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Freeroam #2 Update


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  • Developer

QoL improvements for various features with new additions and bug fixes.

  • Added a keybind for toggling the drift zone leaderboards (by @StOneR)
  • Added a few more toxic/rule-breaking words to automod for flagging (by @nex)
  • Added indicators to the speedometer for the anti-lag system/ALS and nitrous/NOS (by @nex)
  • Added fuel drain to NOS when boosting and purging - purging drains faster than boosting (by @nex)
  • Added a vehicle performance index (PI) based on its class, top speed, and performance upgrades (by @nex)
  • Adjusted vehicle colour sliders in vMenu to 100 for easier customisation (by @StOneR)
  • Adjusted minigame behaviour to equip a weapon when the player spawns (by @StOneR)
  • Adjusted drift smoke to be enabled by default for new players (by @nex)
  • Adjusted anti-lag system to be able to be used on any vehicle with the Turbo mod option enabled (by @nex)
  • Adjusted anti-lag system backfire delay to be less annoying (by @nex)
  • Adjusted the maximum NOS fuel storage to scale with the vehicles' performance index - see notes for more info (by @nex)
  • Adjusted NOS recharge to not take place if the NOS key is or has been recently held-down (by @nex)
  • Fixed a bug where a players' saved chat tag wasn't retrieved in time (by @_z3)
  • Fixed a bug where some dormant player blips were not removed from the map when a party is disbanded (by @nex)
  • Fixed a bug where maps would be ensured twice, resulting in slightly longer server startup time (by @nex)
  • Fixed a bug reported by @EXT1NG where player parachutes got deleted by server cleanup (by @nex)
  • Fixed a bug where chat messages were not properly trimmed, which was abused by players to get around the duplicate message moderation check (by @nex)
  • Fixed a bug where the minigame countdown would reset every time a new player joins (by @StOneR)
  • Fixed a bug where names in minigames would be too long - they are now clamped to 8 letters max (by @StOneR)
  • Fixed an internal bug which prevented some checks from happening (by @nex)
  • Removed two legacy and innappropriate peds (by @StOneR)



  • A vehicles performance index (or PI for short) is determined based on its class (coupe, sports, classics, super, etc), max (estimated) speed and the performance upgrades that are currently present on that vehicle.
  • The maximum PI value a vehicle can have is 999, and the minimum is 100. This is quite similar to the PI system in Forza, but adapted for GTA using our custom logic.
  • PIs are a new implementation and can be tweaked at any time, meaning that your vehicles' PI and NOS storage may fluctuate between updates as we perfect the logic behind it.
  • PIs will be used as a metric for future gameplay features, so stay tuned for those 😉
  • NOS fuel storage scales with your vehicles' performance index. The higher the performance index, the more NOS your vehicle can hold.
  • The NOS indicator on the speedometer will change colour depending on your current NOS fuel percentage. Green is 100% and Red is 0%.
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