PoliceRoleplay Beta 1.0.0 – BeamNG.drive 0.39.x Beta 1.2.1

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Changelog

latest Version Beta 1.2.1 · PoliceRoleplay Beta 1.2.1 – BeamNG.drive 0.39.x · BeamNG.drive 0.39.x 1 month ago
PoliceRoleplay changelog

Beta 1.2.1

- Expanded the on-duty phone dispatch pool from six to twelve calls. New scenarios include a stolen transport-company long-haul truck, courier-van hijacking, luxury-car carjacking, stolen utility truck, heavy cargo theft, and a hit-and-run getaway; every new call uses a verified factory BeamNG 0.39 vehicle configuration.
- Added complete English and Arabic UI text for every new callout, plate-query result, arrest instruction, tax entry, and generated mailbox message.
- Increased the pointer radar range from 150 to 190 meters while retaining vehicle proximity, static line-of-sight, real-traffic validation, and impossible-speed filtering.
- Replaced the pre-stop radar Warning action with a deliberately limited dispatch vehicle lookup. It returns the plate, vehicle type, and previous local PoliceRoleplay actions, but keeps theft flags, driver identity, warrants, license, insurance, and full registration details hidden until an in-person document check.
- Restricted warnings to completed roadside stops after documents have been checked. Citations remain unavailable before a stop.
- Rebalanced roadside records so 82% of generated vehicles have completely valid documents; the remaining vehicles receive one issue instead of several stacked violations. Rare wanted drivers with an active warrant can now be discovered and lawfully arrested only through a completed traffic stop.
- Pursuit arrest now requires the suspect vehicle to be secured, the patrol car stopped within 30 meters, and the player to exit and walk to the suspect's driver-side door. The phone provides a dedicated exit action and live proximity guidance.
- Added a persistent 20% income tax to every positive Police Net Worth reward. Gross income and the separate tax deduction are both written to Police Ledger, with taxes also shown in the shift report.
- Expanded MailBox with twelve new English/Arabic messages. A random message that has not already been delivered arrives every 15 minutes after the five starter messages.
- Backup units now spawn road-aligned in the same travel direction as the player's patrol vehicle, preventing reversed or nose-to-nose deployments.
PoliceRoleplay changelog - Beta 1.2

  • Reworked suspect overtaking: fleeing AI now keeps its lane normally, opens the full safe road width when caught behind a slower same-direction vehicle, completes the pass, and returns to lane discipline without being permanently confined to one lane.
  • Oncoming traffic now uses signed relative speed for emergency braking, while neighboring-lane vehicles are no longer mistaken for direct blockers.
  • Reduced handheld radar range from 260 meters to 150 meters.
  • Clamped older saved settings to the new maximum.
  • Required proximity to the patrol vehicle as well as the camera.
  • Added static-world line-of-sight blocking so buildings cannot be measured through.
  • Added persistent speed-unit selection in Device Settings.
  • Radar speed, limit, excess, and fallback-limit controls can now use KM/H or MPH with correct conversion.
  • The underlying enforcement rules remain unchanged.
  • Added an in-game English/Arabic language selector with a reviewed Arabic interface.
  • Translated MailBox content, dispatch scenarios, police locations, document states, and right-to-left layout support.
  • Only translation text was taken from the submitted fan package; its modified scripts were not imported.
  • Added an 8% chance for a driver with a document or warrant problem to flee immediately after the officer completes the document check.
  • Clean drivers never trigger this reaction.
  • Fixed accepted dispatch pursuits sometimes losing the patrol lightbar/siren as the suspect spawned.
  • Emergency equipment now stays fully active through the dispatch-to-pursuit transition.
  • Fixed dispatch suspects whose role reported flee while their actual vehicle controller had fallen back to traffic or stop mode.
  • The controller is repaired only when a real mode mismatch is detected, avoiding repeated route resets.
  • Increased suspect safety evaluation to 0.4-second intervals without increasing backup or general traffic update cost.
  • Added wanted-level 4 collision tuning: wider forward vehicle awareness, stronger closing-speed and emergency-gap braking, increased lateral avoidance, and slightly reduced maximum aggression while preserving pursuit speed.
  • Retained the optimized phone, radar, POI, ledger, transport, MailBox, Device Settings, battery, map markers, and persistent Police Net Worth systems from Beta 1.1.

PoliceRoleplay changelog - Beta 1.1

- Added optional prisoner transport after a valid arrest. The STOP screen can summon a nearby Gavril police passenger van, transfer the secured prisoner for 25 XP, clear the player's station route, and allow the patrol shift to continue immediately.
- Added a visible transport-van lifecycle: the van pauses for prisoner loading, then safely drives toward the map-specific police processing location and despawns after arrival.
- Added intentional speeding traffic. While on duty with traffic active, the system occasionally assigns a nearby normal AI vehicle a safe but deliberate 25-42 km/h speeding target and reports its plate for radar verification.
- Kept generated speeders traffic-aware with lane discipline, vehicle avoidance, finite duration, cleanup on stops/pursuits, and restoration to legal traffic behavior.
- Added more features for the phone, you can now see your transaction history on the Police Ledger app, you can now you the settings menu, and you can also open the email app
- You can no longer arrest a car without a reason
- The phone call event is more optimized now, you will get better fps during the chase
- Removed the suspect car’s red marker above the car; now it’s only visible on the map.

I also fixed some other small bugs. Note that this is still a beta version, and I haven’t even finished 50 % of the features I want to add, so stay tuned for the next updates. See you soon!

Beta 1.0.1:
  • Locked every accepted callout suspect to the assigned blue-map scene. Spawning now searches from the destination itself, accepts only a safe road point within 80 meters of it, and starts the escape there.
  • Reworked backup authority and deployment. Backup units spawn 25–110 meters from the player officer, chase and perform controlled PIT support, but cannot complete an arrest. Only the player's Arrest action can take custody.
  • Added pursuit-scoped backup escalation. Calls progress from a small, deliberately weaker Hirochi Sunburst patrol car, to a Gavril LeGran, then a Gavril Grand Marshal, and finally a Gavril Roamer tactical SUV. Later units receive moderately stronger pursuit tuning, and every unit assigned to that pursuit despawns immediately when it ends.
  • Added one-citation-per-vehicle enforcement. A cited vehicle cannot receive another citation until it despawns or respawns as a new traffic instance.
  • Added citation accountability. Verified speeding or invalid documents produce a lawful fine. Citing a fully clean driver creates a $100 false citation and deducts $120 (120%) from Police Net Worth.
  • Restricted custody authority. Roadside arrest is available only for a confirmed stolen vehicle, while pursuit arrest requires a driver who fled from police. Other document violations allow only a citation or warning, not an arrest.
  • Increased phone text throughout the status bar, calls, tabs, radar, traffic stops, pursuits, dispatch, reports, event feed, buttons, and pocket-phone controls for substantially better readability.
  • Added consistent roadside records. Stopping the same live traffic vehicle again now returns the same driver identity, license, registration, insurance, warrant, and arrest status. The record is forgotten only when that traffic vehicle despawns, is destroyed, is removed, or respawns as a new traffic instance.
  • Reworked dispatch arrival spawning. The assigned suspect is now created beside the marked incident scene instead of using a distant or stale traffic position.
  • Added exact live pursuit tracking to both BeamNG maps. Pursuits now display a true red minimap navigation dot with an off-screen edge arrow, plus a big-map POI that refreshes every 0.75 seconds and is reinforced by a large red map marker.
  • Improved suspect acquisition feedback with the target license plate, precise spawn distance, an immediate world beacon, and automatic pursuit activation as soon as the vehicle is created.
  • Renamed the account display to Police Net Worth and made it persistent across game, level, and extension restarts.
  • Added automatic migration of existing Beta 1.0 balances, an authoritative reload when starting duty, and a final save when the extension unloads.
  • Updated all mod metadata and release documentation for Beta 1.0.1, compatible with BeamNG.drive 0.39.x.

About Mod

Latest Version Beta 1.2.1
Game BeamNG.drive
Category Other
Game Version 0.39.x
Tags Gameplay Tools UI
Downloads 4299
Created 1 month ago
Last Updated 1 month ago