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My opinion & observations on 0.4

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Well, what can I say, I think it's safe to say Sam, LMS and the rest of the development team have outdone themselves with 0.4. It truly is a breath of fresh air playing it again after taking a long break from it. Here's my thoughts on why I think 0.4 has improved since 0.3.1:

 

Pros

* Amazing pursuit AI for both criminal and police: having played a few chases, the suspect definitely takes completely different paths each time (ending up in the desert, countryside and alleys rather than staying on roads) makes for an interesting and intense experience. I've also tested being the 1st, 2nd or 3rd unit in the pursuit and other AI units have not rammed me one bit (they seem to keep their distance) which also makes pursuits more enjoyable. For me to keep up with the pursuit, I have to use a vehicle engine boost from TrainerV as the only time the AI may ram you is if you're falling behind and the AI cops are trying to keep up with the criminal. An option to disable the speed boost the AI receives would be a plus as it could make pursuits more realistic. I've seen AI units also attempt to pit however I've seen them make a few timing mistakes by crashing into the median. They even block suspects from escaping if they're boxed in between units which is much improved compared to 0.3 as they would often let them flee again. The behavior and tactics options are a much needed feature as they are useful for different situations whether you're in urban/busy streets or quiet roads.

 

* The immersion factor is incredible, from the flashlight to the police radio and idle animations really do add to detail. Adding CopHolster on top of that is icing on the cake. It's quite clear that the theme of 0.4 is character and the level of customization plus EUP adds more to the immersion. No longer do cops look like clones.

 

* Improved Performance: This could be both a pro and a con but having been in a few pursuits, my FPS has been a steady 60 however it does tend to drop/stutter a bit if I'm in the city compared to the county. I do think the performance has had an upgrade since the previous version although other people may have different experiences, this was played using vanilla models/very few plugins. I have yet to test this with additional LSPDFR add-ons.

 

* Searching: I like the fact that you are given your own cone of vision on the radar if you lose visual and have to search the last seen area for the suspect to re-trigger the pursuit before the entire radar flashes blue and red. A nice little detail for me, personally.

 

* Customization: I really like the fact that I can create my own agencies and give them outfits, vehicles and their own jurisdictions. I have yet to figure out how individual zones work and how to assign an agency to patrol those zones rather than an entire city/county. Seeing Cops actually patrol in their vehicles makes the world feel more real compared to vanilla GTA V.

 

Cons/Bugs

* A way to disable the camera locating the suspect for you once you've regained visual could be a nice feature in a config file, I think part of the fun in actually looking for the suspect is taken away from this although a minor inconvenience nonetheless.

 

* A setting to disable the speed boost the AI receives in pursuits so you can keep up without using 3rd party trainers/modifications to your vehicle

 

* I may have repeated this in another thread but thought I'd throw it in here as well, if you play an action from the interaction menu and cancel it, this tends to crash LSPDFR so the only way to reload it is through the console via unload/reloading plugin. I'll keep testing this though to make sure.

 

I've probably missed a few but these were the things that stood out to me most. Thank you for the hard work and effort in providing 0.4 for us all to enjoy.

 

 

 

 

 

 

1 hour ago, IdeallyStoddy said:

* Customization: I really like the fact that I can create my own agencies and give them outfits, vehicles and their own jurisdictions. I have yet to figure out how individual zones work and how to assign an agency to patrol those zones rather than an entire city/county.

 

Just to give you a head's up on how to make this happen,  in the regions.xml, create a new region with just the zone(s) you wish for your agency to patrol. (You may wish to also remove these zones from the existing regions). The LSPDFR wiki has a link to what each abbreviation the zone names are referring too.

 

Then, in the backup.xml, assign agencies to the custom region for each of the categories (LocalPatrol, StatePatrol, etc.).

 

If it is a custom agency, make sure that one of the loadout's has a flag to spawn ambiently in the agency.xml.

 

Whatever agency you set to localpatrol in the backup.xml will then spawn ambiently in the zones you defined. What I havn't played with yet is the proper way to have multiple agencies cover the same zone, and ambiently spawn in the same zone as I see a few potential ways for that to happen.

 

Edited by zach016

2 hours ago, IdeallyStoddy said:

* A way to disable the camera locating the suspect for you once you've regained visual could be a nice feature in a config file, I think part of the fun in actually looking for the suspect is taken away from this although a minor inconvenience nonetheless.

There is a setting for this.   LMS created a great list of common settings that can be added to the ini file.

 

2 hours ago, zach016 said:

What I havn't played with yet is the proper way to have multiple agencies cover the same zone, and ambiently spawn in the same zone as I see a few potential ways for that to happen.

 

From what I've tried, you can just add the additional agencies to the region in the backup file, and it chooses between them when making an ambient spawn.

Edited by The Loot

1 minute ago, J T said:

another con is you have to type in fine amount instead of selecting one, huge disappointment and a step backwards other then that its a big improvement over 0 3 1

Personally, I don't really see the point of fine amounts anyway, they don't really have a grander purpose (and cops can't really choose the fine amount IRL anyways).

Edited by Laqueesha

Just now, Laqueesha said:

Personally, I don't really see the point of fine amounts anyway, they don't really have a grander purpose and cops can't really choose the fine amount IRL anyways.

in lcpdfr you actually keep the fine amount for your character but in gta v yeah it doesnt give you that amount,  i guess just give a warning for now because its so annoying to have to use a keyboard just for that

sig.jpg

8 hours ago, The Loot said:

 

From what I've tried, you can just add the additional agencies to the region in the backup file, and it chooses between them when making an ambient spawn.

 

I suspected that would work, but could get a bit painful if you want overlap in only certain zones that two agencies patrol, among a much higher set of zones. Im wondering if maintaining the same zone in multiple "Regions", and only assigning one agency to each Region will also have the same effect.

  • Community Team

So far, it seems as though the pros outweigh the cons. I do like how the AI has improved and that there are idle animations included with the base LSPDFR now. I always wanted to do the animation where the cop puts his hands on his belt while standing. I thought it was really cool, and I am glad that idle animations are now a thing.

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I too do like the new pursuit AI, as well as how AI traffic reacts better (in general) with 0.4.

 

What I would like to see, at least via a mod if nothing else, is fuel for vehicles being pursued.  And for the police, or at least the player.  Only really needed during actual pursuits, as those can, theoretically, go on for ever unless you go classic ram-happy GTA police on the 'chasee'.

 

Oh, forgot to add - a damage system too, so they don't keep running on rims until the end of time.  😉

Edited by HotFuzz

This text does not really say anything of any significant importance.

  • Community Team
7 hours ago, HotFuzz said:

I too do like the new pursuit AI, as well as how AI traffic reacts better (in general) with 0.4.

 

What I would like to see, at least via a mod if nothing else, is fuel for vehicles being pursued.  And for the police, or at least the player.  Only really needed during actual pursuits, as those can, theoretically, go on for ever unless you go classic ram-happy GTA police on the 'chasee'.

 

Oh, forgot to add - a damage system too, so they don't keep running on rims until the end of time.  😉

In terms of your damage system idea, you mean something like Arma 2 and 3? Where the more damaged the vehicle gets the greater the chance the vehicle just wont work all together.

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2 hours ago, UnknownBastion said:

In terms of your damage system idea, you mean something like Arma 2 and 3? Where the more damaged the vehicle gets the greater the chance the vehicle just wont work all together.

 

I have no idea about how those systems work, I'm afraid, but I suppose?  Mostly it is when a vehicle is on its rims, since those will wear down sooner rather than later in real life - at least once it is more than one, depending on the vehicle.  Handling lines and deformation mods can help, but vehicles on rims in GTA V still have quite a bit of power to push on and can keep doing so for an indefinite time as it stands.

This text does not really say anything of any significant importance.

  • Community Team
On 3/3/2019 at 7:21 PM, HotFuzz said:

 

I have no idea about how those systems work, I'm afraid, but I suppose?  Mostly it is when a vehicle is on its rims, since those will wear down sooner rather than later in real life - at least once it is more than one, depending on the vehicle.  Handling lines and deformation mods can help, but vehicles on rims in GTA V still have quite a bit of power to push on and can keep doing so for an indefinite time as it stands.

That is true. There needs to be something to make the vehicle stop dead after traveling a certain distance.

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