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Lsrcr Forum • Adding a Speedometer and automated overspeeding tickets. - Page 2

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

Adding a Speedometer and automated overspeeding tickets.

https://ls-rcr.com/forum/viewtopic.php?t=105810

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Re: Adding a Speedometer and automated overspeeding tickets.

Posted: February 13, 2020, 11:13 pm
by Robin
Fantastic wrote:
Talis wrote:
Speedometer sounds useful for roleplay, however, I think the speeding tickets would be a bit too much.
My thoughts on this are exactly the same. It would however be nice to have the speedlimit feature back as it was a great way for those interested in actual RP to control their speed when driving.
/rpmode already shows a speedo

Re: Adding a Speedometer and automated overspeeding tickets.

Posted: February 14, 2020, 8:51 pm
by Fantastic
Robin wrote:
Fantastic wrote:
Talis wrote:
Speedometer sounds useful for roleplay, however, I think the speeding tickets would be a bit too much.
My thoughts on this are exactly the same. It would however be nice to have the speedlimit feature back as it was a great way for those interested in actual RP to control their speed when driving.
/rpmode already shows a speedo
It does but it is incredibly slow and inaccurate (as in it doesn't accurately reflect the speed of the vehicle as it updates with a delay). I would hope it can be improved so that it displays more accurate readings?

Re: Adding a Speedometer and automated overspeeding tickets.

Posted: February 14, 2020, 10:24 pm
by Rally3
Fantastic wrote:
Robin wrote:
Fantastic wrote:
My thoughts on this are exactly the same. It would however be nice to have the speedlimit feature back as it was a great way for those interested in actual RP to control their speed when driving.
/rpmode already shows a speedo
It does but it is incredibly slow and inaccurate (as in it doesn't accurately reflect the speed of the vehicle as it updates with a delay). I would hope it can be improved so that it displays more accurate readings?
There will never be a more accurate speed representation than through a client sided mod as this can take advantage of not only a faster language (C++ hooking directly into game), being player-independent, and also flexibility. Rather than have to keep waiting until something is implemented, you can just all decide on a speedo mod you like and all use it. You can probably also find client-sided mods that can limit a vehicle's max speed, but you'd probably be best clearing that with staff as it could be abused by some to do the "subsonic halt" as it was before.

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