Real Pursuit AI 1.3
Posted: Thu Feb 26, 2026 7:01 pm

Real Pursuit AI is a police pursuit behaviour enhancement for GTA V, designed to make pursuits feel controlled, believable, and stable β without aggressive, erratic, or chaotic AI driving.
Rather than reinventing pursuits, Real Pursuit AI refines them. The mod focuses entirely on how police units behave once a chase is underway, ensuring it feels like a natural evolution of vanilla behaviour, not a disruptive overhaul. It is built from the ground up to shine during long chases and extended play sessions, while remaining fully compatible with LSPDFR.
This update establishes a massive new structural foundation for future expansion while introducing highly requested features:
NEW - Player Lead Mode: Dynamically allows the player to influence pursuit positioning. AI units smoothly adapt to your role in real time with controlled lead reclaim behaviourβdesigned to feel intentional, not chaotic.
Steadier Pursuits: Reduced rapid decision-switching and oscillation between aggressive and passive states.
Smarter PIT Manoeuvres: Improved alignment validation and new retry cooldowns to prevent unrealistic, repeated PIT attempts.
Smoother Flow: Better close-range spacing, reduced brake overcorrection, and improved pacing between primary and secondary units.
Real Pursuit AI prioritises measured, realistic police conduct over spectacle-driven action. Instead of constant ramming or unstable driving, pursuit units maintain spacing, formation, and restraint.
Stability First: No experimental or high-risk behaviour.
Realism Over Spectacle: Grounded police tactics, not arcade chaos.
Consistency Over Aggression: Predictable behaviour that holds up over long patrol sessions.
Clean Integration: Designed to work perfectly alongside LSPDFR.
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(Note: These principles mirror the design philosophy of Real Traffic AI, ensuring both mods feel cohesive when used together).
Built specifically for long-session stability.
Focuses exclusively on police pursuit AI behaviour (does not modify civilian traffic logic, wanted levels, police spawning, or dispatch systems).
Lightweight, script-based, and performance-friendly (no configuration file required).
Fully compatible with ScriptHookVDotNet v3.7.0+ and LSPDFR.
Note: Extremely scripted or heavily modified mod setups may still expose edge cases.
ScriptHookV: Download Here
ScriptHookVDotNet (v3.7.0 or newer): Download Here
Building major foundation updates requires countless hours of writing custom AI logic, hunting down edge cases, and endlessly testing stability so you don't have to.
If Real Pursuit AI has ever made you think, "Yeah, this feels way better than vanilla," please consider supporting the project on Patreon! Your support directly funds:
Deep-dive development: Turning complex ideas (like Player Lead Mode) into reality.
Future-proofing: Keeping the mod compatible with GTA V, LSPDFR, and ScriptHook updates.
Ecosystem expansion: Fueling the ongoing development of the Real Traffic AI and Real Pursuit AI mods.
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Current Early Access Builds:
Real Traffic AI V1.8 Beta 1 β Major refinements to how civilian traffic yields, reacts, and flows around your patrol.
If you want to help keep these mods stable, realistic, and constantly improving while getting your hands on new content first, Patreon is the best way to do it.
(And if you donβt subscribeβthatβs totally fine too. Enjoy the mod, and happy policing!
Edited 1 hour ago by Chris's Modding
What's New in Version 1.3
Released 1 hour ago
Version 1.3 establishes a massive new structural foundation for future pursuit system expansion, completely overhauling the core architecture while preserving the realism and stability Real Pursuit AI is known for.
Smart Cornering Logic: AI units now dynamically read the suspect's steering and slip angles. They will anticipate sharp turns and brake early ("slow in, fast out") rather than blindly overshooting corners.
Under-the-Hood Architecture: Complete code rewrite to handle global states cleaner, dramatically improving long-session stability and preventing "zombie" AI units.
Experimental Feature Prep: Built the backend framework for upcoming features like Echelon formations and Ghost Braking (currently disabled by default while in testing).
Dynamic Lead Positioning: A brand-new system that allows the player to seamlessly take point and influence pursuit positioning in real time (Toggle via J).
Intelligent AI Adaptation: Secondary units now smoothly adapt around your vehicle, dropping back when you push forward.
Controlled Reclaim Behaviour: Realistic, smooth transitions when AI units retake the lead.
Anti-Flip-Flopping: Heavily reduced state toggling near activation thresholds so the AI doesn't get confused about who is leading.
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Player Lead Mode is designed to feel intentional and cooperative β not aggressive or chaotic.
Steadier AI Decisions: Significantly reduced rapid decision-switching and aggressive/passive oscillation during active pursuits.
Better Close-Range Engagement: Improved AI confidence handling when boxing in or tailing the suspect closely.
Smoother High-Speed Pacing: Better long-distance flow without AI units suddenly slamming on their brakes on straightaways.
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Pursuits now feel steadier, more controlled, and vastly more realistic.
Smarter Alignment Validation: AI now heavily calculates distance and side-by-side angles before even attempting a PIT.
New Retry Cooldown: Implemented a strict timer (25 seconds) to prevent unrealistic, arcade-style repeated ramming attempts.
Safer Aborts: Improved stability when AI units realise a PIT is unsafe and need to abort the manoeuvre.
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PIT logic remains conservative, calculated, and stability-focused.
Smoother Spacing: Improved close-range spacing to prevent constant rear-ending.
Reduced Brake Overcorrection: AI units no longer brake-check each other heavily in tight formations.
Pacing Balance: Smoother speed matching between the Primary unit and Secondary/Support units.
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Long pursuits now maintain consistency without erratic pack behaviour.
Fixed rare cases where the pursuit state could persist permanently after the suspect vehicle was deleted or cleaned up.
Fixed the infamous "Infinite Brake" issue where AI cars could get stuck at low speeds.
Resolved edge-case lead-state desynchronisation during rapid distance changes.
Eliminated rare alignment miscalculations during PIT attempt evaluation.
Reduced the likelihood of unintended aggressive acceleration spikes from trailing units.
Improved internal state reset reliability when reloading plugins via the console.
Maintains our strict stability-first design philosophy.
Zero changes made to vanilla wanted levels, dispatch, or spawning systems.
Fully compatible with ScriptHookVDotNet v3.7.0+.
Fully compatible with LSPDFR.
PLEASE NOTE: THIS CHANGELOG WAS EDITED AND CORRECTED USING GOOGLE GEMINI AI
https://www.lcpdfr.com/downloads/gta5mo ... o=download