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Everything posted by Jay_Valentino
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Yeah I remember when that update came out. This wasn't the only car that was affected but then a hotfix? was released which fixed almost all the other cars however this car didn't change. Its completely fine on other servers or GTA online when I tried it last, its only bugged here.
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Date and time (provide timezone): 13/01/26 Character name: Jay Valentino Does this issue appear again after a full game restart?: Yes ! How many times did this issue appear for you?: Since the tuner update does not go away Issue/bug you are reporting: When you drive it the engine "cuts out". I'm unsure how to explain it but when you drive it the engine over revs and the speed caps out at 65 kph for a few seconds then goes back up or when you go over bumps it makes the car go slower... A lot of cars had this issue but a lot of them were fixed after the tuner update however this car has still not been fixed. Expected behavior: When the engine over revs it should continue climbing in speed not capping for a few seconds and when going over bumps it should maintain speed or go faster. This car only performs like this on this server, on other servers it is completely fine apart from eclipse. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: Drive the car. In the video at the start I do a "double clutch" which in most cars offers a faster acceleration however in this car and a few others it locks you at a certain speed 54 kph. Further in the video you can see it does not benefit from any bumps which all other cars do furthermore it actually goes slower from them. Vehicle license plate number*: ST0LEN
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Cap server FPS to 120 or add a 220 Speed cap
Jay_Valentino replied to Jay_Valentino's topic in Game Suggestions
I'm not gonna lie I don't want to hear your bitching on this post about irrelevant shit like egos. Its for intelligent people to come together and figure out a way to create a fair environment for everyone where people don't have one sided advantages that not everyone can get. I'll update the original post. -
Cap server FPS to 120 or add a 220 Speed cap
Jay_Valentino replied to Jay_Valentino's topic in Game Suggestions
Hopefully there is a way to do it, we have a lot of resourceful people here that could figure something out. Currently you might be right a speed cap could be one of the only ways unless we could make the move to enhanced, however if everyone is capped at 220 you'll just have everyone going around at 220 like a rat race. But it could be good too, it could mean for pursuits cops would be able to use different cars and be able to keep up for once and not have to use meta cars, it would open up the entire car list from being meh, to actually viable to evade in as all anyone wants now is a car that does 240 so they can evade from the 240 cops. Could make races less about FPS and more about skill. Defo worth a try at bringing the top speed down to 220 and testing to see how everyone likes it. -
Cap server FPS to 120 or add a 220 Speed cap
Jay_Valentino replied to Jay_Valentino's topic in Game Suggestions
Yeah as I said this entire post will be 50/50, all the people who go 240 and have a lot of FPS are against it and the rest of the community are for it. My main thing for this is balance in the community as right now it currently offers a unfair competitive advantage which is not available to all players, it cannot be bought with credits, it cannot be earned, its a client sided advantage which greatly changes the aspect of pursuits and races making it completely one sided. I have no idea how a racing script will work if people are faster than others in the same exact car. -
I don't think you fully understood what I was trying to say but I appreciate you for replying. If anything imo this would increase how much medics would have to RP as they would need to constantly monitor their patients like they would IRL. But using the /stabilise command less or for different injuries makes a lot more sense than just being able to /stabilise someone that has been shot 40 times and then they just become invincible. I can fully understand the frustration of dealing with crims for example that have just be injured by cops as all they can think of is that they are going to spend 3+ hours in doc and stare at a wall. They just will not want to RP with medics and just want it over with. I guess a counter to that could be that /cpr should always be used first and then if the receiver or medic feels the its been adequately RPed then they can use the /stabilise command. As from a realistic side of things for serious wounds they would genuinely always die but due to script its not possible. I totally agree I don't feel like a script for that would be good. But as I said the injuries would obviously reflect how they got injured in the first place.
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For starters I know this post is going to be split 50/50 if someone has a better idea do post. Currently the server FPS is uncapped which is really nice so people can have high levels of FPS and enjoy the game however with the uncapped FPS comes with a lot of bugs and issues. I suggest implementing a Server-Side FPS Cap at 120 FPS or moving the server over the enhanced. This will create a more balanced, fair, and competitive experience for all players on the server. So right now High FPS = Unfair Mechanical Advantages Right now, people with high-end PCs are achieving FPS levels far beyond what the server was designed to handle such as 200, 300, or even 400+ FPS. This directly affects in-game physics, especially with vehicle handling and acceleration. Pretty much everyone knows already that higher FPS in GTA V gives you, much faster vehicle acceleration and top speed paired with desync / rubber banding during pursuits and ghost cars Pretty much people with high end pcs gain a mechanical advantage that has nothing to do with roleplay or skill. It is simply a hardware gap that affects gameplay balance. It allows people to go faster in cars that should not be going that fast by pressing W. A 120 FPS cap is the most fair and practical solution for the server for several reasons: 120 FPS is smooth Almost every mid range PC built in the last few years can achieve 120 FPS consistently and it allows for people with high end pcs to enjoy smooth gameplay. Having a higher FPS ruins any rp to do with cars such as racing or pursuits. It literally offers a unfair advantage to players trying to evade or race fairly. This would level the playing and makes things more fair again for everyone. Everyone should have equal footing during chases, races and anything else to do with cars not how much someone paid for their GPU. A 120 FPS cap ensures that: • Pursuits are based on driving skill, not tech specs. • Police vs. criminal scenarios are balanced and competitive. • Vehicle performance remains consistent for everyone. This benefits all sides of RP and reduces the number of complaints about “unfair” pursuit mechanics. Conclusion Capping FPS at 120 creates a healthier, more competitive, and fair environment for the entire server. It eliminates hardware-based advantages, normalizes vehicle physics, and ensures that outcomes in pursuits and races are based on player skill and roleplay, not GPU power. A server-side FPS cap is a simple and effective change that will dramatically improve the quality of gameplay for everyone. To replicate it you need someone with over 200 fps and have them drag race someone with 90 FPS in a Kamacho, Buffalo STX, jugualr, issi pretty much any car they will go faster in and have them hold W, they gain more acceleration and top speed just by having more frames. It would mean people would actually put better graphics on as they wont benefit from the high fps anymore. I'll try and get some POVs and add them onto this when I can but they really are not needed as everyone knows who has high FPS and who doesn't. ______________________________________________________________________________________________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________________________________________________________________________________________ ADDED 220 SPEED CAP Introduce a 220 speed cap as a trial and see how people like that rather than a FPS cap for fairness. Currently you might be right a speed cap could be one of the only ways unless we could make the move to enhanced, however if everyone is capped at 220 you'll just have everyone going around at 220 like a rat race. But it could be good too, it could mean for pursuits cops would be able to use different cars and be able to keep up for once and not have to use meta cars, it would open up the entire car list from being meh, to actually viable to evade in as all anyone wants now is a car that does 240 so they can evade from the 240 cops. Could make races less about FPS and more about skill. Defo worth a try at bringing the top speed down to 220 and testing to see how everyone likes it. I understand being able to have a advantage with buying credit cars such as the cheaper mods and attaining cars not available in stores however not everyone can or will want to spend so much money on a new pc just to go faster on a GTA rp server. Its unfair and offers a competitive edge over others that should not be allowed along with the fact its very unrealistic to be able to go faster for no reason.
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I've had this conversation a few times with multiple people and in the end they always agree. I feel like the /stabilize command should not exist or should not be used for serious injuries, sure it could be used for a broken arm, broken leg etc as they are not life threatening but anything more such as GSWs it should not be used. For serious wounds the RP should have to be done and /cpr utilised. Right now the /stabilise command is used which takes around 30 seconds and the person becomes invincible after being shot 30 times having one of their GSWs treated, where they will then sit in the back of a cruiser for 40 mins until they are taken to MD. I suggest the change should be the /cpr command should be used for for serious injuries and they SHOULD be continuously monitored by the medic or cops until they are taken to MD as they are dealing with serious injuries instead of being in a unkillable state using a command. It would make it more realistic and speed situations along as people will actually be on a 'timer'. Maybe a MD change @risk. Another note is cops should not have access the the /stabilise command at all and should only be for Medics unless it will get opened up for the entire server to use it for small injuries
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Repaired a Carbine MK2 using a repair kit and it went to "Perfect condition 33%". Which is not useable and will constantly jam when shot. https://ibb.co/pBBjxh8w https://imgur.com/a/znLRZQN https://imgur.com/a/GjCgvTd https://ibb.co/j9wbgw9Q Picture 1 & 2 Repairing a pump MK2 with a repair kit which only repairs to perfect condition 52% Picture 3 I shot some bullets to damage the Gun so I could repair it again. After repairing it, it went to 51% Picture 4 I shot some more bullets and repaired it yet again to which it only went to 51% again. The guns should be 100% condition after being repaired with a repair kit which already costs between 4-6 thousand. If you need clearer images or to be better explained just message me.
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Yeah you did not cook, this makes no sense at all. The guns are already cooked and when repaired are not fixed properly. IRL guns can go through thousands of bullets and not need maintenance. Cops do not have to do any cleaning or deal with any gun jamming issues why must there be constant nerfs for crims.... there's like 5 left A counter to this should be cops guns slowly decay as they have it on their back while on duty and should be maintained or repaired when on shift...
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Yeah it literally makes the Pump Mk2 pointless/ useless. As Kon said putting all the attachments on it makes literally no change to the gun at all whereas the Rifles gain from them giving them more accuracy. Would be nice to have the damage at least somewhat better than the mk1 counterpart instead of just a more expensive pump mk1. This applies to the Pistol MK2 - SMG MK2 - Heavy revolver MK2, it just makes them a more expensive version of the MK1 with no real benefit to them.
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It's defo a bug i have a ss from a 811 that has tinted windows which was on the server. I'm pretty sure the other 811 that isn't credit has tinted windows right now also
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Remove combat MG mk2's and carbine mk2's / nerf them
Jay_Valentino replied to Gustavo Prez's topic in Discussions
So far everyone has agreed the gun needs to be removed. It was tested and added into the server and now needs to be removed due to how over powered it is. We are all mutually agreeing Either drop the damage the gun does or just offer refunds for the gun the same way we could refund attachments (/refundattachments) like a year ago. The gun isn't a measly 7k like the tables were, the combat mg mk2 is 37.5k IMPORT that's not including tax that some may have paid but getting at least the import back for a gun which they rightfully paid for and collected from a drop is fair imo. If crims no longer have it nor will PD or SD. I don't understand what further discussion needs to be made its just unnecessary comments that will lead nowhere. -
DOC | Change to mandatory final 1 hour
Jay_Valentino replied to HobGoblin's topic in Criminal Suggestions
Its a good suggestion with the cops to crim ratio it just allows for more rp between them so cops dont get bored 247 and hunt crims. Its supposed to be fun for both... +1 DOC is just afk simulator nothing happens and is just a dm fest -
+1 the bars make it look so tacky and ugly. wish crims had their aps fixed also as with the new hud update 100ap the most available to crims only fills up half the armour thing
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BIG +1 it so tacky and unnecessary
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I think alot of you fail to understand what he's asking. He's simply asking for the option to switch between the old HUD and the new HUD. Not go back to the old one. +1 for this. Allows for a more personal touch
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+1 more stuff for crims todo
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Big +1 100ap is literally half the bar +1 to removing the bar from the guns and gloves also
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+1 Made a comment on the matter before but after playing with it i can see how useful it could be. If unwilling to change it to a different key, then allow us to re bind hotheys or have it so when you press "U" to open it allow us to press "U" again to close it so its the same as opening and closing your inventory. Or allow people to disable it using a command if it interferes with their roleplay experience... Or have or so it cant be opened at the same time as a player inventory is open. Or two binded button such as Ctrl+U
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+1 for this but i feel if you are in the /takehostage anim and get shot you shouldn't even get downed and instead instantly go to pillbox/paleto MD, which would be a lot more realistic and make it an actual threat to have a hostage instead of the mindset of oh well they will be injured after we can bls.
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+1 Would be a great addition as the mini map is so clustered. Could even remove them from the mini map and just have them on the main map when you press the esc key. Removing them would make the map look so much cleaner