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Akid

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Reputation Activity

  1. Like
    Akid reacted to Cyan in LSPDFR 0.5.0   
    Hey Officerporci, thanks for the feedback.

    I will say it's hard to introduce major new features into LSPDFR at this point, especially functionality which has been introduced in a third party plugin.
    We could dedicate some time for example making police partners or roadblocks, and a majority of people will turn off the functionality for a plugin they are more used to. However, we will look into this - perhaps it's something we could introduce as a baseline functionality and expose APIs to expand it.
  2. Confused
    Akid got a reaction from eazbox in LSPDFR 0.5.0   
    General statistics show the playing time in LSPDFR; number of calls received; number of arrests; fines; evacuated vehicles; the number of cars found according to the database of lost or stolen cars; percentage component for the qualification of offenses - we catch the violator and assign him a punishment, and the system in the form of a court checks whether we correctly identified the violation and assigned the amount of the fine; if not, then we have a minus in the statistics as an incorrect qualification. Example: the driver did not stop and a pursuit began. We detained him, sentenced him to 1 year of arrest and a fine of $1000, but he should have been given 6 months and a fine of $5000, according to Article 1.2 (A) of the state road code (example).
    It is worthwhile to work out the system of arrest and prosecution. Sometimes NPCs did not commit a particular crime, and officers are unreasonably held accountable for an imaginary (non-existent) crime.
  3. Confused
    Akid reacted to eazbox in LSPDFR 0.5.0   
    Yes, but Not if you use Addon cars 😉 and thats why i Suggest it.
  4. Like
    Akid reacted to eazbox in LSPDFR 0.5.0   
    I hope there will be K9 in it and that we can call for tow truck and coroner and parking tickets 😛
  5. Like
    Akid reacted to Cyan in LSPDFR 0.5.0   
  6. Like
    Akid reacted to Corrupt412 in LSPDFR 0.5.0   
    I definitely agree that improving road closures would be nice. Expanding on the idea of incorporating UB/STP features, an option to hold backup units at a specific location would be cool, as it could assist with scene control. As mentioned, it might be good to reduce dependency on those plugins.
     
    Also, this is a trivial issue, but it would be nice to disable vehicles yielding to traffic stops. Particularly on smaller roads, I've noticed that vehicles slightly shifting to the left can collide with opposing traffic. An option to configure that feature within the lspdfr.ini would be much appreciated. Please correct me if I am wrong, but I've been told that is a native LSPDFR feature.
     
    Thank you again for reading my ideas!
  7. Like
    Akid reacted to Tom S. in LSPDFR 0.5.0   
    Happy to hear another version is in the works, there are a few things I would like to see improved upon if at all possible.
     
    It would be nice to see the 'Close Nearby Roads' feature expanded a bit further with more options, being able to select which road or roads for example near to you in a menu  rather than just block of a whole junction. Often times I've found you have to guess which roads the traffic will turn away from depending where you're located, having markers/blips indicating where on the map would be helpful for the player.  Other options like being able to block traffic with your police car and place barriers for scene control (e.g. after a pursuit) would be nice to have to prevent the AI from having a meltdown and running the player or everyone else over.
     
    The police AI could also do with some improvements, I've noticed they have a hard time getting around AI traffic without crashing into them and sometimes taking too long to stop as they approach a corner or myself and other units. Maybe this is caused by how fast the pursuits are in LSPDFR, I'm not 100% sure.
     
    Lastly, a complaint I have with the backup in this mod is sometimes they often despawn especially if you're in the county. If you're a distance away from the pursuit and there are already other AI units pursuing, I don't think they should despawn that easily. Maybe some feature like 'Backup Persistence' could be useful where units will only despawn till either the suspect gets away or they're caught by AI units/player. 
     
    Thanks for the regular updates in maintaining this and I look forward to future announcements regarding a LSPDFR 0.5.
     
     
  8. Love
    Akid reacted to Cyan in LSPDFR 0.5.0   
    There is a new version of LSPDFR in the works, the compatibility updates are based on the maintenance branch.
    What specifically would you like to see in a LSPDFR 0.5?

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