Engine Blow-Out v1.1

by ArpyClarkson
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Engine Blow-Out v1.1

This script adds a touch of realism to GTA, making your bad driving a bad idea. Engine Blow-Out adds the downfall of your car when you push it too fast and too hard.

Tested and developed for GTA 4

Completely rewritten from v1.0

New features include GUI, overhauled overheating formulas, new overheating method (using temperature as apposed to the old way), cooling, and engine recovery.

More information in the ReadMe included.

Change Log:
v1.1 ::
- Closed Source
- Added .ini File
- Added Temperature Gauge
- Added Overheating Light
- Added RPM Gauge
- New Overheating Formula
- New Overheating Method
- Added Air-flow Cooling
- Added Gauge Initiation
- Added Engine Recovery
v1.0 :: Release
8.32/10 - 44 votes
Downloads: 9,414
Added: October 22, 2012 4:27AM
Last Downloaded: April 27, 2017 2:38AM
File Size: 11.44 KB

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Hey mate i downloaded this from gta inside (i think)

I love the update, the only thing i can really suggest if you can mate is if you can change how long it takes to heat up to stop working? (as it takes too long)

I do love that after the cars has been left for a bit it will start. Thats cool :o

Good work though mate :o)
Posted on October 22, 2012 8:49AM by powler
I tried to make it so that under normal use the engine would stay at half temperature- the way GTA is, you usually at about %60 RPM, as opposed to a realistic x3000 or x4000 out of x8000 (so under %50). So to counter that I tried to make it so that the engine only really heats up when you're over the redline, which is set at %80 RPM.

When you get into a car and the engine is off- it takes waaay too long to heat up, i'll have to fix that- but i'm broken between trying to fix the half-temp-to-overheat as it doesn't seem too bad to me, and because it took forever to figure something out that worked :P

If anything i'll open it up later today and change everything to variables so you can tweak it. But I really appreciate the support <3
Posted on October 22, 2012 11:40AM by ArpyClarkson
thats cool mate, always happy to help people when and where i can mate :o)

It is a really good mod (in my oppinion) and if i can help it progress i will :o)
Posted on October 22, 2012 11:55AM by powler
Considering I always drive older pickup trucks and lorries in the game, I can monitor the engine heat since those older workhorses are more prone to overheating (in real life). I love realistic touches.
Posted on October 22, 2012 12:05PM by Gus Erlangga
wow, thanks for the fast update ,, great work mate , i will test right now :)
Posted on October 22, 2012 1:05PM by Deve
10/10 , working just fine on V1.0.1.0 , the timing is fine also, not that long and not that short. this is become one of my top Fav. mods here. millions of thanks mate :) , and please just ignore those kids who rated it "low" .

Posted on October 22, 2012 1:22PM by Deve
Hotfixed customization in and found out my ini file doesn't work- so I rolled it back. I'll try and see whats wrong and if I can fix it, but am going to save customization for another release/version- there is still more I want to add to this, mainly engine temperature in vehicle metadata- making this less of a 'current vehicle' thing~ SORRY FOR THE INCONVENIENCE <3
Posted on October 22, 2012 3:59PM by ArpyClarkson
:o how so?
Posted on October 22, 2012 5:21PM by ArpyClarkson
okay... thanks for the info about metadata- i'll uh... forget about it then.
Posted on October 22, 2012 6:05PM by ArpyClarkson
Nice work!

And to think I just went through all of the trouble to install my own RPM meter and do all of the scaling properly... :P
Posted on October 22, 2012 9:18PM by RobertBlox
You logic statements are kinda false because I never implemented the use of metadata into my script- thus i'm not lazy.

Anyways, you people are crazy- but thank for all the feedback~

you make my insides warm and tender with your e-love and 10/10s~~~
Posted on October 22, 2012 9:54PM by ArpyClarkson
^Crybaby man.
Posted on October 22, 2012 11:31PM by Gingersockman
^ you really should call your Psychiatrist to get you new recipe

Posted on October 23, 2012 10:50AM by Deve
Nice mod 10/10

I have one question how disable temperature gauge and blow engine

i only want RPM gauge but when i disable in INI file the temperature meter my engine blow so do you want make mod only RPM gauge without blow engine

please or just say how disable blow engine
Posted on October 24, 2012 11:33AM by blinkt
Disabling it in the .ini file would work if my .ini file worked :P but for some reason or another it does not- and I am unsure why :\
Posted on October 24, 2012 3:04PM by ArpyClarkson
yes but i disable in INI file but when i drift or burning wheels and have high rpm my engine is blow out

what i must do for no blow out engine???

do you want make script which have only rpm gauge withot blow engine and temperature meter????
Posted on October 24, 2012 5:56PM by blinkt
i'll take out the engine blow out and temp stuff and send ya a message with the link~
Posted on October 24, 2012 6:27PM by ArpyClarkson
Nevermind, i guess you can't message people on this site O.o anyways here is the link: http://www.mediafire.com/?gl1j2aedp5mxevz
Posted on October 24, 2012 6:51PM by ArpyClarkson
Is it possible for you to make the car hud Moveable? because i got a speedometer mod on and the engine thing gets in the way. i tried modifying the GUIlocation in the ini file but it does not work for some reason.
Posted on October 25, 2012 4:13AM by iagorockboy
i dont want to get rid of it just move it to the left a bit
Posted on October 25, 2012 4:25AM by iagorockboy
So now no more blow-out engine when i put script from your posted link???


yes i can now burn wheels without blow-out engine this is perfect and rpm gauge is the best

thank you very much for this

mod rate 10/10
Posted on October 25, 2012 12:40PM by blinkt
@iagorockboy I have recently discovered that I was wrong when it came to the .ini- if you use the GUILocation values with a number WITHOUT an 'f' at the end of it- it should work. (i.e. GUILocationX=0.95 or GUILocationY=0.20) That was my bad, sorry :S

@blinkt <3 glad you like it~
Posted on October 25, 2012 2:43PM by ArpyClarkson
Why such low scores?

I put the 1000/10, the question is: is it possible to change this skin? or make it smaller?
Posted on October 26, 2012 12:44PM by Mr.Poher
Skins are not possible because the only way I know how to do graphics is with embedded resources- you would need the source and VS2010 to change the skin (not to mention the know how). Also, scaling isn't implemented, I could add it however.
Posted on October 26, 2012 10:20PM by ArpyClarkson
it's a good idea to resize the gauge and make it smaller :)

congrats :) "featured mod".

Posted on October 28, 2012 4:19AM by Deve
Оk, you've seen the effect it burning brakes and smoke? the race Tbog

Is it possible to make this effect???

here the picture

Posted on October 29, 2012 8:23AM by Mr.Poher
I don't have TBOGT :\ just plain old GTAIV, so I don't think I can do any sort of EFLC mod- sorry.
Posted on October 29, 2012 9:13AM by ArpyClarkson
the only question i can think of is if i turn my car off, does the needle move back to cold? cuz it doesnt do it for me often its very rare it ever moves down at all. I still love it and can work with it, it does make the game much better. Thanks
Posted on October 29, 2012 2:18PM by dodge-man271
is it possible to have a gasoline mod which requires you to get gas?
Posted on October 29, 2012 8:14PM by XvR3LAPS3vX
@dodge-man The way it works is any car that is on will always be at normal temperature (the need is straight up). Only cars that are not on (parked cars along the side of the road) will ever start with a cold engine. GTA is weird, an 'Off Engine' isn't what it appears to be, because as long as you drove the car before, the engine is always 'on'.

@XcR3LAPS3vX There are a few scripts out there for gas and stuff, I use one- I don't really want to have to make one, though it would be cool to tie gasoline usage into the RPM and stuff... idk, that's a lot of work and I unfortunately just started college ._.
Posted on October 29, 2012 8:38PM by ArpyClarkson

Great mod and idea! It works perfectly. But there could be more multiplier effects on the engine. Such as fire making the engine hotter etc.

Nice work!
Posted on October 30, 2012 4:00AM by AnnoyingIB
EDIT: If the engine is almost overheated/not overheated at all. And you get out of the car and then goes into the car again. The meter will be exactly in the middle. Not depending on the previou temperature.

And please move the meter away from the right corner, it's in the way for the cellphone haha!
Posted on October 30, 2012 4:33AM by AnnoyingIB
@AnnoyingIB Currently if the engine temperature is maxed out, there is a 1/250 chance that the engine will light on fire. I can't really set the engine on fire anytime before that due to how engine damage works (1000 - 0 is normal smoke damage and engine dieing, 0 - -4000 is when the engine is on fire and explodes)

Also, engine temperature is not recorded outside the car, so once you leave it resets- the temperature of the next car you enter is based off if the engine is on or off (which isn't as literal as it sounds with GTA; if you turn your car off, it's still considered on) I already have a method of keeping your last cars temperature and apply cooling and whatnot- not sure when the next release will be though.

Additionally, unlike the readme states- in the .ini file you do not need the 'f' at the end of the values- that is why the .ini doesn't work (for the most part). So removing the 'f' after GUILocationX and GUILocationY should let you move the GUI around the screen as to your liking~
Posted on October 30, 2012 11:12AM by ArpyClarkson
id have to say though, it would be real if when you get out and shut off engine, that it goes down to cold, your right though it would take a lot of work, but its still great to use, so ill give 10
Posted on October 30, 2012 2:59PM by dodge-man271
That's what I tried, but atlas, there is no way I would be able to tell if the player exited the vehicle and left it running, or shut it off :\
Posted on October 30, 2012 5:05PM by ArpyClarkson
hola me podrias ayudar no se como instalarlo por favor gracias
Posted on October 31, 2012 1:17AM by ake
Para instalar el script, usted necesita para obtener scripthook.net - búscalo en google. Una vez que haya instalado y que, simplemente coloque EBO.net.dll y EBO.ini en la carpeta de la nueva 'scripts' que se creó la instalación scripthook.

si esto no tiene sentido, culpan el traductor de google ;)
Posted on October 31, 2012 9:48AM by ArpyClarkson
Arpy, make cars overheat faster i tried hrd to destroy my car but it took forever
Posted on November 1, 2012 5:10PM by crazzkid2
anyone tried to use this on yet? i know this is for but i really want this mod. i just want to know if this works on
Posted on November 2, 2012 7:56PM by wtrxprs
A suggestion: There is a mechanic mod on here somewhere, but it heals the car totally. More realism: do the same kind of thing (open hood, animation for working on the hood, close hood) and instead of healing the car, just heal a small portion of engine health or something. Would be a great addition, or maybe as a small add-on script. Trying this mod out now though. Looks and sounds great.
Posted on November 3, 2012 2:47PM by NudasPriest
@NudasPriest Lol, I actually have already done that- just never released it. If you want that mod though I can put it on mediafire~
Posted on November 3, 2012 9:46PM by ArpyClarkson
how do u install this do u install in directory or use openiv

plz tell me how

Posted on November 4, 2012 1:05AM by darkness66
I would actually really appreciate the mediafire link, Arpy. It's makign me want to play again, haha!
Posted on November 4, 2012 1:36AM by NudasPriest
@darkness66 You are going to need to install Scripthook.dll just google it, they tell you how to install it and everything. Once you have Scripthook.dll, your halfway home- all you gotta do is extract the contents of this mod into the 'scripts' folder that should have been created when you installed Scripthook.dll

@NudasPriest All credit to the creator of the original mod, all i've changed is instead of fixing the whole car- the script just fixes the engine. I didn't bother with fixing a percent of the engine, so it just fixes it 100%- better than nothing ;)

Posted on November 4, 2012 2:09AM by ArpyClarkson
Lately I have been thinking about finishing this mod up and finalizing a fully functional working version that is completely customizable. Unfortunately, i'm not good at everything, and can really use some help.

What I need mostly is some nice skins for the GUI, a dozen or so for variety. Also, if anyone is good with math- I could use help tweaking the formulas used in this mod.

If you have the skills and the time to help me accomplish this, please head over to YouTube and leave me a message- I will get back to you as soon as I can.

For everyone else, you can look forward to some new features that I feel will help round out the rough edges of this mod pretty well. It might take a few weeks though.
Posted on November 4, 2012 2:34AM by ArpyClarkson
Love the idea and for the most part it works fine. The only issue I have is when I leave a car that has been warmed up to above the 1/2 mark it will not cool down beyond that point no matter how long I leave it. Is this a known issue, is it just mine or is that how its supposed to be?
Posted on November 4, 2012 7:10PM by Didge3
@Didge3 That is more of a limitation than a fixable issue. A car that is newly spawned into the game always has its engine off, unfortunately, once you turn the engine on it will remain so- regardless if you turn it off by holding down F or whatever. To my knowledge there is no way to fix that unfortunately.
Posted on November 4, 2012 8:58PM by ArpyClarkson
Hey Arpy, where do I put this? I'm knew to the site haha.
Posted on November 17, 2012 8:45PM by Cavasar
@Cavasar Hey, sorry for the late reply- but what ya want to do first is download Scripthook.dll for GTA. Just google it, it's not too hard to install. Anyways, once Scripthook is installed you'll have a folder called 'Scripts' in your GTA root- then all you have to do is place my script inside the script folder and you should be all set.

Let me know if ya have any issues getting it to work, i'll try and help the best I can~
Posted on November 19, 2012 7:47PM by ArpyClarkson
hi arpy its a great mod n i really wana try it so can u plz guide me step by step how to install it as u mention b4 i got scripthook.dll n copy it to root directory but didnt work for me so plz guide me thanks in advance.
Posted on December 8, 2012 10:12AM by Rusty_M
If you have scripthook.dll installed you should be able to just extract EBO_1.1.zip right into your GTA root. If you don't wish to do that, simply open the zip and a copy the contents of the "scripts" folder into "scripts" folder in your GTA root.

If you do not have a "scripts" folder in your GTA root, then you have not installed scripthook.dll correctly- in which case i cannot help you, but there are plenty of tutorials on google for that~

Sorry for the late reply, i don't get around much anymore.
Posted on December 11, 2012 8:34PM by ArpyClarkson
I was trying but I don't know how I can change the location of the GUI to the left. I want put it to the right of the minimap.
Posted on January 1, 2013 8:23AM by Solodos
@Solodos To move the GUI you need to change the GUILocationX and GUILocationY to move the GUI along the X and Y axis respectively.

The value must be between 0 and 1, and is represented in percent of your screen. (ex. a value of 0.5 is 50% of your screen, thus, in the middle of your screen.)

There is an error is the readme file stating that these value must contain an 'f' after them- I was wrong on this and the 'f' does not have to be behind any value in the readme file- infact, placing an 'f' after any value in the readme file will result in the script using the default value and not the value you set.

TL;DR (Too Long; Didn't Read)

In your ebo.ini file change GUILocationX to a value like "0.10" and change GUILocationY to a value like "0.75", remember you do NOT put an 'f' after these or any other value in the .ini file.
Posted on January 2, 2013 7:10AM by ArpyClarkson
Good, thanks you very much ArpyClarkson. It was because the final f. Now I have it where I wanted.
Posted on January 2, 2013 1:25PM by Solodos
I really like this idea, but there are some things I wish for features:

- One of the thing is that it seems quite hard to ever overheat, as multiple people have pointed out. I've tried heavy cars (to pull more), I've tried fast cars (to go faster), but the only way I got to blow up the engine is to drive like an idiot with lots of sharp turns and accelerations and pressing the handbrake a lot to make it rev up. This is of course not the way you drive, so it's not an option. And otherwise simply revving with the handbrake or doing burnouts will get it there. But I really wish there would be that "threat" of burning up the engine when racing through the city or over the freeway maybe, but it never seems to reach that, so it's as if the feature isn't even there. Perhaps there could be some kind of feature to set the "global" multiplication of the heat/temperature so that everyone could basically set the "level of overheating" themselves.

This is the main concern though, sorry that it's so long. But besides that I have some smaller ideas. There has been mention of the GUI and features for it, but some of the things I'd like would be:

- Resizing, or even different skins as other people said.

- I'd like to see a more subtle style to the Temperature-meter, like more transparent or just the lines only (like some Speedometers have).

- Perhaps some more optional components, like how you can already turn on and off the RPM-meter, which I did turn of because I use a different one already, but it's great that the option is there.

For example, I think it would be really great if it was possible to have a simpler Temperature-meter (as said), but also a seperate and clearer warning-light. And then it would be cool if it would actually seem to light up, and at the point where you really need to back off of course. Heck, maybe you could even trigger a "warning-sound". That sound which you get before navigation-system gives direction would be perfect, you know, that "ping". (I know, I'm getting a bit far ahead here, but it would be cool. :P)

- And one more thing, which I think also has been mentioned, is that it would be interesting if there was really some way that the would blow up and just catch fire. With some kind of combination of high RPMs, pure heat and maybe speed. I don't know if it would be possible to make the engine go to like "100% damage" (or whenever it burns) when it would read a combination of those things. That would be really cool, it would most likely occur during chases, cause I often really wear out cars and I could imagine it just catching fire at that point when using some script like this.

I think that's about it. Oh, and if you need help, maybe the creator of the 'RpmGauge and GearBox Script' (username: tartexs) could give some advice. I use it and it works just fine (apart from the gear-indicator, which is just an issue with GTA's weirdness), and I like the look of that and you can just put it and resize it all over the place, plus the optional components. I don't really care for skins to be honest, I like plain meters for car-information.

But I really appreciate the effort for such mods. Only I wish it would at least have more effect, cause it doesn't really work for me right now.

Posted on January 8, 2013 10:49PM by Damage Inc.

You are welcome and I am glad I could help- sorry for the false information in the readme :x


I really appreciate the feedback and I'm sorry for the late reply- as you may know I have discontinued work on this mod; however, if there is still interest in this mod I could pick it back up. I will try to answer your questions the best I can below.

First and foremost is the reason why the mod doesn't feel finished simply is because it isn't. Back when I was working on this I was working on a v2 which I never finished- but would have fixed most the issues with the mod.

- Anyways, the overheating issue is due to a bad algorithm for overheating. I haven't thought of anything much better and I'm not too good at math- so I'm very limited to what I can do as far as overheating, but I will try to think of a better formula or maybe a different approach. The release I had planned for allowed the formula to be modified via the .ini file, so I'll be sure to keep that in.

- Resizing and move the GUI was something I tried to do, unfortunately the way I draw the GUI currently does not allow scaling, so I have to draw it another way- not a big deal, just have to figure it out.

- Alpha levels for the GUI might be possible, I'll look into what is possible- but at the very least I can make the image itself transparent.

- I was working on adding a lot of customization via the .ini file but had a lot of issues getting the .ini file to work- mainly because I didn't understand fully how the .ini file worked; but it can be fixed and almost everything can be customizable.

- I do believe I can use and play sounds from the game- however, I have no idea how to go about finding the name of that specific sound you stated, but I will look into it.

- I do not believe custom GUI skins are possible(?) probably wrong on this but I know that I personally have no idea how to accomplish it. The only way I know how to make it work is to have the skins physically put into the development environment- however, I am not good at photoshop and thus cannot make any skins; If someone would make up some skins and send them my way I'd be more than happy to include them.

- Currently when your engine is in the red zone on the temperature gauge the engine has a random chance to light on fire- I can tweak it so that its more probable, but I think I'll make it an .ini option. Might need to work on the system a bit more.

- Some other things I was working on is that when you leave the car- the last car you were in still retains engine information. So that means if your car is overheating you can pull over get out and walk around a bit and wait for it to cool down. Unfortunately due to GTA the engine temperature will never go all the way down, even if the engine is "off".

I will see what I can do- I am not on break anymore and have a lot less free time, but I'll see what I can do <3

Thanks for the feedback once again- its nice to know people are still interested in this mod~ I'll keep you all up-to-date if I get anything done with the new version, might take a few weeks though.
Posted on January 14, 2013 3:44PM by ArpyClarkson
Itd be awesome if you could make it where you could snipe the engine block where the car wont start I been looking everywhere for something like that. But 10/10 on this love the meter!
Posted on March 20, 2013 10:53PM by Korg0th
any chance of getting the source files, just to play with it myself?
Posted on April 8, 2013 3:35PM by born2bkilled

Well, being that the 2.0 release is about half a year late now- I am actually considering opening the source so I do not have to maintain the script. However, I did just get a nice break- and could spend some time finishing up this script for good.

I still don't know how to do all the stuff I wanted to do- I don't have a solid blow out equation, I have no idea how to get custom skins in, and I broke the GUI trying to add scaling.

So- what I will do is try and get the script working with what I have, comment it to all * (so you know what I was doing where), add all that great .ini stuff so people can customize it, and then i'll post the new version here and put the source on dropbox or something.

If I don't get around to it i'll just throw up the source as-is. If you don't hear from me again by May 6th- I might have died or something and you shouldn't expect anything~
Posted on April 23, 2013 9:21PM by ArpyClarkson
no worries mate, i actually think the skin isn't too bad, just needs to be smaller.

Posted on April 28, 2013 8:40AM by born2bkilled

sorry for the delay, forgot about it- never got to fixing anything or commenting it. If you have questions about something along the way feel free to contact me

as far as "legal" things go- feel free to edit, distribute, do whatever- but unless you rewrite the entire script, please don't take full ownership of it :P

Posted on May 18, 2013 12:30PM by ArpyClarkson
* this in 5min I'm going to my room to install this mod and blow a few engines out just for the * of it. Iv already rated 9/10 and not 10/10 because just like with everything a lot of work can still be done even with complete.

HEYT! I hope my other mods don't effect this mod. I have Godmod, traffic, speedometer, suicide bomber, car spawner and bodyguard mod. All aio working perfect and with this mod altogether it will add to my GOD REALISM.
Posted on June 14, 2013 3:45AM by yildirim
Hi Arpy, fantastic work on this mod man. I wanted to use it in conjunction with speedo and RPM Gear (no offence but I prefer his rev counter) which works fine BTW. I spent all day pissing about with the gui locations of these 3 (of course none use the same base, it goes by pixels with some and not others!) to get them to come together beautifully in the bottom right corner then realised that I couldnt see the phone! I play without the mini map and wanted to put the rpm and temp side by side inside the HUD. So the question is, any chance of adding rotation as well as size variables in the .ini? Still awesome work, thanks loads
Posted on June 26, 2013 4:14AM by TomBDBad
Unfortunately, the way I wrote the script does not allow for the rotation and resizing of the GUI. I was changing it for the 2.0 release- but I have stopped working on that (though I do feel bad leaving the script unfinished).

If you know a thing or two about C# you are more than welcome to download the sourcecode and change the GUI draw method to one that allows rotation/scaling. I was hoping someone would have picked up and edited this script so I didn't have to- but I might take another look at it if time permits.

I may just go add a quick .ini fix to allow everyone to change some of things that you cannot currently (such as the equation for engine overheating), I'll see what I can do :x
Posted on July 1, 2013 1:26AM by ArpyClarkson
Well I went to mess around with the the script and realized that I no longer have GTA 4 installed, nor do I have the cd for it anymore- I also do not feel like torrenting it. I could theoretically mess with the script, but I have no way to test it- and besides, by the time I would have gotten it fixed; GTA 5 would be out <3 so i'm just going to leave it for good and let someone else take over if they want <3 If GTA 5 has scripting capabilities maybe i'll consider porting this script or something~
Posted on July 6, 2013 8:12PM by ArpyClarkson
Thanks Arpy, (I'm sure I did post a thanks already? but might have used naughty words, sorry admin.) for having a look anyway. Frustratingly I am one of those annoying people who know just enough to create problems when it comes to editing script's, it took almost all day just to get those bits lined up! Fingers crossed V is moddable. You and your fellow scripters and modders do such awesome work to improve and enhance the already fantastic gaming experience rockstar provides. (sufficient rocksta*ses kissed there i beleive?!)
Posted on July 19, 2013 2:07PM by TomBDBad
Good news, After almost a full year of neglect- I have decided to go through with Engine Blow-Out 2.0; and thankfully it is not all hot air like before <3

I have committed a few hours into the new developments, and I can already see this becoming something much more complex than the old script. I have not tested anything, but here are a few things in the works (whether or not they are in the final release depends on if they work at all):

-Persistence of engine data after you leave the vehicle (supports your last car, and the car before that).

-Custom GUI stuff AKA textures you can edit (have not tested, but it seems to be what I needed to get it to work)

-The better drawing method that allows scaling (again, haven't tested, and haven't even coded it in yet- but i'll get it working, I swear)

-A new way of doing overheating, I'm going to do an algorithm rather than an equation (an algorithm is like a series of steps or something- once again, haven't coded this yet)

-Massive improvements on the INI and the overall customization of features and stuff (GUI has been split, you can enable/disable it in parts and move those parts independently- I.E. disable the RPM gauge and keep the temperature one)

-Also some minor things that no one will probably notice (like it playing a sound when you're overheating)

So yeah. Don't hold your breath, but it *should* be coming soon-ish~
Posted on August 21, 2013 5:15PM by ArpyClarkson
can't wait to see the new version :)
Posted on August 23, 2013 11:54AM by Deve
Interesting, I would like to try it. :)
Posted on September 17, 2013 8:52PM by Damage Inc.
Please remodel the gauge it's very big, do a digital one, or at least let us change position. Great mod tho! Registered to say thanks
Posted on September 19, 2014 12:11PM by MADNJPN
Look forward to a GTA V port in the near future ;)
Posted on April 15, 2015 6:45PM by ArpyClarkson
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