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LSPDFR 0.2 Review / Suggestions for future

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UPDATED: 07/17/15 @ 0545 EST

Below is my latest review and suggestions for LSPDFR 02.  I want to point out that this review in NO way is intended to insult, discredit or otherwise upset anyone involved.  I know that the G17 team is working hard at this mod and there are many more features planned and work to be done.  I fully understand that there are many components left unlocked and features yet to be explored.  With that being said here is my review

 

Stability:  As far as stability goes there’s not much to say but HELL YEAH! I currently run at least 4-5 plugins and 5-6 texture updates on top of the LSPDFR mod and there are no negative side effects to speak of.  After playing on LCPDFR for so long and then coming to this brings a tear to my eye and I can only imagine how the developers feel being able to play without consistent crashing.

 

Gameplay:  I found that there is still a lot to be desired in terms of gameplay, but for me at least the game is now playable in its almighty glory.  With the release of LSPDFR 02 we see a much deeper sense of gameplay that wasn’t available on its first release such as plate checker, ability to run names etc.  Many minor bugs and glitches have been fixed from the first release and we get a very smooth play through.  Below is a list of minor annoying problems that might need addressed at some point but doesn’t diminish the game at all.

·         When accessing the police computer eliminate any additional key assignments so were not turning headlights on and off.  Many keys are assigned to plugins so not sure if you can block out the assignments as well (I’m sure you could)

·         Back-up units don’t always exit or quit after showing up, some officers remain on scene for some unknown reason while other just walk away leaving the police cruiser sitting on the highway.

·         Back-up officers run across a very active highway getting themselves killed before being any help.

·         When working with a complicated menu system such as the one developed it’s tough to navigate and operate the menu while in high speed pursuits. (Check suggestion)

·         When asking for ID the information disappears to quick, must run to police cruiser or write down the info prior to typing it in. (See Suggestions)

·         Whoever thought it was a good idea to have an attack helicopter for noose…. I hate you in the most loving way.

 

Suggestions:  Please take note that I fully understand that many of my suggestions may not be possible at this time, I do feel as I should bring them up but in no way DEMAND for them to taken.  I’m also sure the developers have already thought about or are already working on implementing them into the mod.

·         Have an integrated ALPR into the squad cars, many police vehicles have multiple cameras so they can see both forward, left and right at the same time.  I would like to see the computer blimp the cars on the screen (Radar) to alert you along with the flag (reason) for activation. 

·         When asking for ID have the information stay on the screen until you clear it manually or until the information requested is returned to take its place.

·         When working with the in game menu have the events slow down like Franklins special ability, this will give players time to navigate through the menu options without causing a 523 car pileup on the freeway.  Also may be helpful when you request roadblocks as it would allow additional time to set it up.

·         Ability to search pedestrians/vehicles

·         Ability to ask passengers for ID

·         Ability to have pedestrians return to vehicle.

·         Change the arrest animation to passive/aggressive arrest.  Suspects who are not resisting can/should be cuffed normally not by dislocating their arm.  (I’m remembering a scene when poppy Mitchel was arrested normally not sure if that helps)

·         Ability to detain suspects / release them

·         Taser should have 90% success rate making criminals comply / doesn’t kill

·          Ability to turn off active callouts or at least have the ability to adjust the ini file to the frequency of callouts.  Shouldn’t have a shots fired callout every 30 sec. (In my opinion)

·         Have suspect vehicles remain instead of being deleted right away, that we can search them later to see maybe why the ran in the first place.

·         Keep players vehicle running instead of shutting off every time we leave.

·         Ability to put on and take off armor by accessing the trunk of the vehicle

 

Well I think that’s about it, again in fully understand that some if not most of this may be impossible for the time being but I hope this helps you guys out and hope it captured some of what everyone else may be thinking.  In my opinion you guys have done and continue to do a terrific job please keep it up.

 

If anyone else can think of anything add it below or if you agree hit the like button!

 

 

Edited by Cbeck133

If I was able to help you in anyway please click the like button!

For the ID info going away too fast, you can press escape and go to brief menu and all of those notifications will be in that menu

  • Author

For the ID info going away too fast, you can press escape and go to brief menu and all of those notifications will be in that menu

Thanks for pointing that out, I thought I saw a post in another topic stating the same thing.  I would still like to have it on the main screen instead of going into the menus to find it again though.  If it never gets changed its not that big of a deal since there is a workaround to it, Its just one of the very minor things that happen.

If I was able to help you in anyway please click the like button!

  • Author

Good suggestions :turned:

Thanks, Not sure why you edited the rest of your post but I did agree with you.  I tend to lean more towards realism rather then action but I do know that the G17 team likes to keep a balance for the ones you like to have non-stop action going on all the time.  If you think of anymore issues or suggestions add them, maybe someone will see them I know they tend to look at the post from time to time.

If I was able to help you in anyway please click the like button!

 

·         When working with the in game menu have the events slow down like Franklins special ability, (...).  Also may be helpful when you request roadblocks as it would allow additional time to set it up.

 

·         Keep players vehicle running instead of shutting off every time we leave.

 

Wait, is there a way to set up roadblocks??!

Other than that, you can leave the vehicle "on" when you exit it. You just have to set it accordingly in the menu (hit 'N' and navigate right, and put engine to "always on"). However, I think this should be the default setting.

would be cool if we can receive callouts through the computer like in real life and bein able to choose from a list of callouts we want to respond to so if you are playing as a noose you can respond to those types while patrol units respond to there type of callouts...I wanted to see this get implemented in lcpdfr with the default system that rockstar had but sadly it wasn't

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Thanks, Not sure why you edited the rest of your post but I did agree with you.  I tend to lean more towards realism rather then action but I do know that the G17 team likes to keep a balance for the ones you like to have non-stop action going on all the time.  If you think of anymore issues or suggestions add them, maybe someone will see them I know they tend to look at the post from time to time.

I added onto my original post and instead posted it in the LSPDFR 0.2 Announcement thread, as feedback. I'm sure they already look at suggestion threads (hopefully) but I'd rather not have the same two things in different places.

 

and I hate to make a whole other thread about it. anyways, I can see all the features from LCPDFR coming into LSPDFR as each update comes by. Eventually it will have all of what we had before, and more (Unless they plan to make it completely different.) Only time will tell for now until some more realism aspects are added. One thing I really hope that doesn't happen is relying on the API for callouts. They did this with LCPDFR 1.0, and only about 4 callout mods came up, most of which died out and were never updated. I really hope to see more official team-made callouts (that aren't pursuits, and more towards policing) in the next couple updates, along with whatever other features they add.

as for issues/suggestions I could sit here all day and list stuff thats wrong, or amazing. The arrest system imho needs a rehaul, or updating. I hope to see it like LCPDFR's with more features, and hopefully even frisking/searching while cuffed instead of having to uncuff them every time. Even small things like persistant handcuff animations, sometimes they run without being cuffed or sit in the car with their hands on thier lap, it just breaks immersion, but I can't complain as its only the second release.

  • Author

Wait, is there a way to set up roadblocks??!

Other than that, you can leave the vehicle "on" when you exit it. You just have to set it accordingly in the menu (hit 'N' and navigate right, and put engine to "always on"). However, I think this should be the default setting.

As far as I know no.. there is no roadblocks yet but hopeful it would be added.  I was trying to think of a good example to illustrate my point.  Sorry if I led you astray.  I do believe there is a plugin that does it but I don't have it and not sure how effective it is.

 

As for the engine on... holy crap I did forget it was in the menu I will need to give it a try but it probably should be a default option.  Thank you for pointing it out. :D

If I was able to help you in anyway please click the like button!

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