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Hello on this hot Thursday evening! We have here our second update this week with Major Update 1.4 which includes the long-awaited engine and fuel overhaul that everybody has been wanting ever since they found out spending $$ on the best engine just meant better fuel economy. GiamPy has written a great highlight below so I won't touch too much on that, instead here is our changelog for today's update: Changelog: - Added Faction Management Page in UCP - Added Government Clothing - Added Vehicle Engine Performance System - Added the ability for administrators to issue refunds through the UCP - Fixes a problem where you could immediately unimpound a vehicle after it was impounded - Fixes a problem where female shirts were being offset by 1 in /clothes - Fixes a problem where furniture transparency was not reverting after existing the selection mode (/sf) - Fixes a problem where you couldn't select a furniture in an interior with more than 700 items - Fixes a problem where admin-duty staff could not un-impound vehicles - Fixed a problem where you could not rent vehicles when they were previously impounded - Fixed a problem where premium members did not receive the correct furniture slots for company and faction properties - Tweaks automation system to include new clothing mods - Tapered pay is no longer included in the company cut As I'm sure you've seen in #git, we are hard at work pumping out updates for you guys that you've been requesting for a while - you may have also noticed we cleaned up the Suggestions board and forwarded a lot of it for us to discuss, refine and plan. Some things seem to have slipped in under the net, for example certain animations that you may find in /animations that are tailored toward a more niche style of roleplay... Without further ado, GiamPy's first major feature! Feature Highlight Vehicle Engine Performance System Author: GiamPy In the last few months, the server has led players down a road filled with questions about the true impact of engine upgrades. Prior to our latest update, investing in more powerful engines merely meant parting with your hard-earned in-game currency, with zero noticeable improvement in your vehicle's performance. Moreover, it often resulted in higher fuel consumption, leaving players pondering the wisdom of such upgrades. Listening closely to the valuable feedback from our dedicated community, we have embarked on a mission to revolutionize the gameplay dynamics associated with vehicle engines. This transformation hinges on a sophisticated and dynamic algorithm that can significantly alter the in-game experience based on the engine chosen during vehicle purchase on our in-game in-character, pdm.com. The Algorithm Our algorithm has been meticulously crafted, incorporating a multitude of factors, and as we continue to evolve our system, we may even introduce additional variables to further enrich the algorithm's accuracy. Here, we outline the key factors currently influencing the new system: 1. Vehicle Class (weight) At the heart of our algorithm is the vehicle class, serving as the foundational factor. Although determining precise vehicle weight via RageMP is a challenge, we use vehicle class as a proxy for weight estimation. Each vehicle class is assigned a coefficient, influencing its weight-related attributes: Compact: 1.2 Sedan: 1.1 SUV: 0.9 Coupe: 1.0 Muscle: 0.95 Sports Classics: 0.95 Sports: 1.2 Super: 1.2 Motorcycles: 1.4 Off-Road: 0.9 Industrial: 0.85 Utility: 0.85 Vans: 0.9 Service: 1.1 Emergency: 1.1 Military: 0.85 Commercial: 0.8 Open Wheels: 1.0 A higher coefficient implies a lighter vehicle, while a lower coefficient indicates a heavier one. Consequently, SUVs, despite potent engine options, begin with a handicap due to their inherent weight. We have also made adjustments to certain vehicle classes, such as Off Road, Industrial, and Utility. For sports cars, we've provided a boost, as they tend to be lighter than sedans or coupes. 2. Fuel Type Our engine system currently features two fuel types: petrol and diesel (electric vehicles are in development). Just like in reality, each fuel type comes with distinct advantages and drawbacks. Diesel vehicles offer more torque, providing superior initial acceleration compared to petrol vehicles. Petrol vehicles, on the other hand, boast enhanced maximum speed, although their fuel efficiency may lag behind diesel counterparts, especially with high-performance engines. 3. Emergency Vehicles In alignment with real-life counterparts, emergency vehicles (law enforcement, fire department, etc.) now exhibit superior performance, enabling them to keep pace during high-speed pursuits. All emergency vehicles have received a 20% performance boost (both max speed and acceleration). 4. Engine Technology Engine technology takes center stage in choosing the right engine for your custom vehicle. Currently, we evaluate engines based on the number of cylinders they possess. Future updates may introduce more dynamic considerations, such as turbochargers impacting acceleration. Presently, engines with more than 6 cylinders (e.g., V6, i6, W6) receive performance enhancements, with the boost scaling linearly based on cylinder count (a V8 surpasses a V6, for example). 5. Engine Volume Engine volume represents another crucial factor. Realistically, engines with larger displacements generate more power than their smaller counterparts. Consequently, greater engine volume equates to higher maximum speed. Notably, this factor does not influence acceleration. 6. Engine Horsepower Last but certainly not least, engine horsepower is a highly anticipated factor. It requires no elaborate explanation: higher horsepower translates to greater maximum speed. Realism and Perception To ensure that these performance enhancements are not only realistic but also perceptible to players, all final values are boosted by a factor of three. However, these enhancements are restrained within a plausible range, avoiding scenarios where 900HP 9.0L engines with 12 cylinders turn vehicles into rocket ships. What's next? In our diligent review of the diverse engine options available on pdm.com, we have observed instances where certain vehicles feature engine configurations that diverge from realism. For instance, there are listings for engines labeled as "TDi V4, V6, V8," which, as automotive enthusiasts are aware, defy the basic principles of engine design; an engine cannot simultaneously possess 4, 6, and 8 cylinders. Additionally, we've noted peculiar anomalies such as muscle cars offering diesel powerplants, a departure from the authentic characteristics of such vehicles. Rest assured, we are committed to enhancing the user experience with our forthcoming update. Our goal is to align all pdm.com vehicle listings with the genuine real-life counterparts found in the world of Grand Theft Auto V. This means ensuring that engine options reflect the realism and authenticity that players expect from the server.. Conclusion While our system has undergone rigorous testing within our development environment by our dedicated Staff Team, we acknowledge that perfection remains elusive. We commit to continuous fine-tuning of the algorithm to achieve a balance between vehicle performance and the value of investing in pricier engine options. Your feedback is instrumental in our journey toward the success we envision. We hope you enjoy this exciting addition to the server and, most importantly, have a blast on the roads of Los Santos! Disclaimer: All coefficients, enhancements, and factors mentioned in this post are for in-game purposes only and do not reflect real-world automotive performance metrics.7 points
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I'll be completely honest I'm not even going to read the replies on the topic because it's been the same old song since late SAMP days. Before V, LSRP was the powerhouse roleplay community but everyone seems to forget why. It helped to have the most developed script but it wasn't the reason. It was a reason. The moment V came along that's where most of the target audience went. They would swap the most developed script in SAMP for a barebones script in V because it was the future. The main reason LSRP became the powerhouse roleplay community in SAMP was everyone could roleplay what they wanted to roleplay (and I don't mean having the money). The only questions we should be asking ourselves and everyone else is: 1) What's LSRP's target audience in terms of roleplay quality? 2) What does everyone want to roleplay? What do they want to do in LSRP? 3) If what they want to roleplay/do in LSRP doesn't match our intended target audience and roleplay quality, leave them be so long as they don't break rules and bother others. If they want to have shootouts in Davis, let them. If they shoot up a business over an argument, ban them for DM. Simple as. A lot of people seem to think everyone's idea of roleplay has to match theirs. It doesn't. The beauty of roleplay is that everyone has the creative freedom to express themselves through the character they choose, and the scenarios they create. If it happens in real life, it's realistic. Just don't overdo what would be extremely rare. 4) Figure out what players truly want to roleplay/do on the server, and if it happens in real life take immediate action to make it possible. Do you need a rule change? Do you need a policy change? Do you need a script change? What's the [x,y,z] that players need to roleplay? That's the most important part of building a community. It's never about ”how do we get more players?” it's about ”how do we make/keep current players happy?” That's what's going to attract more players. The second part is balance. If player A needs a rule change to roleplay X (which would realistically happen in real life) how do we balance the rule so that there's equal opportunity and counterplay? If you provide certain factions or players the privilege of guns or drug supply, do they deserve it and are they going to use it in goodwill spreading it around to other players who want them? You should literally be asking groups of players for feedback on a regular basis. Gang roleplayers, OC roleplayers, MC roleplayers, civilians, governmental, legal: what do each group need to have more opportunities for roleplay creation, and how do we give it to them in a balanced manner (relative to other groups of players)? Are gang roleplayers happy with the current state? Are MC roleplayers happy with the current state? That's real progress. Otherwise, you can go in circles talking about this is a problem, that is a problem, but you need to have a vision and mission statement for the community, take the necessary steps to build and maintain a community, increase community engagement, listen to feedback, put the right people in positions of team management who know what they're doing. Otherwise, what? You're never going to find any competitive advantage compared to certain other servers in the landscape and continue to ride out old nostalgia.1 point
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Our faction thread already provides all the relevant information a prospective candidate would need to join the LSPD. As for our mid-term plans, we are exploring ways to reintroduce in-game academies for those who are approaching law enforcement roleplay for the first time. These classes will be optional, ensuring that our recruitment process remains enjoyable for those with extensive prior law enforcement experience or for those who simply see an in-game academy as an additional step they would rather skip. More information will be provided when we feel ready to release these changes.1 point