Recommended Posts

So I use dpad down to check my phone for missions? I'm at a stick point early on in the game with nothing to do.

Dpad up = your phone. Dpad down + right thumbstick is character switch; also I believe the # over each of their portraits is the available missions at the time. As far as being stuck, I am not sure but when I temporarily felt stuck id return to my respective characters home and usually a cutscene or phone call would come up pushing the story forward. I hope this helps.

So I use dpad down to check my phone for missions? I'm at a stick point early on in the game with nothing to do.

 

To replay missions to get 100% you can use your phone for. Whatever mission you finished last, have to wait until an opportunity pops up. But would be good to use that time to find Packie and some others to use for Heists etc.

the car disappear is really frustrating...i'm talking about trying to aggregate 15-20 car and blow them up in the road but the problem is when you walk away a distance and come back suddenly three to four car gone without any reason and it just happened that way. Makes me wonder what's the problem.

the car disappear is really frustrating...i'm talking about trying to aggregate 15-20 car and blow them up in the road but the problem is when you walk away a distance and come back suddenly three to four car gone without any reason and it just happened that way. Makes me wonder what's the problem.

If you leave your car it gets impounded. How Rockstar set it up, was kinda ticked myself go inside a store and my car was gone.

Something I've found that is annoying, (maybe already mentioned) When modding Trevor's Vehicle, 7 or 8 times out of 10 after saving and switching to another character, doing a mission or two, switching back to Trevor, I get the standard un modified vehicle as my wheels, it's only annoying as before hitting any end scores, the mods cost around $100,000 and the money doesn't get returned.

Something I've found that is annoying, (maybe already mentioned) When modding Trevor's Vehicle, 7 or 8 times out of 10 after saving and switching to another character, doing a mission or two, switching back to Trevor, I get the standard un modified vehicle as my wheels, it's only annoying as before hitting any end scores, the mods cost around $100,000 and the money doesn't get returned.

 

We'll known bug at the moment. Don't bother modding any of the vehicles while you still have missions. Rockstar haven't patched it yet.

  • Like 1

Something I've found that is annoying, (maybe already mentioned) When modding Trevor's Vehicle, 7 or 8 times out of 10 after saving and switching to another character, doing a mission or two, switching back to Trevor, I get the standard un modified vehicle as my wheels, it's only annoying as before hitting any end scores, the mods cost around $100,000 and the money doesn't get returned.

I've got all the character's default vehicles modded in my game and there hasn't been an issue. Have you tried driving them back to the home, placing them in the character's home/public garage and saving the game?

 

It is when I use non-default cars in a mission that vehicles start disappearing (and where most people seem to be having problems). I can confirm that saving a non-default modded car in a garage and not using it for missions seems to work (PS3). Currently have a total of eight cars between the characters that haven't disappeared as a result of this. I always make sure I return them back to the garage as well.

  • Like 1

We'll known bug at the moment. Don't bother modding any of the vehicles while you still have missions. Rockstar haven't patched it yet.

ok will wait

 

 

I've got all the character's default vehicles modded in my game and there hasn't been an issue. Have you tried driving them back to the home, placing them in the character's home/public garage and saving the game?

 

It is when I use non-default cars in a mission that vehicles start disappearing (and where most people seem to be having problems). I can confirm that saving a non-default modded car in a garage and not using it for missions seems to work (PS3). Currently have a total of eight cars between the characters that haven't disappeared as a result of this. I always make sure I return them back to the garage as well.

Yup, tried saving back at the trailer park and everything, I'll just wait to see if it gets patched like Vandal mentioned

ironically, the random cars I mod for anyone who isn't Franklin disappear too, I noticed, but wasn't too bothered as his car is plenty fast enough to win the street races with or without mods (by using his special ability)

 

 

 

edit

 

on a side note, I kinda wished they had more 'trucker' missions, like they had in SA, and maybe the ability to set up further heists, (if this is in the game, I haven't found it yet)

 

2nd edit

 

Come to think of it, has anyone tried chasing Lazlow while driving the Semi on Cinematic Mode, (I thought it was cool)

Edited by Dushmany

ok will wait

 

 

Yup, tried saving back at the trailer park and everything, I'll just wait to see if it gets patched like Vandal mentioned

ironically, the random cars I mod for anyone who isn't Franklin disappear too, I noticed, but wasn't too bothered as his car is plenty fast enough to win the street races with or without mods (by using his special ability)

 

 

 

edit

 

on a side note, I kinda wished they had more 'trucker' missions, like they had in SA, and maybe the ability to set up further heists, (if this is in the game, I haven't found it yet)

 

2nd edit

 

Come to think of it, has anyone tried chasing Lazlow while driving the Semi on Cinematic Mode, (I thought it was cool)

I was thinking about the trucking missions from SA too. I miss doing that :/

 I for one didn't try it on cinematic view, but I will try it on my second run of the game soon. Just only thing is the ending kinda sucked. Has anyone found the club where the lost hang out at? I found it once with Franklin but, don't remember where it exactly is.

 

but in such a short timing like 5 second..it's not impounded but a bug. 

It's happened to me and I just got an impound notification when it did, now one vehicle I had for Michael was in his garage, I had made completely chrome just recently disappeared. Same went for Poppy's car I jacked after she crashed, in Franklin's garage and it turned into the same one but just a normal version not hers(this was before I read about the garage glitch).

Since that happened to me I haven't had any issues with them disappearing in that short of time either. Didn't know yours was being eaten within 5 seconds, so yeah that is a bug.

So I had Franklin standing on a street corner in Vinewood, put my controller down for a minute to read something, and some lady got creeped out apparently by the negro in Vinewood and called the cops on him, got a 2-star wanted level.  

  • Like 2

So I had Franklin standing on a street corner in Vinewood, put my controller down for a minute to read something, and some lady got creeped out apparently by the negro in Vinewood and called the cops on him, got a 2-star wanted level.  

 

 

That pisses me off.   

 

"Calm down man"   Stars.  

 

All I did was walk around.  Holy ######.  

So I had Franklin standing on a street corner in Vinewood, put my controller down for a minute to read something, and some lady got creeped out apparently by the negro in Vinewood and called the cops on him, got a 2-star wanted level.  

I hate that! I just run up on them and punch them in the face with AUTHORITY! that will always fix that problem and you may only get 1 star or 0 if you get outta the area fast enough.

So I had Franklin standing on a street corner in Vinewood, put my controller down for a minute to read something, and some lady got creeped out apparently by the negro in Vinewood and called the cops on him, got a 2-star wanted level.  

 

Yup, and you can talk to people also. I died as Trevor and came out of the hospital, walked up to an old women sat on a bench and said "hi", her reply was "do you want me to blow you?"... "What?"... "I'm calling the cops!". She was on the phone, so I just just knocked her out and walked away free. I've had loads of people call the Police on me.

 

Another fun thing to do, go to the beach where people are exercising / lifting weights etc (or any crowded area), go right in there, call the Police on your phone and quickly punch someone, they all come after you and the Police will show up and start shooting them for you if they see them hit you lol.

This topic is now closed to further replies.
  • Posts

    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
    • Thanks
    • I actually got to use one of those so called "backup codes" once. It was for a customer, I choose the backup code option, and by the grace of god, they actually hade them printed out. Imagine my surprise, when after using the backup code, Google then told use we had to enter a code they just sent to the gmail address we currently did not have access to. I was not amused, Google backup codes should be the end all get out of jail free card, because you had to have access to the account to even get them.
  • Recent Achievements

    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
    • One Month Later
      Genuinetonerink- Dubai earned a badge
      One Month Later
    • Week One Done
      Genuinetonerink- Dubai earned a badge
      Week One Done
    • One Year In
      hhgygy earned a badge
      One Year In
    • Week One Done
      AMV earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      513
    2. 2
      +Edouard
      164
    3. 3
      PsYcHoKiLLa
      88
    4. 4
      Steven P.
      74
    5. 5
      Michael Scrip
      73
  • Tell a friend

    Love Neowin? Tell a friend!