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Chris's Modding

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Everything posted by Chris's Modding

  1. worked out the cause :). the fix will be in V1.8 instead of releasing another update for V1.7 (V1.8 will be released soon so it won't be too long await)
  2. No it's okay don't worry. I will do a proper focus on it tomorrow. Work is a bit crazy so can't think properly lmao
  3. Thank you for letting me know. are you using other traffic mods like clear the way V? There I might need to do a compatibility update
  4. An update will happen to get this fixed. hopefully it'll be better than this update :)
  5. I am currently doing an update to reduce this happening. I had to set a hard limit as they were just crashing so if they go slightly over even .1 mph theyll keep breaking. This is a known issue and it should be fixed by V1.8 :) sorry for the inconvience caused
  6. Sorry for the slow reply here. there isn't a cache as such it auto clears as there was major performance problems in previous versions of script where it would hide the cache and build on top of it causing it to unstabalize and cause crashes. Hope this helps :) Sorry for the late reply here, They’re part of a brake spike dampener. The mod watches for very sudden, unnatural speed drops (the kind that cause snap-braking and stop-start traffic). If a speed drop exceeds the threshold, it slightly softens that single braking spike over a fraction of a second. DecelSpike_MinDropMPH controls when the dampener triggers (how sudden the slowdown has to be). DecelSpike_SoftenScale controls how much that spike is softened once it’s detected. Normal braking, gradual slowing, hills, traffic flow, etc. are not affected at all. This only kicks in on instant “slam the brakes” moments. You can safely tweak it within small ranges without making braking look floaty or delayed — it’s designed to be subtle and mostly invisible, just smoothing out the worst snap-brake behaviour.
  7. no on freeways it just makes traffic less stupid and dumb. and yes this should be compatible with MTFO. but if you do encounter issues please let me know :)
  8. thank you for posting that. I will get this fixed ASAP
  9. ahhh okay. Are you using V1.7 or are you using V1.6 still. As on my end this issue was fixed but maybe i am just missing it
  10. can you provide a screenshot of the issue?
  11. Real Traffic AI is not intended to replace other traffic‑related plugins. Its purpose is specifically to enhance AI driving behavior, including lane discipline, braking logic, merging, and general realism on the road. So you can keep using other traffic mods. If you notice any issues though it is because this isn't designed to have massive amounts of traffic mods. hope this help :)
  12. In the ini file there is an option to increase traffic density. But if you don't like the settings in there then use a higher setting on gameconfig. Hope this helps :) it will be this section in the ini file :)
  13. Thank you for the response. I will try and fix this bug for V1.8.
  14. Real Traffic AI does not modify the player’s speed. I'm not sure how that system works. But i don't believe it is Real Traffic AI related. Hope this helps :)
  15. I mentioned no need to redownload yet. I was just cleaning up ready for release. V1.7 is still in early access
  16. In v1.2, PIT behaviour is intentionally conservative and highly conditional. The AI will only attempt a PIT when multiple safety and suitability checks are met (such as speed, spacing, angle, road conditions, and pursuit state). If those conditions aren’t satisfied, the AI will continue standard pursuit behaviour instead. This is by design — the goal of Real Pursuit AI is to improve stability, not to force PIT attempts or make them frequent. In many pursuits, especially at higher speeds or in high traffic, a PIT may never be attempted. So if you’re not seeing PITs often, that’s expected behaviour rather than a malfunction. PIT improvements will commence in the next version or versions :) When i manage to figure out the correct way of doing this i will release an update but this could be at the end of year. But hopefully sooner :)
  17. currently this isn't compatible with LSPDFR Enhanced Version. this will be updated in the future to support the enhanced version :)
  18. This mod doesn't affect the variety of cars in the traffic :)
  19. Just features. Minor bug fixes and compatibility updates will still be in circulation. I wanna focus on my new project. When the hard part is over I’ll update this again 🙂
  20. Not currently. I will update this in the future to be compatible. But at the moment this isn't possible
  21. They dont drive straight into everyone. This script fixes that issue
  22. Yes, it is computable with Policing Redefined 🙂
  23. I just realised my comment literally makes no sense lmao. Was typing so fast from my phone didnt even check lmao.
  24. It is a feature. The vanilla isn’t realistic. There cars would be smashed up to pieces before the pursuing car isn’t no longer workable

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