π JamzVehicleImmersion β Realistic Driving & Cabin Pack [Standalone | Framework Independent]
JamzVehicleImmersion is a fully standalone vehicle overhaul for FiveM, focused on realistic driving and in-car immersion.
It adds detailed systems like indicators, real window rolling, paddle shifters, seatbelts, crash fx, parking sensors, exhaust behaviour, interior controls, and more β all designed to make vehicles feel natural and responsive.
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β¨ FEATURES
π₯ INDICATORS & HAZARDS
210 vehicles ship with a real 3D stalk / indicator prop
Left / Right / Hazardsare rebindable keys (by defaults:-=Backspace); players can change binds.- Clean UI: green β / βΆ arrows + hazard icon, soft glow when active; preset or custom screen positioning, driver-only or whole car can see it.
- SFX: separate click sounds for on/off, plus looping chime while indicators or hazards are on. Global mute for all SFX is an option.
- Auto-cancel: turns off the blinker after making a turn.
- Auto hazards on crash damage or panic stop. π₯
- Smooth fade of indicator

βοΈ EXHAUST SMOKE
Particle exhaust tied to how the car is driven β not a constant smoke trail.
- Cold engine = more smoke for a configurable window after start; damaged engine
=heavier/darker smoke past a health threshold.- RPM, speed, rev limiter, and quick throttle taps all change how much shows; multi exhausts supported

πΊ SEATBELT SYSTEM
Visual Seatbelt Effect:
When a player buckles up, a seatbelt strap appears across their body.
Crash Ejection (Unbuckled Occupants):
Ejects unbuckled players during real collisions based on speed, deceleration, and impact force.
Supports all seats, with configurable ragdoll duration and ejection strength.
- Seatbelt Warning: Plays a chime if the player drives without a seatbelt.
- Blocks hopping out while strapped + shows a notification.
- Motorcycles: Seatbelt use is blocked and a message is shown.
- ox_lib-style progress ring while buckling (duration, position, cancel option, and animation are configurable).

π₯ BRAKE & PARKING LIGHTS
Brake lights trigger when the car is crawling / nearly stopped (speed threshold in MPH).
- Parking Mode: After the vehicle remains stationary for a set time, brake lights
automatically turn off, giving a realistic parked appearance.

π‘ INTERIOR LIGHT
Hold-to-toggle interior light (configurable hold time). And an optional driver-only restriction to prevent passengers from toggling the light.
π STEERING MEMORY
Saves steering angle when a user leaves the car and restores it when they come back.
π€ GEAR SHIFT ANIMATION
Hand animation when the game shifts gear, with different anims forLHD vs RHDvehicles.
- Blacklist + auto-skip bikes / cycles.

β¬οΈ PADDLE SHIFTERS
49configured sports / super / truck models in Config.PaddleShifters.Vehicles β each gets two props (left = downshift tilt only, right = upshift tilt only).- Shift click SFX (upshift / downshift) with volume control; can be disabled.
- Animation timing / easing for paddle travel is fully configurable.

πΈ PARKING SENSORS & REVERSE CAMERA
- 3-ray rear cone: (center + Left & Right), distance and height configurable; can detect cars, peds, buildings, and props.
- 4 distance bands: (safe β critical);
beeps get faster as they get closer.- Tier toggles: you can enable sensors for high/mid/low class lists independently (e.g. economy cars off, luxury on).
- Reverse Camera: Optional toggleable rear camera with adjustable FOV and offset. Includes a CCTV-style view and supports per-vehicle camera offset configuration for fine-tuning.
- Displays a small row of dots above the hazard UI to visually represent how close objects are.

πββοΈ SMOOTH DRIVING
- Hold Left Shift (default): caps throttle / RPM for gentle acceleration.
- Optional: only applies below a set speed.
- Smooth braking while holding the same mode. Deceleration rate and minimum speed floor configurable.

π£οΈ CRUISE CONTROL
- Left Ctrl engages at current speed (dedicated in-car key handling so it's reliable).
- Won't engage below a minimum km/h; shows speed in MPH or KM/H.
- Drops on brake, handbrake, exit, or coming to a stop. Each can ping a notification.
- Vehicle Blacklist Available

ποΈ HANDBRAKE SYSTEM
- Default bind is SPACE to toggle.
Handbrake can start ON when they first get in a fresh car.Must be nearly stopped to set it (~1 km/h max engage speed in default config).- Drive Lock: You can't drive with the handbrake on β the vehicle is immobilized until it's released. Optional warning chime (parking_brake_chime) plays when attempted.
- Notifications: Uses ox_lib notifications for βEngaged,β βReleased,β βRelease it,β and βStop to set itβ states (all messages fully configurable).
- Short reach-down animation when toggling. Progress ring optional (off by default, anim still plays).
- Hill roll: if they exit on a slope with handbrake off,
the car can roll(min angle 6.5Β°, short delay, then up to 20s of roll) β optional notify βVehicle rolling! Handbrake was off.β- Audio: 3 vehicle tiers (Low / Mid / High) use distinct handbrake pull and release
sounds. Mid tier is the default fallback. Includes a warning chime when the player tries to drive with the handbrake engaged.
πͺ DOOR CHIME
Plays one of 3 distinct chimes when a vehicle door is opened. Sound tier depends on vehicle class(Low / Mid / High), with a fallback if unclassified. Only triggers while the door is open. Skips non-car vehicles(bikes, boats, aircraft, etc.). Anti-spam cooldown ~0.9s by default.

π SUNROOF
- Sunroof: Use /sunroof or
hold J to toggle the sunroof.- Plays open/close animation with matching sounds.
- Optional auto-close on exit.
- Supports configurable vehicle list with ready sunroof setups.

π WHEEL & TYRE DAMAGE
Wheel Damage System: Each GTA vehicle class (0β21) has its own configurable damage multiplier.
- Wheel hit strength is configurable.
- At critical wheel health: 4-wheel vehicles may lose a wheel (50% chance).
- Optional support for bulletproof tyre settings.
- When a wheel is lost, vehicle is either speed-limited (30 km/h default) or fully disabled (config option).
- Spawns detached wheel + rim props using configurable models.
- Excludes boats, aircraft, helicopters, and trains.

π AIRBAGS
Airbag System: Airbags deploy on hard impacts (~60 MPH+) or when vehicle damage passes a set threshold.
- Removal: Airbags can be removed via a short ox_target interaction (~5s progress, βRemove Airbagβ). Excludes bikes, bicycles, boats, aircraft, and helicopters, with optional model blacklist support.
- Driver and passenger each get their own airbag prop with seat-based positioning.

πͺ HELMET VISOR
- Helmet Flip (F11): Toggle helmet visor with F11 (optional hold time, default is instant).
- Syncs with animation so the visor changes at the correct point in the flip.
- Includes built-in helmet mapping system linking helmet IDs to visor up/down variants for easy compatibility across helmets.

ποΈ NO AUTO HELMET (BIKES)
Auto Helmet Control: When enabled, prevents automatic helmet equipping when entering a motorcycle.

ποΈ IGNITION KEYS
- Engine Key System: 247 vehicle spawn names mapped in Config.EngineKeys.Vehicles, each with a key prop (car_key_jmz) and separate in-ignition / out-of-ignition position & rotation per vehicle.
- Exit Behaviour: Press F to exit while keeping the engine running. Hold F to exit with the engine automatically turning off (configurable).
- Audio: Key turn on/off sounds with per-volume control.

π₯Ά COLD ENGINE / WARMUP
- Cold Start System: After starting the engine, the vehicle runs in a warm-up phase (default ~20s) with reduced performance (~45% acceleration, ~60% top speed).
- Warm Engine Memory: If the player re-enters within 5 minutes (default 300000 ms), the vehicle skips the cold start phase, with an optional βalready warmβ message.
- Custom notifications for cold start and warm-up completion.

βοΈ DRIFT & BURNOUT SMOKE
- Drift and burnout use different particle sets; size, density, cooldowns, min drift angle, and trail puffs behind the car are all tunable.
- On dirt / sand / gravel surfaces: switches to dust-style smoke + optional rock kick-up particles (chances & durations in config).
- Performance cap: max 100 trail puffs at once (default) so you can keep it cinematic without melting low PCs.

π§οΈ WIPERS
- Cycles:
Off β Slow β Mid β Fast β Offusing the car's bomb-bay doors. (only on custom vehicles that support this feature - gta5-mods.com).- Rain auto-on with a default Mid speed when weather is wet.
- Default sweep & pause timings per speed; each car can override all four delays.
- Colour-coded ox_lib notifications

π³ SPEED SHAKE
Speed Shake: Adds camera shake when driving above set speed. (Default = 80 MPH). Intensity and update rate are configurable.

πͺ WINDOW ROLLING
- Window Control: Use
Left Ctrl + arrow keysto control each window(LF / RF / LR / RR, configurable).- Smooth roll animation between closed and open positions.
- Optional restriction for factory-tinted vehicles to prevent rolling windows down.
- Window break effects with synced glass particles so all players see the correct state (open or smashed).
- Includes a large prebuilt vehicle list
(~300 entries)with possible expansion.

π₯ CINEMATIC FIRST PERSON CAMERA
Cinematic First Person Camera: Realistic driver view withG-force head movement and dynamic FOV.
Reacts to acceleration, braking, and turning, with subtle engine shake.
Supports free look with automatic recentering for a natural in-seat feel.

π₯ CRASH EFFECTS
- Crash Impact System: Different impact effects based on crash severity
(light, medium, heavy), with cooldown to prevent spam.- Effects scale up per tier: camera shake, blur, vignette, screen effects, sound distortion, and particle impacts.
- Light impacts are mostly visual, while heavier crashes add full audio + stronger effects.
LIGHT:
MID:
HIGH:
βοΈ MUD & RAIN WASH
- Dirt System: Tracks what surface the vehicle is driving on
(sand, mud, grass, gravel, snow, etc.)and gradually adds dirt while moving.- Rain slowly cleans the vehicle over time.
- Only applies while the vehicle is moving, so parked cars don't get dirty from sitting still.

πΌοΈ UPSCALED TEXTURES
657 total upscaled texture files(548 vehicle veh-ytd dictionaries + shared dictionaries).
Sharper in-game detail where those files apply β things like interior panels, wear/scrapes, dirt, dials, logos, and liveries.

π’ VEHICLE TIERS
- Vehicle Tier System: Three built-in spawn-name lists: Low, Mid, and High.
- Includes
116 Low Β· 359 Mid Β· 181 High(656 total classified GTA spawn names).- These tiers control overall vehicle feel β including door chimes, handbrake sounds, and parking sensor availability β giving each class a consistent βeconomy / mid / luxuryβ experience without needing separate scripts.
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π οΈ Dependencies
Make sure you have all of these installed and properly configured before using the script! β‘
π§© UI & Libraries
π Ox_Lib β Required
π΅ Sound System
π XSound β Required for suppression sound effects (ringing, muffled, crack sounds)
π― Target (optional)
π΅ ox_target
βοΈ Framework: None required β standalone (QB / ESX / Qbox / custom supported)
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πΈ PURCHASE
π° Price: $55
ποΈ Store: https://jamzscripts.tebex.io/
βΆοΈ Demo Video: https://youtu.be/HdTFVtA-W3c
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