing the original road vs the re roading. In great ocean highway, there's a curve that goes right. With the re roading in that part of the hwy, the cars are hitting the dividers, which really concerns me cuz i don't want car hitting the divider. Can you guys fix this? this comment might not make sense. But here is the link of the video i was just telling you guys about. 2:16 is the part i was talking about.

. Maybe it will shed some light on this comment.

Edited by theyungworldz

Clark84045

Members

How and where is the uninstall feature-this is not a good fit for me cars are just flying all over the place.

manu450

Members

What are the changes if I may ask?

adam enforcers

Members

@TakeYaBackToStation4BumVio hi i wanted to know what files it replaces? like anything in update.rpf or dlc's? if you can provide information on that, using an oiv version i would just like to make sure im downloading a good deal. 🙂

(edited)

2 hours ago, adam enforcers said:

@TakeYaBackToStation4BumVio hi i wanted to know what files it replaces? like anything in update.rpf or dlc's? if you can provide information on that, using an oiv version i would just like to make sure im downloading a good deal. 🙂

 

Check out the header image on this page for a list of all the files this effects

 

6 hours ago, manu450 said:

What are the changes if I may ask?

 

The large header image shows what files were edited

 

Edited by TakeYaBackToStation4BumVio

WeAllCampShutUp

Members

(edited)

This is a really cool idea but there are some flaws such as in sandy shores they drive way too fast for a residential neighborhood, and also when using the speedradar lite they go way too fast all the time and crash a lot. Also another problem is when they get pulled over they drive super fast away I don't know why either, but it's not a pursuit either weirdly

Edited by WeAllCampShutUp

WeAllCampShutUp

Members

So I changed your "vehicleaihandlinginfo" file that it comes with to one that I have used / had for a while that's not vanilla but a different one that helps control the AI's and it seems to be working pretty damn good!

On 10/8/2020 at 7:31 PM, FirefighterProdigy said:

Yikes, why so many crappy reviews? Just goes to show how toxic this community really is... You've done a great job!

Thanks bro. It's a complex mod for a lot of young ppl to install and understand I think lol. They just don't understand the term "there are just over 10 locations around the world that need fixing for understeer and non braking input from too fast cars"

 

xD hope you enjoy it's a game changer

 

On 10/8/2020 at 10:58 PM, camel69er said:

this looks interesting...does anyone know if there are any issues with running this with Razed's NVE?

 

NVE Modifies files inside the archive the AI nodes (Which I've created) exist in. So it is recommended to install this after NVE. This mod omitts files from certain RPF archives that allow openIV to keep the ones you already have. In other words, install this after NVE and it will be perfect 🙂

 

On 10/9/2020 at 2:35 AM, WeAllCampShutUp said:

So I changed your "vehicleaihandlinginfo" file that it comes with to one that I have used / had for a while that's not vanilla but a different one that helps control the AI's and it seems to be working pretty damn good!

 

Hey, it's been a long time since I've made any changes to this mod. Nearly 7 months, but when I get back into it I will certainly be re-doing all my research on the vehicleAIHandlinginfo meta. If you have a lua model installed please could you run the xml script located in /Scripts/ whilst using you're version of the file, and let me know if you still get blind spots or run off zones where they don't brake in time.

 

Also to ANYONE READING THIS PLEASE READ ON!

The popular mod Manual Transmission has now added support for this mod to increase junction awareness, cornering intelligence and improved gameplay design.

Please download MT and navigate to the Menu, Developer options, Performance, and enable the 2 new AI node perception modules. You will be blown away at how amazing we have made the game become with our hard work. You will no longer be the fastest car in the world, in fact, most of the time you will see cars overtaking you left and right, adding a great immersion to gta we haven't seen before.

 

Thanks everyone

camel69er

Members

11 hours ago, TakeYaBackToStation4BumVio said:

NVE Modifies files inside the archive the AI nodes (Which I've created) exist in. So it is recommended to install this after NVE. This mod omitts files from certain RPF archives that allow openIV to keep the ones you already have. In other words, install this after NVE and it will be perfect 🙂


thanks for that info...I have been running both the steam & epic game versions & I have the same mods on both versions, however, the steam version is a constant train wreck...I am not sure if that is because the epic games version is a premium edition or why there is such a disparity between the two.   I installed NVE 1st & then your mod on the epic game & its been running really well & have not had any issues thus far. Game has crashed a couple of times but that is directly related to my video card (rx590) which is due for replacement (either an rtx3080 or the new Navi if it is as good & comes in at a better price on release)

 

Have to say have been having a ball with this as I am a retired police officer in Australia & my specialty was traffic enforcement & serious/fatal crash inquiries so have been 'getting me some' with peds's constantly overtaking me....the real weird thing is, it's exactly what humans do bwahahaha...anyway great mod

adam enforcers

Members

(edited)

@TakeYaBackToStation4BumVio how would you uninstall this? I tried this and traffic is acting worse then they normally do. They keep rear ending each other on residential roads. I've also noticed they spawn randomly behind or in front of you or on top of each other after installing this. And when I stop to clear the roadway code 3 I have been rear ended several times by the ai. So what should be done?

Edited by adam enforcers

urochesia

Members

How do I find 7.5 as the file here gives me 5.5

 

just got a fresh install and back to this and just love how this adds to the game!! 

 

thank you again!!

pognivet

Members

On 10/25/2020 at 2:16 PM, adam enforcers said:

@TakeYaBackToStation4BumVio how would you uninstall this? I tried this and traffic is acting worse then they normally do. They keep rear ending each other on residential roads. I've also noticed they spawn randomly behind or in front of you or on top of each other after installing this. And when I stop to clear the roadway code 3 I have been rear ended several times by the ai. So what should be done?

Same thing with me. Ridiculous amount of crashes/explosions/mayhem as if riot mode is turned on.

DangerousRobot

Members

(edited)

Great job with it but I'm wondering if Is there a mod like this or you could make another version of this mod but it is realistic speeds not super fast speeds? Where the AI will do the speed limit of the road so in Grande Senora desert they'll do 50 like the speed limit says and not 25 like they do default and not 80 like they do in this mod?

Edited by DangerousRobot

idek

Members

I hope you will continue upgrading this mod because it has much potential, also why isn't there a 7.5 version just 5.5? 

Angel275

Members

Hi man, I appreciate your work and the time you've put into it, but there are some things you need to change to make it much better. Cars go so fast that there are many crashes on the streets, when you stop someone and get out of the car, they practically pass over you. Try to slow down the speed of the cars a little, do not put them to all the DLC, so we have more variety of speeds. I've tried to correct some of those mistakes but I still have a few cars going at super speed. txs

Typhoon5

Members

Just got back to play GTA V again. i'm looking for this mod for quite some time, it went missing in GTA5 mods. 

i'm currently testing a good value for VehicleAIHandlingInfo.meta. i came to the conclusion that if you set the low degree angle (less than 6 degrees) with lower speed it won't affect the vehicle performance that much unless there is a slight constant turn. In fact, if you try to ramp up the number, they will turn uncontrollably. the 0-degree value matter the most and affect vehicles' performance. *haven't mess around with the custom value of angle and speed from your file.

Another fact i found is that the braking is more affected by the nodes than these value.
      <MinBrakeDistance value="4" />
min brake distance is the most important of these 3, it basically the anticipation of the NPC to brake. getting it too low will affect the delay before the NPC finally brakes for the approaching node (does not really detect obstacles)

      <MaxBrakeDistance value="100" />
max brake distance however, is a bit redundant i barely find any use case once your value is above 200, but they may launch at an intersection when the value is less than 100

      <MaxSpeedAtBrakeDistance value="27" />
this value does not affect anything at higher numbers, i've tried to set it at higher number like 100 or more but barely see the difference. But at smaller values, you will see the difference, even then the condition of the node will decide the maximum speed,

all these values that is overridden by the nodes condition how it is coded (max speed, space between nodes) this is why your mod is so important, I'm glad that now i can find it again. Anyway, where is the 7.5 version? The file here is the outdated 5.5. Keep up the good work

Typhoon5

Members

On 10/10/2020 at 3:41 PM, TakeYaBackToStation4BumVio said:

Also to ANYONE READING THIS PLEASE READ ON!

The popular mod Manual Transmission has now added support for this mod to increase junction awareness, cornering intelligence and improved gameplay design.

Please download MT and navigate to the Menu, Developer options, Performance, and enable the 2 new AI node perception modules. You will be blown away at how amazing we have made the game become with our hard work. You will no longer be the fastest car in the world, in fact, most of the time you will see cars overtaking you left and right, adding a great immersion to gta we haven't seen before.

 

Thanks everyone

Hi, i couldn't find the option in the newest version of MT 5.6.1, also do you mind to give the tutorial for the script for better detection of uphill/downhill? it's a bit confusing do i need to just adjust the value of the angle and speed and match it with the used vehiclehandlinginfo.meta or there is other thing need to be adjusted as well?

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