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Slower (more realistic) pursuits


KLE0

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Don't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:

  • It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling.
  • It's hard to do PIT maneuvers reliably at high speeds.
  • The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.

 

Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).

 

I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?

Edited by KLE0

Apparently, this user prefers to keep an air of mystery about them.

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  • 1 year later...

Since it's my first post - Hi 🙂

Just like KLEO wrote, I'm trying to make lspdfr as much realistic as I it is possible, and I see crazy pursuit the biggest issue for now. Does anyone know mod which will slow down suspects?

Yea, I know, it's about chasing, but when it comes to realism (which I like most) speeds like 100+ mph should be seen occasionally. Now almost all of the chases end up with high speed in narrow city streets.

Chris

Edited by Kipila
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  • 3 months later...

Lmao what?

 

I find the pursuits way to easy and slow.

I have no issues to take someone down even with 1 finger in my nose. 😅

If all I want to the AI to be more smart and trying to flee faster. 

 

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  • 8 months later...
On 5/17/2022 at 12:49 AM, merptv said:

Lmao what?

 

I find the pursuits way to easy and slow.

I have no issues to take someone down even with 1 finger in my nose. 😅

If all I want to the AI to be more smart and trying to flee faster. 

 

Didn't really read the post all the way through, did you? lol

Straight from the original post:

On 8/12/2020 at 7:58 PM, KLE0 said:

I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking

 

I've been looking for a mod just like this. Can't seem to find anything, still

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I agree, I think the pursuits in LCPDFR for GTA IV felt more realistic in terms of speeds and pits can be done without much effort. I can't recall if the AI was as dumb with LCPDFR though but they definitely weren't as chaotic compared to LSPDFR. (correct me if I'm wrong on this)

 

There is still room for improvement on the police AI as they can take away from the experience sometimes when they crash into vehicles and creating a scene etc as OP has mentioned. I'm not sure if it's just the way the game engine is which seems to make the pursuits a bit arcade-y.

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  • 1 month later...

I cant see why that should not be possible.
It is fairly simple to set a upper-limitation for the speed for a vehicle, even acceleration torque and gear-usage can be influenced.
So, yes a mod like that is possible, but bare with me..
@Tom S. @Narobic @Kipila
How should the gameplay be concluded

  • As police-car should you ram the culprit-car n times and the driver would surrender ?
  • Do you want to shoot his tires? 
  • Do you want to set up road-blocks and narrow the area the culprit has for his driving (would be not that easy, and he would force collisions)
  • Or other ideas?

Have you thought the end-game scenario through?

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

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On 3/15/2023 at 2:11 PM, GTAbear said:

I cant see why that should not be possible.
It is fairly simple to set a upper-limitation for the speed for a vehicle, even acceleration torque and gear-usage can be influenced.
So, yes a mod like that is possible, but bare with me..
@Tom S. @Narobic @Kipila
How should the gameplay be concluded

  • As police-car should you ram the culprit-car n times and the driver would surrender ?
  • Do you want to shoot his tires? 
  • Do you want to set up road-blocks and narrow the area the culprit has for his driving (would be not that easy, and he would force collisions)
  • Or other ideas?

Have you thought the end-game scenario through?

mainly PIT maneuver or have a gas mechanic. Eventually they'll run out, crash, or we take them down. That's my idea for it at least

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On 8/13/2020 at 8:58 AM, KLE0 said:

Don't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:

  • It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling.
  • It's hard to do PIT maneuvers reliably at high speeds.
  • The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.

 

Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).

 

I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?

Agreed with the poster with some slight variation. Maybe, we can set it into a random one where there's a probability for highspeed pursuits and regular ones to make the immersion more fun and realistic at the same time.

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12 hours ago, Narobic said:

PIT maneuver

That is however difficult. PIT depends on real auto-mechanic, a sudden backward-motion will harm a forward moving mechanical engine, the gearbox or other mechanical parts will be damaged, further is the cars in GTA much more than irl direction stable -witch is a shame 😕
But GTA has never claimed to have realistic car-physics like f.i Forza or similar car-driving simulation-games.
GTA car-physics is first and foremost made to be fun, not absurd unrealistic, but not simulation. PIT would need physics that are more realistic than fun.
Perhaps it would be possible to implement some form of simulated behaviour where the crimecar would be forced into a spin if touched, but damn difficult to get that looking good :p, and just to ive you an idea of the challange in the code:
Making code that would make an object rotate 180 dg over f.i 1000 gameticks would be possible but that would take place every time the object was in a collision. It would be possible to add random rotation (change event over gameticks) speed and even random possibility for the event to take place, but alas these is no way in RAGE to measure the force of an impact, so a soft touch results in same effect as a hard bump.
In my plugin i have experimented with speed as modulator for the damage-effect of collisions, that works 'so-so' -At least i can punish the player for rotten driving, and reduce the cars life-points.
I made that because i really hated the ability to have a humongous collision and just drive away as if nothing happened.
Enough of that 😛
Your post gave me some input and ideas. I will experiment a bit and post something here..

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

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  • 9 months later...

I get your point @GTAbear.

But the reasons for my questions lie elsewhere:

As I try to tune GTA and LSPDFR to my needs (realistic handling and pursuits), I see a fleeing suspect not making turns or rear ending other NPCs due to the handling changes I made (lower grip, sharper grip curve, etc.). I'm not trying to make pursuits easier - just the opposite.

Since last discuscusion here i found NPC are using given nodes instead of ai (yeah, they're quite brainless...) when calculating corner speed. Now I also found that the fleeing suspect uses some kind of magic on a given handlig.meta - The NPC applies certain multipliers to acceleration values and maximum speed.

After the changes I made in handling.meta (as an experiment), I could reach max speed about 60 miles per hour in a given car while the fleeing from police suspect reach about 80 miles per hour in the same car.

After all if fleeing suspect didn't cheat it would be easier to fine tune handling.meta with vehicleaihandling.info data to get realistic physics that NPC can handle.

 

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There is i think some post where you can give idea for lspdfr 5.0 so you can suggest it there as well

also this is best i could find

 

https://www.lcpdfr.com/downloads/gta5mods/datafile/39547-improved-pursuit-ai/

note that this doesnt change suspect ai,but changes police ai

also if you use improved pursuit ai,like how did the guy who made plugin said,i recommend to have this as well

 

https://www.lcpdfr.com/downloads/gta5mods/datafile/21596-ai-traffic-fluidity-discipline/

 

Please check out my designs i made for Bosnian police,thanks!

 

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23 hours ago, Kipila said:

After all if fleeing suspect didn't cheat it would be easier to fine tune handling.meta with vehicleaihandling.info data to get realistic physics that NPC can handle.

Yes, but things are even more complicated
I thought i had PIT made, and i do, unless the car is actually a blipped car!
Weather it is core GTA or LSPDFR that is the 'culpit' idk, but a fleeing and blipped car has pr. tick control!
That results in re-direction and re-speed-setting every TICK!
It is impossible to override this behaviour, so even though it is possible to alter the blipped cars movements by collision, the car will imediately re-enter the previous direction ao speed because it is controlled by 'showers' of instructions.
That makes influencing blipped car-behaviour very difficult/ impossible.
An other thing is that except in city-traffic the NPC cars will rarely drive at the allowed speed. Most vehicles drives at less than ½ the speed-zone speed.
Only blipped cars drives faster than allowed zone speed.
Again is this behaviour difficult to alter, because the cmds are updated constantly by the game engine, witch 'cant' be altered (can -if a hack into memory is done, and a plugin witch is doing that is being developed atm by a master (Khori))

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

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Agree with OP. I usually reduce the game speed to .75. I've also gone through my handling and vehicle.meta files and adjusted damage so the AI and police (including mine) vehicles become disabled when crashing. 

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12 hours ago, Citizen844 said:

gone through my handling and vehicle.meta files and adjusted damage

Is That is done for each individual SP vehicle, or is there only one single file that need to be opened in openIV and edited?
 

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

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On 1/9/2024 at 10:39 AM, GTAbear said:

Is That is done for each individual SP vehicle, or is there only one single file that need to be opened in openIV and edited?
 

 

It is multiple files. It is very labor intensive.

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  • 2 weeks later...

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