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Pages: (37) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [IV | REL/WIP] FuelScript IV

 Version 3.1.1 Beta (16/11/09)
 
Andrew  
Posted: Sunday, Feb 22 2009, 18:29
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Fuel mod V3 BETA

Version 3 BETA has now been released, get it from the gta garage page

Note: Need .net scripthook V0.893 to use this mod
Now you can add fuel to IV. Features:

• Fuel stations on all islands with 3 different prices
• Stealing locations on all islands
• Control the engine / hazard lights
• Mobile refueling system (for those who cant get to a fuel station (call MOB 555 0100)
• Fuel bar with speed and engine health bars.
• If you run out of fuel, emergency recovery service (call TOW 555 0100), which restores fuel.
• Car database for invidial fuel usage on cars.


user posted image
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Get it from http://www.gtagarage.com/mods/show.php?id=5538.

This post has been edited by Gangsta Killa on Sunday, Nov 15 2009, 18:29

O This mod is hosted at GTAGarage.com

Screenshots:
GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot

Downloads:
Download fuel script 3.1.2 - 0.296MB, uploaded on Nov 20 2009, downloaded 26106 times
Download fuel test - 0.094MB, uploaded on Nov 20 2009, downloaded 4533 times
Download fuel script 3.1.1 - 0.295MB, uploaded on Nov 15 2009, downloaded 4392 times
Download CarDB Editor - 0.006MB, uploaded on Mar 15 2009, downloaded 6167 times

Click here to view the mod at GTAGarage

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HazardX  
Posted: Sunday, Feb 22 2009, 18:38
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Congrats on the release! icon14.gif Nice work!
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tazzer  
Posted: Sunday, Feb 22 2009, 18:45
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cool! downloading now
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Andrew  
Posted: Sunday, Feb 22 2009, 18:47
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QUOTE (HazardX @ Feb 22 2009, 19:38)
Congrats on the release! icon14.gif Nice work!

Thanks Hazard, wouldn't of been done if it wasnt for your help and the scripthook. smile.gif
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Fabio206  
Posted: Sunday, Feb 22 2009, 20:41
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Great mod, cookie.gif biggrin.gif

Could I upload also in my site? smile.gif
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Low_tuning  
Posted: Sunday, Feb 22 2009, 20:43
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Aaight player dats wel vet ouwe
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I dont know why, but i hate all fuel mods confused.gif sometimes its so anoing.... sarcasm.gif

But nice try! icon14.gif
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a-k-t-w  
Posted: Sunday, Feb 22 2009, 20:58
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YES!!! I've been waiting for this!! HELL YEA icon14.gif icon14.gif cookie.gif
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 21:34
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Pretty interesting, however before I download, in my opinion the speed and health bar are rather unnecessary for the purpose of the mod, as well as the fact that the bars in general are too large and obtrusive.

If it was only a fuel bar, was more towards the bottom right of the screen, and was a bit smaller it'd be perfect.

What I like: You can change the fuel price in the .ini, which is nice because I think by default you charge way too much. biggrin.gif

This post has been edited by CaptainDingo on Sunday, Feb 22 2009, 21:39
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FunGt  
Posted: Sunday, Feb 22 2009, 21:35
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LOL
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Good mod, I tried it out but when I called TOW 555 0100 it bugs and the script exits. I was out of fuel. And also, when I am at a gas station, I turn off the car, exit and press R, but nothing happen. Can you explain how to refuel?

Btw you should remove the background under the writings SFE and make them smaller and lower in the screen.
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 21:59
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I seem to have other big problems with it as well...

Like, cars I get into won't drive, period. Niko gets stuck turning the key forever.
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DarkZ  
Posted: Sunday, Feb 22 2009, 22:19
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Houat de phoque!
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Great Job Gangsta Killa! Like it!
For those who can't refuel, while in the station, stop the engine, and just hold the button to get out of the car, that's it! A bug that GK have to fix smile.gif
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Andrew  
Posted: Sunday, Feb 22 2009, 22:20
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QUOTE (CaptainDingo @ Feb 22 2009, 22:59)
I seem to have other big problems with it as well...

Like, cars I get into won't drive, period. Niko gets stuck turning the key forever.

To fix that problem you need to start the car using the key press for the engine. Control + R. Then Niko should be able to start the car.

For anyone having problems filling up, try with E key. Anyone who is having the script crash on them, please send me the scripthookdotnet.log file in the IV folder.

Edit: Niko should just exit the car as normal.

Next release will hopefully have the toggle switcheds implemented.

Edit2: I see what people actually mean by the speedo display, I've actually been playing the missions with it just now, and realised its quite big. When testing I didn't do any missions, lol.

This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 22:27
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 22:32
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Okay, I've played with it a bit more, and have more feedback (constructive, I understand nothing works all the time wink.gif).

Here's what I've gathered:

-Turning the engine on and off is rather inconvenient using the default mapping, so I remapped it to a single key (Z) and it works better for me, personally.

-It wasn't made clear but yes, it seems E is the key that makes you fill your car up... despite it even saying in the .ini file that R is the key for it? whatsthat.gif

-Holding E down fills it continuously, which is good because I was afraid I'd be sitting there hammering E to get my car filled. tounge.gif

-One big issue right now, is you can't see the fuel gauge while you're filling it up, which leads me to a lot of getting in and out of the car to see how much I've put in.

-In my opinion, gas isn't used fast enough. If it was consumed twice as quickly, it really wouldn't hurt anything. As it is, if your fuel bar is orange, you can still do a few laps back and forth across all the islands without worrying about running out. That's actually my biggest complaint right now, is there's never a reason to fill the car up unless you're driving around for like two hours IRL.

So in total, here's what I'd like to see changed in future versions:

1) Either increase the consumption rate or let us change it via the .ini file.
2) Letting us pick our own fuel costs via the .ini is goooood, leave it in. colgate.gif
3) The bars need to be less obtrusive.

Also, a question: Is this mod changing how much damage my car can take? It feels like my cars are catching fire a lot faster... which is obviously not a good thing. monocle.gif
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Andrew  
Posted: Sunday, Feb 22 2009, 22:36
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QUOTE (CaptainDingo @ Feb 22 2009, 23:32)
Okay, I've played with it a bit more, and have more feedback (constructive, I understand nothing works all the time wink.gif).

Here's what I've gathered:

-Turning the engine on and off is rather inconvenient using the default mapping, so I remapped it to a single key (Z) and it works better for me, personally.

-It wasn't made clear but yes, it seems E is the key that makes you fill your car up... despite it even saying in the .ini file that R is the key for it? whatsthat.gif

-Holding E down fills it continuously, which is good because I was afraid I'd be sitting there hammering E to get my car filled. tounge.gif

-One big issue right now, is you can't see the fuel gauge while you're filling it up, which leads me to a lot of getting in and out of the car to see how much I've put in.

-In my opinion, gas isn't used fast enough. If it was consumed twice as quickly, it really wouldn't hurt anything. As it is, if your fuel bar is orange, you can still do a few laps back and forth across all the islands without worrying about running out. That's actually my biggest complaint right now, is there's never a reason to fill the car up unless you're driving around for like two hours IRL.

So in total, here's what I'd like to see changed in future versions:

1) Either increase the consumption rate or let us change it via the .ini file.
2) Letting us pick our own fuel costs via the .ini is goooood, leave it in. colgate.gif
3) The bars need to be less obtrusive.

Also, a question: Is this mod changing how much damage my car can take? It feels like my cars are catching fire a lot faster... which is obviously not a good thing. monocle.gif

Shouldn't be changing the cars engine damage. I'm trying to find a balance for the comsumption rate and failing.

Currently the comsumtion calculation looks like this.
CODE

if (vehSpeed < 1)
                   fuelRatio = 0.00f;

               if (vehSpeed > 1)
                   if(vehSpeed < 10)
                       fuelRatio = 0.10f; //miminal drain above 0mph

               if (vehSpeed > 10)
                   if(vehSpeed < 20)
                       fuelRatio = 0.20f;

               if (vehSpeed > 20)
                   if(vehSpeed < 30)
                       fuelRatio = 0.30f;

               if (vehSpeed > 30)
                   if(vehSpeed < 40)
                       fuelRatio = 0.40f;

               if (vehSpeed > 40)
                   if (vehSpeed < 50)
                       fuelRatio = 0.50f;

               if (vehSpeed > 50)
                   if (vehSpeed < 60)
                       fuelRatio = 0.60f;

               if (vehSpeed > 60)
                   if (vehSpeed < 70)
                       fuelRatio = 0.70f;

               if (vehSpeed > 70)
                   if (vehSpeed < 80)
                       fuelRatio = 0.80f;

               if (vehSpeed > 80)
                   if (vehSpeed < 90)
                       fuelRatio = 0.90f;

               if (vehSpeed > 90)
                   if (vehSpeed < 100)
                       fuelRatio = 1.00f;

               if (vehSpeed > 100)
                   if (vehSpeed < 120)
                       fuelRatio = 1.50f;

               if (vehSpeed > 120)
                   if (vehSpeed < 140)
                       fuelRatio = 2.0f;

               if (vehSpeed > 140)
                   if (vehSpeed < 180)
                       fuelRatio = 2.50f;

               if (vehSpeed > 200)
                   fuelRatio = 4.0f;

               //add on the extra from the engine damage
               float calc = engineHealth / 100;

               if (calc > 20)
                   if(calc < 40)
                       fuelRatio = fuelRatio + 1.0f;

               if (calc > 40)
                   if(calc < 60)
                       fuelRatio = fuelRatio + 2.0f;

               if (calc > 70)
                   fuelRatio = fuelRatio + 3.0f;


Changes to be made in next release:

- Change the GUI display
- Toggle switches
- Fuel consumption.
- Fuel gauge to be shown when filling up.



This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 22:45
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 22:46
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Cool beans.

Maybe you just need to increase the ratios exponentially more at faster-than-leisurely speeds. I can be going like 80MPH down a straightaway and staring at the gauge and it doesn't even move one pixel (well, that I can see anyways...).

I think the sweet spot for the fuel consumption/fuel cost would be to make fuel be consumed a lot faster and make it cost a lot less to fill up. Maybe test it in-game so you can only go about two laps back and forth across the map on a full tank before you need to fill up. Because I do like this mod, and I'd like to have more opportunities to use it and burn all this money I've got piled up, but at the current consumption rate filling up never happens, even when I find a car with half a tank or quarter of a tank left.

Anyways, I eagerly await the next version!
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Andrew  
Posted: Sunday, Feb 22 2009, 22:57
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QUOTE (CaptainDingo @ Feb 22 2009, 23:46)
Cool beans.

Maybe you just need to increase the ratios exponentially more at faster-than-leisurely speeds. I can be going like 80MPH down a straightaway and staring at the gauge and it doesn't even move one pixel (well, that I can see anyways...).

I think the sweet spot for the fuel consumption/fuel cost would be to make fuel be consumed a lot faster and make it cost a lot less to fill up. Maybe test it in-game so you can only go about two laps back and forth across the map on a full tank before you need to fill up. Because I do like this mod, and I'd like to have more opportunities to use it and burn all this money I've got piled up, but at the current consumption rate filling up never happens, even when I find a car with half a tank or quarter of a tank left.

Anyways, I eagerly await the next version!

The max tank on the cars used to be 600L. In order to make things display better I switched this to 1000L. So that might be why its taking a while for a full tank to go down, lol. I'll look at doing it exponentially. Might even be able to make that change able.
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 23:03
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I had another thought too that would reduce how much code you've been writing for the fuel consumption.

I've only ever dabbled with coding and I'm not good enough to really do anything, but I'm fairly certain I understand the gist of it...

Rather than having a dozen If statements, maybe you could simply multiply the fuel consumption by however fast the car is going. That way you only need one little snippet of code to handle the fuel consumption rather than:

if 10-20 MPH then consume 0.5
if 20-30 MPH then consume 1.0
if 30-40 MPH then consume 1.5

etc, it might be easier (and all you'd have to do is change a multiplier) if you just made it a straight:

Make consumption of fuel = current speed x 0.2 (or whatever tounge2.gif).
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Andrew  
Posted: Sunday, Feb 22 2009, 23:11
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QUOTE (CaptainDingo @ Feb 23 2009, 00:03)
I had another thought too that would reduce how much code you've been writing for the fuel consumption.

I've only ever dabbled with coding and I'm not good enough to really do anything, but I'm fairly certain I understand the gist of it...

Rather than having a dozen If statements, maybe you could simply multiply the fuel consumption by however fast the car is going. That way you only need one little snippet of code to handle the fuel consumption rather than:

if 10-20 MPH then consume 0.5
if 20-30 MPH then consume 1.0
if 30-40 MPH then consume 1.5

etc, it might be easier (and all you'd have to do is change a multiplier) if you just made it a straight:

Make consumption of fuel = current speed x 0.2 (or whatever tounge2.gif).

Hmm, I'll definately have a play around with that. I was aiming for something where, at normalish speeds ie 0 - 60od. The tank wouldn't drain very quickly, whereas above 60 it would start to drain rapidly.

Edit: Just doing a quick test using fuelRatio = vehSpeed * 0.05f, I might stick to that, and add that fuelRatio value to the ini so people can change it.

Edit2: Doesn't seem too bad. I'll stick to that.

This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 23:23
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CaptainDingo  
Posted: Sunday, Feb 22 2009, 23:27
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Yay, I was helpful. lol.gif
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Andrew  
Posted: Sunday, Feb 22 2009, 23:31
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Also changed the way the fuelRatio was calculated by engine damage. There are two multipliers, the first one is 1.5 times the current fuelRatio, and the second one is 3 times the current fuelRatio.

So if your engine is knackered, and you're flooring it you're going to drain that fuel tank pretty fast. Which is exactly what happens, With the engine in the red, flooring it to Alderny, I think I was burning about 13.5L a second!


Edit: Released 2.1 RC. Its on the gtagarage page. The only changes to this version is the fuelCalculation, you can now set these in the ini file. I've also removed the grey rectangle, but the gauges remain.

Edit2: You'll find in 2.1 that I've left in some functions that I used whilst testing. The following Keys cannot be mapped to. Q, Y, T, E

This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 23:52
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