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Real Pursuit AI 1.3

(3 reviews)

2 Screenshots

🚔 ℝ𝔼𝔸𝕃 ℙ𝕌ℝ𝕊𝕌𝕀𝕋 𝔸𝕀

Real Pursuit AI is a police pursuit behaviour enhancement for GTA V, designed to make pursuits feel controlled, believable, and stable — without aggressive, erratic, or chaotic AI driving.

Rather than reinventing pursuits, Real Pursuit AI refines them. The mod focuses entirely on how police units behave once a chase is underway, ensuring it feels like a natural evolution of vanilla behaviour, not a disruptive overhaul. It is built from the ground up to shine during long chases and extended play sessions, while remaining fully compatible with LSPDFR.


🚀 𝕎ℍ𝔸𝕋'𝕊 ℕ𝔼𝕎: 𝕋ℍ𝔼 𝔽𝕆𝕌ℕ𝔻𝔸𝕋𝕀𝕆ℕ 𝕌ℙ𝔻𝔸𝕋𝔼

This update establishes a massive new structural foundation for future expansion while introducing highly requested features:

  • NEW - Player Lead Mode: Dynamically allows the player to influence pursuit positioning. AI units smoothly adapt to your role in real time with controlled lead reclaim behaviour—designed to feel intentional, not chaotic.

  • Steadier Pursuits: Reduced rapid decision-switching and oscillation between aggressive and passive states.

  • Smarter PIT Manoeuvres: Improved alignment validation and new retry cooldowns to prevent unrealistic, repeated PIT attempts.

  • Smoother Flow: Better close-range spacing, reduced brake overcorrection, and improved pacing between primary and secondary units.


🧠 𝔻𝔼𝕊𝕀𝔾ℕ ℙℍ𝕀𝕃𝕆𝕊𝕆ℙℍ𝕐 & ℂ𝕆ℝ𝔼 𝔽𝔼𝔸𝕋𝕌ℝ𝔼𝕊

Real Pursuit AI prioritises measured, realistic police conduct over spectacle-driven action. Instead of constant ramming or unstable driving, pursuit units maintain spacing, formation, and restraint.

  • Stability First: No experimental or high-risk behaviour.

  • Realism Over Spectacle: Grounded police tactics, not arcade chaos.

  • Consistency Over Aggression: Predictable behaviour that holds up over long patrol sessions.

  • Clean Integration: Designed to work perfectly alongside LSPDFR.

(Note: These principles mirror the design philosophy of Real Traffic AI, ensuring both mods feel cohesive when used together).


⚙️ 𝕋𝔼ℂℍℕ𝕀ℂ𝔸𝕃 𝔻𝔼𝕋𝔸𝕀𝕃𝕊 & ℕ𝕆𝕋𝔼𝕊

  • Built specifically for long-session stability.

  • Focuses exclusively on police pursuit AI behaviour (does not modify civilian traffic logic, wanted levels, police spawning, or dispatch systems).

  • Lightweight, script-based, and performance-friendly (no configuration file required).

  • Fully compatible with ScriptHookVDotNet v3.7.0+ and LSPDFR.

  • Note: Extremely scripted or heavily modified mod setups may still expose edge cases.


📦 ℝ𝔼ℚ𝕌𝕀ℝ𝔼𝕄𝔼ℕ𝕋𝕊


❤️ 𝕊𝕌ℙℙ𝕆ℝ𝕋 𝔻𝔼𝕍𝔼𝕃𝕆ℙ𝕄𝔼ℕ𝕋

Building major foundation updates requires countless hours of writing custom AI logic, hunting down edge cases, and endlessly testing stability so you don't have to.

If Real Pursuit AI has ever made you think, "Yeah, this feels way better than vanilla," please consider supporting the project on Patreon! Your support directly funds:

  • Deep-dive development: Turning complex ideas (like Player Lead Mode) into reality.

  • Future-proofing: Keeping the mod compatible with GTA V, LSPDFR, and ScriptHook updates.

  • Ecosystem expansion: Fueling the ongoing development of the Real Traffic AI and Real Pursuit AI mods.

🚗 UNLOCK EARLY ACCESS PERKS: As a massive thank you, Patreon supporters receive exclusive perks, including early access to upcoming major updates before they release publicly.

Current Early Access Builds:

  • Real Traffic AI V1.8 Beta 1 – Major refinements to how civilian traffic yields, reacts, and flows around your patrol.

If you want to help keep these mods stable, realistic, and constantly improving while getting your hands on new content first, Patreon is the best way to do it. ❤️

👉 Patreon: https://www.patreon.com/cw/ChristianLineham

(And if you don’t subscribe—that’s totally fine too. Enjoy the mod, and happy policing! 🚓)

Edited by SuperPyroManiac

What's New in Version 1.3

Released

📝 𝕍𝟙.𝟛 ℂℍ𝔸ℕ𝔾𝔼𝕃𝕆𝔾: 𝕋ℍ𝔼 𝔽𝕆𝕌ℕ𝔻𝔸𝕋𝕀𝕆ℕ 𝕌ℙ𝔻𝔸𝕋𝔼

Version 1.3 establishes a massive new structural foundation for future pursuit system expansion, completely overhauling the core architecture while preserving the realism and stability Real Pursuit AI is known for.

ℕ𝔼𝕎 𝔽𝔼𝔸𝕋𝕌ℝ𝔼𝕊

  • Smart Cornering Logic: AI units now dynamically read the suspect's steering and slip angles. They will anticipate sharp turns and brake early ("slow in, fast out") rather than blindly overshooting corners.

  • Under-the-Hood Architecture: Complete code rewrite to handle global states cleaner, dramatically improving long-session stability and preventing "zombie" AI units.

  • Experimental Feature Prep: Built the backend framework for upcoming features like Echelon formations and Ghost Braking (currently disabled by default while in testing).

🧠 ℙ𝕃𝔸𝕐𝔼ℝ 𝕃𝔼𝔸𝔻 𝕄𝕆𝔻𝔼

  • Dynamic Lead Positioning: A brand-new system that allows the player to seamlessly take point and influence pursuit positioning in real time (Toggle via J).

  • Intelligent AI Adaptation: Secondary units now smoothly adapt around your vehicle, dropping back when you push forward.

  • Controlled Reclaim Behaviour: Realistic, smooth transitions when AI units retake the lead.

  • Anti-Flip-Flopping: Heavily reduced state toggling near activation thresholds so the AI doesn't get confused about who is leading.

Player Lead Mode is designed to feel intentional and cooperative — not aggressive or chaotic.

🚦 ℙ𝕌ℝ𝕊𝕌𝕀𝕋 ℂ𝕆𝕄𝕄𝕀𝕋𝕄𝔼ℕ𝕋 𝕊𝕋𝔸𝔹𝕀𝕃𝕀𝕋𝕐

  • Steadier AI Decisions: Significantly reduced rapid decision-switching and aggressive/passive oscillation during active pursuits.

  • Better Close-Range Engagement: Improved AI confidence handling when boxing in or tailing the suspect closely.

  • Smoother High-Speed Pacing: Better long-distance flow without AI units suddenly slamming on their brakes on straightaways.

Pursuits now feel steadier, more controlled, and vastly more realistic.

🚗 ℙ𝕀𝕋 𝕄𝔸ℕ𝕆𝔼𝕌𝕍ℝ𝔼 ℝ𝔼𝔽𝕀ℕ𝔼𝕄𝔼ℕ𝕋𝕊

  • Smarter Alignment Validation: AI now heavily calculates distance and side-by-side angles before even attempting a PIT.

  • New Retry Cooldown: Implemented a strict timer (25 seconds) to prevent unrealistic, arcade-style repeated ramming attempts.

  • Safer Aborts: Improved stability when AI units realise a PIT is unsafe and need to abort the manoeuvre.

PIT logic remains conservative, calculated, and stability-focused.

⚙️ 𝕊ℙ𝔸ℂ𝕀ℕ𝔾 & 𝔽𝕃𝕆𝕎 ℝ𝔼𝔽𝕀ℕ𝔼𝕄𝔼ℕ𝕋𝕊

  • Smoother Spacing: Improved close-range spacing to prevent constant rear-ending.

  • Reduced Brake Overcorrection: AI units no longer brake-check each other heavily in tight formations.

  • Pacing Balance: Smoother speed matching between the Primary unit and Secondary/Support units.

Long pursuits now maintain consistency without erratic pack behaviour.

🐞 𝔹𝕌𝔾 𝔽𝕀𝕏𝔼𝕊

  • Fixed rare cases where the pursuit state could persist permanently after the suspect vehicle was deleted or cleaned up.

  • Fixed the infamous "Infinite Brake" issue where AI cars could get stuck at low speeds.

  • Resolved edge-case lead-state desynchronisation during rapid distance changes.

  • Eliminated rare alignment miscalculations during PIT attempt evaluation.

  • Reduced the likelihood of unintended aggressive acceleration spikes from trailing units.

  • Improved internal state reset reliability when reloading plugins via the console.

🛡️ 𝕊𝕋𝔸𝔹𝕀𝕃𝕀𝕋𝕐 & ℂ𝕆𝕄ℙ𝔸𝕋𝕀𝔹𝕀𝕃𝕀𝕋𝕐

  • Maintains our strict stability-first design philosophy.

  • Zero changes made to vanilla wanted levels, dispatch, or spawning systems.

  • Fully compatible with ScriptHookVDotNet v3.7.0+.

  • Fully compatible with LSPDFR.

PLEASE NOTE: THIS CHANGELOG WAS EDITED AND CORRECTED USING GOOGLE GEMINI AI


Short Description

Real Pursuit AI improves police pursuit driving in Grand Theft Auto V, delivering smoother, more realistic chases by reducing

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Images
  • Mod and Mod Content (Moderate)

AI Helped to develop core features

User Feedback

Recommended Comments

nova2727

Members

Not at this time only legacy

Chris's Modding

Members Author

1 hour ago, Joe Swanson said:

I see that you said it works well with LSPDFR, does it also work with LSPDFR Enhanced version? I’m new to all this so I apologize if it’s a dumb question.

currently this isn't compatible with LSPDFR Enhanced Version. this will be updated in the future to support the enhanced version :)

Joe Swanson

Members

33 minutes ago, Chris's Modding said:

currently this isn't compatible with LSPDFR Enhanced Version. this will be updated in the future to support the enhanced version :)

Thank you for letting me know! Seems like it could be a really good fit!

2 hours ago, nova2727 said:

Not at this time only legacy

Thank you!

Legendk456

Members

Thank you for the update! I find it the AI aren't pitting. What are the conditions that allow them to pit?

Chris's Modding

Members Author

4 hours ago, Legendk456 said:

Thank you for the update! I find it the AI aren't pitting. What are the conditions that allow them to pit?

In v1.2, PIT behaviour is intentionally conservative and highly conditional. The AI will only attempt a PIT when multiple safety and suitability checks are met (such as speed, spacing, angle, road conditions, and pursuit state). If those conditions aren’t satisfied, the AI will continue standard pursuit behaviour instead.

This is by design — the goal of Real Pursuit AI is to improve stability, not to force PIT attempts or make them frequent. In many pursuits, especially at higher speeds or in high traffic, a PIT may never be attempted.

So if you’re not seeing PITs often, that’s expected behaviour rather than a malfunction. PIT improvements will commence in the next version or versions :)

10 hours ago, Joe Swanson said:

Thank you for letting me know! Seems like it could be a really good fit!

When i manage to figure out the correct way of doing this i will release an update but this could be at the end of year. But hopefully sooner :)

Legendk456

Members

On 1/26/2026 at 6:14 AM, Chris's Modding said:

In v1.2, PIT behaviour is intentionally conservative and highly conditional. The AI will only attempt a PIT when multiple safety and suitability checks are met (such as speed, spacing, angle, road conditions, and pursuit state). If those conditions aren’t satisfied, the AI will continue standard pursuit behaviour instead.

This is by design — the goal of Real Pursuit AI is to improve stability, not to force PIT attempts or make them frequent. In many pursuits, especially at higher speeds or in high traffic, a PIT may never be attempted.

So if you’re not seeing PITs often, that’s expected behaviour rather than a malfunction. PIT improvements will commence in the next version or versions :)

When i manage to figure out the correct way of doing this i will release an update but this could be at the end of year. But hopefully sooner :)

Gotcha, thanks!

0pheIia

Members

Note: im sorry that this is a lot too read lol
I noticed that whenever I'm involved with a high-speed pursuit on the highway and I call for backup any unit responding could get "left behind". What I mean by that is if a suspect is in a car going over 85mph on the highway, the backup that responds tends to have an issue catching up. I was in a pursuit the other night and like usual I was involved in a high-speed pursuit and the person I chasing was going over 99mph. Anytime I tried calling for pursuit backup through policingredefined menu they spawned but got left behind. I also notice that if they get left behind and manage to catchup later it messes up their els lights, their pursuit blips disappear on the minimap and big map, and sometimes after their blips disappear they start doing whatever they want in the pursuit like overtaking me at really bad times.

ps. this issue can happen with vanilla lspdfr's pursuit spawned backup and with policingredefined's pursuit spawned backup. I also had this issue with stp (stop the peds) pursuit spawned backup too so I am really hoping you may be able to code a fix for it :)

gti92

Members

(edited)

the mod looks cool on paper but does it conflict with MTFO: Move The F*** Over mod ?

Edited by gti92

Kaariim

Members

Hello , It would be cool if police units used tactics like in Need for Speed, like setting up a roadblock while driving, overtaking the suspect and braking in front of them, or slowing down gradually, or surrounding the suspect while driving. it’s possible ?

Chris's Modding

Members Author

16 hours ago, gti92 said:

the mod looks cool on paper but does it conflict with MTFO: Move The F*** Over mod ?

No it does not conflict with this mod

14 hours ago, Kaariim said:

Hello , It would be cool if police units used tactics like in Need for Speed, like setting up a roadblock while driving, overtaking the suspect and braking in front of them, or slowing down gradually, or surrounding the suspect while driving. it’s possible ?

This is a planned feature that will be implemented in either V1.4 or V1.5 :)

Kaariim

Members

2 hours ago, Chris's Modding said:

No it does not conflict with this mod

This is a planned feature that will be implemented in either V1.4 or V1.5 :)

AMAZING !

Kaariim

Members

It would be possible to add a small menu allowing players to select the tactics they want reinforcement units to use during the pursuit ?

Chris's Modding

Members Author

On 3/3/2026 at 5:13 PM, Kaariim said:

It would be possible to add a small menu allowing players to select the tactics they want reinforcement units to use during the pursuit ?

I will put this into my adding features list list :)

Kaariim

Members

20 minutes ago, Chris's Modding said:

I will put this into my adding features list list :)

Really ? Thank you bro

Chris's Modding

Members Author

23 hours ago, Kaariim said:

Really ? Thank you bro

i was planning to do something similar in this version but i completely forgot about it lol

Kaariim

Members

18 minutes ago, Chris's Modding said:

i was planning to do something similar in this version but i completely forgot about it lol

Ah, that's perfect, I'll remind you aha 

Shinobus

Members

I got "Unhandled Expectation" error, when I started the game?

Chris's Modding

Members Author

On 3/19/2026 at 5:01 PM, Shinobus said:

I got "Unhandled Expectation" error, when I started the game?

I haven't yet updated it to the latest version of GTA V and Script Hook V Dot Net. An update will be available soon

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