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LSPDFR 0.4.6 & LML - Now available!

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47 minutes ago, SuperMD2018 said:

I don't see the difference with 4.6 when I put the prisoner in my police car, he doesn't hold down the suspect head when entering him in. 

If you arrested the ped via vanilla lspdfr, while holding the suspect hold (E) next to the back door of the police car

Give to others with no expectation of receiving anything in return. -Unknown

 

Image result for thin purple line

  • 2 weeks later...

Was there a change to the way traffic reacts to a traffic stop? Back when 0.4 released, traffic would move over behind you when you made a stop, probably my favorite feature. Especially as a player who almost solely focuses on traffic enforcement.

 

This feature was present in all versions that followed. But, when I switched to 4.5, I noticed that traffic does not move over anymore, they just stop behind your traffic stop and cause a traffic jam.

 

My question is, has this been changed so traffic no longer yields or does traffic yield in 4.6? For context, I haven't switched from 4.5 to 4.6 yet and hope this feature is still in LSPDFR.

 

Personally, I feel the system that needs to be reworked is how the car you are stopping reacts. I do like that the car attempts to pull over but, many times on the car just simply fails to do so. For example, If I try stopping a car leaving Harmony and is heading towards the Yellow Jack, the car will speed off like they are fleeing and stop by the Yellow Jack, every single time. Additionally, there is a stretch on US Route 13, where the car will drive around power lines and rocks rather than stopping on the shoulder.

 

I get that its meant to be like a DUI failing to pull over properly. The issues is it happens every time, DUI or sober, it just gets annoying because its an issue on roads that would are perfect areas to stop cars. I'd honestly prefer the old way where they stop in the road and I use mimic to move them to the shoulder. 

 

 

 

 

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6 hours ago, Nikloman16 said:

Was there a change to the way traffic reacts to a traffic stop? Back when 0.4 released, traffic would move over behind you when you made a stop, probably my favorite feature. Especially as a player who almost solely focuses on traffic enforcement.

 

The feature is still present. Please note that it is incredibly hacky and hence yields mixed results. Essentially what we do is try to figure out what cars might want to pass the player, modify where they believe the middle of the road is and then let them drive again. In many cases this makes them drive around the player quite nicely with enough space between them, but it does not always work. We can also only make them yield so much as they sometimes otherwise really like to dive into oncoming traffic. If you think that the mechanic is totally absent after a few tests in areas where you are sure it used to work, please let me know again.

 

6 hours ago, Nikloman16 said:

Personally, I feel the system that needs to be reworked is how the car you are stopping reacts. I do like that the car attempts to pull over but, many times on the car just simply fails to do so. For example, If I try stopping a car leaving Harmony and is heading towards the Yellow Jack, the car will speed off like they are fleeing and stop by the Yellow Jack, every single time. Additionally, there is a stretch on US Route 13, where the car will drive around power lines and rocks rather than stopping on the shoulder.

 

I get that its meant to be like a DUI failing to pull over properly. The issues is it happens every time, DUI or sober, it just gets annoying because its an issue on roads that would are perfect areas to stop cars. I'd honestly prefer the old way where they stop in the road and I use mimic to move them to the shoulder. 

 

This is a bit similar to what I explained above. We have to rely on the way the pathing is presented to the AI in the game, which does not always reflect what you see on screen (i.e. the AI might be totally unaware of a large shoulder and so it is much harder for us to detect it). While a  car is trying to park, we constantly probe the surroundings for what we believe is a suitable parking spot depending on many indicators, which sometimes works quite well (and can be very rewarding) and sometimes does not. Note that the mimic mechanic was never a feature in LSPDFR 0.3, but a plugin. You can drive in front of cars in 0.4 and lead them, though. You can also press your horn to make them stop immediately. 

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

4 hours ago, LMS said:

 

The feature is still present. Please note that it is incredibly hacky and hence yields mixed results. Essentially what we do is try to figure out what cars might want to pass the player, modify where they believe the middle of the road is and then let them drive again. In many cases this makes them drive around the player quite nicely with enough space between them, but it does not always work. We can also only make them yield so much as they sometimes otherwise really like to dive into oncoming traffic. If you think that the mechanic is totally absent after a few tests in areas where you are sure it used to work, please let me know again.

 

 

This is a bit similar to what I explained above. We have to rely on the way the pathing is presented to the AI in the game, which does not always reflect what you see on screen (i.e. the AI might be totally unaware of a large shoulder and so it is much harder for us to detect it). While a  car is trying to park, we constantly probe the surroundings for what we believe is a suitable parking spot depending on many indicators, which sometimes works quite well (and can be very rewarding) and sometimes does not. Note that the mimic mechanic was never a feature in LSPDFR 0.3, but a plugin. You can drive in front of cars in 0.4 and lead them, though. You can also press your horn to make them stop immediately. 

Thanks for the input. I totally understand about mimic, I was just using it as an example. I haven't noticed traffic yielding anywhere when I play, stops on the highway, county roads, and city streets. Maybe it is just an issue I have. I'm confident it worked on basically every road but now I haven't seen it happen. Again I am using 4.5 at the moment

  • 2 weeks later...


Does it also happen to you that in the new version 0.46 you are unable to report gunshots ? it is quite unnerving , given that we take care of many details in the mods  , and in the new versions of lspdfr , and then the reporting of gunshots with the simple right button of the joupad does not work , is it my problem or the new version ? is there a way to fix it ?

22 hours ago, Siracusa said:


Does it also happen to you that in the new version 0.46 you are unable to report gunshots ? it is quite unnerving , given that we take care of many details in the mods  , and in the new versions of lspdfr , and then the reporting of gunshots with the simple right button of the joupad does not work , is it my problem or the new version ? is there a way to fix it ?

I think it's a bug of this new version. There were also the hit and run event to report,but I supposed it was removed since the rage console doesn't show it up when it happen like before. Unfortunately no devs have replied that are aware of this situation. Also the ability to set the probability of which world event in particular to happen will be a great addition.

Officer Eric

  • 2 weeks later...
17 hours ago, LwLPlays said:

È così fico!


friend you're making me think of a nice game for train simulators , last year I downloaded on PS4 "train simulator" with all the dlc , beautiful , a real simulator , I play it often , but where does this image come from ?

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