Need for speed; FAST police chases (V.2) 2.0

Car Handling


Description


I love the old nfs games, I thought it would be more fun to actually have real highspeed chases
instead of always leaving them behind.

V.2 now adds driving behavior for the cops to NOT drive right infront of you as they pass them and kamikaze into your face at 100mph,
giving you more space and speed to keep the chase going and not totaling your car all the time from the AI driving like crap.

Cops will keep chase up to abt 300-370km/h with very high driving skill, dodging cars,
sharper turns etc.

All cop cars are mixed in to every level to have more random encounters and not the same cars spawning
all the time.

police 1,2,3 are mainly for city pursuit and have a topspeed of abt 300km/h.
sheriff 1+2,fbi 1+2, police 4 are made for highway chase and reach abt 370 km/h.

THEY ARE FAST AS SHIT, PERIOD
YOU WILL NEED MODDED HANDLING/INCREASED ENGINE POWER TO DRIVE AGAINST THESE BOYS.

THIS IS NOT A MOD FOR REALISTIC MEASURES, BUT TO GET REALLY FAST POLICE CHASE LIKE THE OLD
NEED FOR SPEED GAMES, SO SKIP YOUR COMMENTS ABT NOT BEING IMMERSIVE AND THAT THEY ALWAYS
CATCH UP, THATS THE POINT.

You will mostly not be able to outrun them purely by speed, but by navigation and skills.
I find this much more fun than original police chases loosing you above 100mph.

Suggesting that you change police 4, sheriff 1 & 2 + fbi 1 & 2
to more fitting fast carmodels for the highway chases.
I use supercars and racecars for the cops in my game.


Installation;

1. Handling AND dispatch goes into GTAV\mods\update\update.rpf\common\data
2. Wantedtuning goes into GTAV\mods\update\update.rpf\x64\data\tune
3. Combatbehavior goes into GTAV\mods\update\update.rpf\common\data\ai

All these files are required for this mod to work properly with a feeling of diverse cars and very fast and actionfilled long pursuits.
Just as the need for speed cop-chases I loved growing up.

FOR NERDS LIKE ME THAT CARE;
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The acceleration and speed of police are made by mainly these handlinglines;
- fInitialDragCoeff (lower means easier to reach high speed, air resistance, lower is better)
- fInitialDriveMaxFlatVel (topspeed)

In wantedtuning.ymt this is what you change;
-
- (MIN value of speed, org. 0.0000000)
- (MAX value of speed, org. 1.0000000)
These values in wantedtuning.ymt are basicly a speed multiplier.
If you go over "1" as i have in this mod you multiply.
Mine is set to 1.5x original speed. This only affect how fast the AI will drive the police cars.
You as player will only be able to use the car up to "1x", but the values in wantedtuning changes the AI usage of the handling.

In Combatbehavior I added these "behavior flags", meaning cops now have;
BF_DisableBlockFromPursueDuringVehicleChase
BF_DisableSpinOutDuringVehicleChase
BF_DisableCruiseInFrontDuringBlockDuringVehicleChase

These three lines does the following;
1. Cops are not spinning out out of nowhere on straight roads anymore (fckn annoying they just take a sharp turn and loose control out of nowhere)
2. Stops them from steering infront of you every single time you drive past one on the highway to block your path.

nr 2 is something I have been messing with for a LONG time to find as you per rockstars perception can't pass a cop without getting rammed in the face, SO I FIXED IT.

There is a bug that I cant seem to fix with this unfortunately, they brake for a second just as you pass them, but they catch up to you really fast from my values chagned,
so this you will have to live with, can't have it all I guess.
If you know what to change to fix this bug, hit me up in the comments for future updates!
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To be clear, the AI still is standard rockstar driving behavior other than what I have changed.
There are mods out there to fix that too tho if you dont like it :)
Can't guarantee any funtionality if you mix this with other mods, you have to test it out yourself.

ALWAYS MAKE BACKUPS BEFORE APPLYING NEW MODS.

I hope and wish you can enjoy this as much as I do.


First Upload: November 16, 2024 Last Updated: November 16, 2024


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