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

    • Is the article messed up? I understand 26H2 is in Beta, now Build 28020.2308. I'm not even sure what this is supposed to mean: "..... Microsoft is officially moving the Experimental Channel to version 26H2." And...would you please fix your graphics. They are outdated and don't fit the article.
    • The Light of Life? We actually do glow till our Death, study finds by Sayan Sen Image by Rafael Rendon via Pexels A study by researchers at the University of Calgary has found that living organisms produce an extremely faint light known as ultraweak photon emission, and that this glow appears to drop significantly after death. The research was published in the Journal of Physical Chemistry in April 2025 and quickly drew widespread attention, leading to more than 200 news stories about the findings. Ultraweak photon emission (or UPE), sometimes called biophoton emission, refers to tiny amounts of light released by living cells as a result of normal biological activity. A photon is the basic particle of light, and researchers say every living system examined so far, including plants and animals, has been found to emit these photons. The glow is far too faint to be seen by the human eye. “I suppose it has a little to do with people being reminded of auras,” says Dr. Christoph Simon, PhD, one of the authors of the study and a professor in the Department of Physics and Astronomy in the Faculty of Science. “It is a fact that living beings glow. It’s a very weak glow, but it’s there and visible with very sensitive cameras.” According to the study, the light involved is extremely weak, ranging from 10 to 1,000 photons per square centimetre per second across a spectral range of 200 to 1,000 nanometres. For comparison, a nanometre is one-billionth of a metre and is commonly used to measure wavelengths of light. Detecting emissions at such low levels requires highly specialized equipment. To study the phenomenon, researchers used electron-multiplying charge-coupled device (EMCCD) and charge-coupled device (CCD) cameras. These imaging systems are designed to detect extremely small amounts of light, including individual photons, while minimizing background noise. The technology allowed researchers to capture signals that would otherwise be impossible to observe. The team worked with the Human Health Therapeutics Research Centre at the National Research Council of Canada (NRC) in Ottawa to examine photon emissions in mice. Researchers took two-hour exposure images of the animals before and after death and compared the results. “We saw that the level of light that they emit – this biophoton glow – is distinctly different between living and dead animals,” says Dr. Daniel Oblak, PhD, an associate professor in Physics and Astronomy and the corresponding author of the study. The images showed a clear decrease in photon emissions after death across the entire body of each mouse. According to the researchers, this provided direct evidence that living and dead tissue produce different levels of ultraweak photon emission. “It’s a very small amount and it’s, of course, very tricky to detect,” Oblak says. The study grew out of discussions between Simon, whose research interests include quantum biology, and Oblak, whose work focuses on detecting light for quantum communication experiments. Quantum biology is a field that explores whether processes described by quantum physics, which studies matter and energy at very small scales, may also play a role in living systems. “Since I work as a quantum physicist on light detection for quantum communication, I thought that experimentally we have a lot of the tools to be able to detect the light,” Oblak explains. The researchers also investigated UPE in plants and found that the light changed in response to stress. When plants were exposed to higher temperatures or physically injured, their photon emissions increased. Chemical treatments also affected the glow. Among the substances tested, the local anesthetic benzocaine produced the strongest emission response when applied to injured plant tissue. These findings suggest that ultraweak photon emission is closely linked to biochemical and metabolic activity inside living organisms. Metabolism refers to the chemical reactions that allow cells and organisms to stay alive and function. Because these reactions change when an organism experiences stress, injury or disease, researchers believe UPE may provide a way to monitor those changes. The researchers stress that the glow is a physical and biological phenomenon, not a metaphysical one. Oblak says more research is needed to understand exactly how the light is produced and what information it may reveal about the condition of living tissue. “We must understand what that is to figure out what’s happening,” he says. “If we can understand how that relates to certain influences on the body – stress, diseases – then that could be used as a diagnostic tool.” The researchers believe the technique could eventually help scientists study health and disease without invasive procedures. Because UPE can be measured without adding dyes, markers or labels, it may offer a way to monitor whether tissue is healthy, damaged or alive. In plants, it could help researchers better understand how organisms respond to injury, heat and other forms of stress. While the work is still in its early stages, the study demonstrates that ultraweak photon emission imaging can provide a non-invasive and label-free way to observe biological activity. Researchers say the approach could become a useful tool for studying vitality, stress responses and other important processes in both animals and plants. Source: University of Calgary, ACS publication This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • Damn, I loved this show back in the day.  
    • Rufus 4.15.2393 Beta 2 by Razvan Serea Rufus is a small utility that helps format and create bootable USB flash drives, such as USB keys/pendrives, memory sticks, etc. Despite its small size, Rufus provides everything you need! Oh, and Rufus is fast. For instance it's about twice as fast as UNetbootin, Universal USB Installer or Windows 7 USB download tool, on the creation of a Windows 7 USB installation drive from an ISO (with honorable mention to WiNToBootic for managing to keep up). It is also marginally faster on the creation of Linux bootable USBs from ISOs. A non-exhaustive list of Rufus supported ISOs is available here. It can be especially useful for cases where: you need to create USB installation media from bootable ISOs (Windows, Linux, UEFI, etc.) you need to work on a system that doesn't have an OS installed you need to flash a BIOS or other firmware from DOS you want to run a low-level utility Rufus 4.15.2393 Beta 2 changelog: Add RISC-V 64 support to UEFI:NTFS Improve the guards for using the "silent" option Improve the ability to cancel during write retries Improve progress reporting for compressed image extraction Fix unrestricted XML entity expansion and integer overflow in ezxml parser (courtesy of @esadowski4) [GHSA-55r2-34wg-8mv9] Fix "silent" Windows installation failing at 75% in most cases [#2960] Fix a crash during boot when using UEFI:NTFS on Snapdragon X based ARM64 platforms [#2934] Fix the first WUE option always being checked by default [#2965] Fix an infinite loop when using Windows ISOs that contain multiple WIMs Fix "Enable runtime UEFI media validation" checkbox not always being properly enabled Other WUE improvements/fixes for OneDrive removal and username validation (with thanks to @christian8641) [#2984, #2991] Download: Rufus 4.15 Beta 2 | 1.9 MB (Open Source) Links: Rufus Home Page | Project Page @GitHub | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
  • Recent Achievements

    • One Year In
      hhgygy earned a badge
      One Year In
    • One Month Later
      AMV earned a badge
      One Month Later
    • Week One Done
      AMV earned a badge
      Week One Done
    • Collaborator
      ryansurfer98 went up a rank
      Collaborator
    • One Month Later
      Eurosoft10 earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      515
    2. 2
      +Edouard
      171
    3. 3
      PsYcHoKiLLa
      83
    4. 4
      Steven P.
      74
    5. 5
      Michael Scrip
      72
  • Tell a friend

    Love Neowin? Tell a friend!