Need for speed; FAST police chases (V.2) 2.0
3.504
49
3.504
49
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;
---------------------------------------------------------------------------------------------------------------------------------------------------------
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!
----------------------------------------------------------------------------------------------------------------------------------------------------------
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.
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;
---------------------------------------------------------------------------------------------------------------------------------------------------------
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!
----------------------------------------------------------------------------------------------------------------------------------------------------------
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.
Primo Caricamento: 27 febbraio 2022
Ultimo Aggiornamento: 14 aprile 2022
Last Downloaded: 2 hours ago
25 Commenti
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;
---------------------------------------------------------------------------------------------------------------------------------------------------------
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!
----------------------------------------------------------------------------------------------------------------------------------------------------------
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.
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;
---------------------------------------------------------------------------------------------------------------------------------------------------------
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!
----------------------------------------------------------------------------------------------------------------------------------------------------------
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.
Primo Caricamento: 27 febbraio 2022
Ultimo Aggiornamento: 14 aprile 2022
Last Downloaded: 2 hours ago
@lokz @giothejazzy it is packed as a normal ”.rar” file, just extract with winrar/winzip it like the readme and install in the folders given in the instructions :)
Can somebody pleace tell me, How I can add it to my FiveM server?
does this mod have the thing were police cant shot unless u start shooting
@stefiii289 You cannot stream dispatch.meta files to a FiveM server
amazing mode goes great with automatic slow motion and Hollywood rollovers. what siren mod is shown in the video?
When you download the mod, it just shows up as the file type being 'file'. Anyone else having this issue?
@500hkr thanks dude, i just save as .rar then and it works
my bad, was trying to open it wrong
@500hkr thanks bro!
@iDR thank you yoself dope video u added! :)
When I donwload it its not a rar or zip file. is that normal?
the file broke i think
its not a folder and just..
file
nvm i fixed it
i mean it sort of works but the cops can usually only get to around 130 mph then lose you.
this thing with nfs most wanted cars going to be sick
Man that's exactly what I was missing !
And a BIG BIG thank you for the explanation of the files modifications ! Very useful for ppl who already have modded files !
I'll try it and come back to leave a review !
But already 5* for the technical explanations !
For info : I try to find a solution with another modder to correct the stupid behavior of civilian cars during a pursuit, such as driving to the opposite lanes or stupidly top across lanes in the highway.
We try to make it a script but we have to find a similar script to get an idea how we should start it.
Any ideas/help will be welcome and of course we will very hapy to share the mod if it's a successful one !
any updates for this?
i cant figure out how to open it, it just says file
I figured it out. If you are wondering why this file won’t work when you put it in your mods or other folders, this is how you do it:
Go to WinRAR, find the file you downloaded, and then extract it to a different folder. You will then have more folders that contain the actual mod itself. I have been wasting the past 20 minutes trying to figure this out. I hope this saves someone some time. The mod is great, by the way!
never mind i still wont work