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AitGamers

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  1. Like
    AitGamers reacted to SuperStumpje in please what name of mod hand flashlight   
    It's a part of LukeD's CalloutsV plugin, available here.
  2. Like
    dont be too exited, that car is just a mesh, the wheels wont turn and it looks bad. we ned to wait until zmodeler 3 supports gta v vehicle formats (they're working on it) then we can start making and editing cars.
  3. Like
    Thanks for your suggestions, I'll forward them to the devs unless they see it here :) Just a quick heads-up: I know the devs are working on fixing stability of the mod, instead of adding new features or new locations. We're still in the very early stages and are as excited as you are for the future!
  4. Like
    I've noticed a distinct lack of the "pull over" voice lines compared to LCPDFR. Sure, they exist and are usable within LSPDFR, but you need to lean on your horn during a traffic stop to proc them, and in a pursuit, you need to be right behind the suspect. Is it possible we could get these lines to work from any distance during pursuits as long as the suspect is in sight, like in LCPDFR? Furthermore, could these lines simply replace the horn sound during traffic stops? ie, instead of playing the horn while holding your horn key, it just plays a randomized stop line.
     
    Additionally, traffic stops are still able to be conducted during pursuits. Again, as with LCPDFR, could traffic stops be disabled during pursuits/only allowed on suspect vehicles? This way Shift can be used to proc the stop lines and we can press it safely during pursuits, without fear of bugging out because we accidentally left an already-initiated traffic stop behind.
  5. Like
    Hi all, just wondering if it would be possible to get the LS Government Facility (A.K.A NOOSE Headquarters), FIB Headquarters and the IAA building added in as a location we can start a shift from? It would be great to see them added as a starting location, especially for those who play as a fed - a few unmarked vehicles out the front would be a nice touch as well. 
    Also it would be awesome to have more peds to choose from such as the security guard (with the security car), security van guard and highway patrol versions of Michael and Trevor. I'm aware you can change to these models via trainer, but it would be awesome to have 'official' LSPDFR support. 
  6. Like
    AitGamers reacted to PatientZero in LSPDFR 0.2 Update - 12 July   
    @Austin_Martin
     
    15 hours ago.
  7. Like
    AitGamers reacted to Austin_Martin in LSPDFR 0.2 Update - 12 July   
    Almost 24 hours, and no update? 
  8. Like
    AitGamers reacted to Sam in LSPDFR 0.2 Update - 12 July   
    First up, we're all sorry for the problems we encountered with the release last night.  Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
    The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections.  For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
    Performance difference between GTA V version 372 and 393 Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook: 372: ~582ms (RPH: ~585ms) 393: ~2480ms (RPH: ~2490ms) Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times.  On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times.  This means that this particular function takes five times longer to execute on the latest patch than it did previously.  LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it.  As such, during a pursuit with even a couple of units, performance takes a hit.
    With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance.  This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible.  Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
    Sam.

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