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The Loot

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Everything posted by The Loot

  1. Sounds like I believe the idea is using Voice Chat through Xbox Live in place of Teamspeak while playing GTA4 PC.
  2. Huh... Usually it kicks to a 6-star almost immediately, so I'm not sure how you lucked out.
  3. Having a repair garage to go to would be nice, too. Though it's a non-issue with me, as I always DOC after an incident, it'd be nice to have the option.
  4. 1. Haven't seen this yet, and I use Traffic Load (http://www.gtaforums...howtopic=481572). 2. I think I've seen this one with a NOOSE Stockade, but it may have been a late FR spawn. 3. Seen this one, with a firefighter and fire truck. 4. Seen that one, too, usually when using SNT fuctions and keys. As for liveries, that would be the same as the mod already in the download section, wouldn't it?
  5. I still see the basic "foot officer starts chasing pedestrian" that happen without the mod, but are counted as an event, but I haven't seen a random car chase since .91.
  6. Yeah, having a bit of breathing space is always a good thing.
  7. Very interesting! Loving the change to the driving habits of AI units, saw foot patrol officers scrambling to join in and returning fire. With the key changes, is calling for backup consolidated into one command for pursuits and on foot? Looking forward to more info on RC3.
  8. Sounds about the same as I was thinking, thanks again for the advice.
  9. Dangerous without disabling autosave, since they count as missions. But maybe actual "Warrant Serves" backing up other officers would make a good callout to add in the future.
  10. Not sure of the make (factory built HP is my shame), but its a 460w.
  11. I'm thinking it's the burnt rubber he left behind.
  12. Hmm, the thing is that the 550 would work with my current power supply (I suppose it counts as a bottleneck, too0, but upgrading IS an idea.
  13. Thanks for the info, Scott! Also looking to get a new card as it's the bottleneck in my system (i7 980xt and 9 Gigs).
  14. I'd say a Guad core would be better, but the 8GB will help.
  15. I just checked, and 650 MHz Core and 800 MHz Memory speed seems a bit low. I'll take a look into the clocking for now, thanks for the tip, but getting a better card looks to be requiring a better power supply... this for sure was the last time I buy a pre-built instead of upgrading...
  16. Always had issues with slowdown on my rig, even with very conservative settings (Medium Textures, Low Quality on most other settings; using Environment Mod with Draw Distance of 1 and Detail Distance and Traffic Density of 35 with modified popcycle; only using modified default vehicle models.) I think I read somewhere that my GFX card lacks power, and I would hope my CPU and RAM would be sufficient, any ideas? Processor: Intel® Core i7 CPU X 980 @ 3.33GHz (12 CPUs), ~3.3GHz Memory: 9216MB RAM Card name: ATI Radeon HD 5570 Display Memory: 2282 MB
  17. I use ControlMk, and listed my methods for it there. RC1 seemed to be a bit tricky sometimes requiring a few re-aims to catch it, but so far RC2 has been working just fine.
  18. Let's see: "LCPDFR", of course, along with "Traffic Spawner" and "Area Livery" mod from the downloads here, along with "Simple Native Trainer", "Traffic Load" for better car variety, "Bleed Heal", "Ragdoll Bullets", "Crash Injury", Non FR mods are "Arrest Warrant" and a "Less Overtaking" modified for it, "Weapon Arrest", "Weapon Weight", "Weapon Storage", "Bank Account", "Ticket". and "Cautious Drivers". Various other dat/ide tweaks, new cops, a few car replacements using vanilla models.
  19. Wouldn't the same apply to me using Sam's Police Buffalo? I don't own EFLC for the PC, but that appears to be where he took the model from. Granted, the vanilla FBI car is the same...
  20. Should have figured that's why the file was included, thanks.
  21. Is there a bug or something that stops the police scanner from working in the game? I have always heard it while playing FR, but I don't use anything other than default vehicles, so that may be it. Plus, the sound is pretty quiet on the ingame one, but it is there.
  22. I notice you updated, was that fixing an issue with the lightbar? Sometimes it doesn't spawn.
  23. Nah, it's just because R* didn't give AI drivers enough look-ahead to see red lights in time, and made them continue through if they passed the point they were supposed to stop at.
  24. Good to know. I've noticed that some of the responding vehicles drive like normal traffic (wait at lights, wait behind cars), is there a way to make sure their driving style is set to "2" (by SNT standards)? Also, I'm still a bit fuzzy on the "Chances" setting; which values would cause what chance (High/Low)? Thanks for taking the one feature I wanted out of Traffic Flow and making a stand alone mod!

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