Fuel Mod v3.1.2

by Gangsta Killa
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By Gangsta Killa

Version: 3.1.2 Beta (21/11/2009)
http://www.gtaforums.com/index.php?showtopic=399649&st=0

Change log

* - 3.1.2 (21/11/2009)
* -- fixed an bug in the per frame drawing event that would cause the mod to crash when ran with the speed limit mod by lilmcnessy
* - 3.1.1 (16/11/2009)
* -- fixed an error where the gauge framework was using static values, rather then the xml
* -- added the cognosceti to the carDB
* -- added the ability to add new vehicles to the carDB.
* - 3.1.0 (16/11/2009)
* -- added the gauge framework
* -- added the ability to add user stations / pumps

Introduction

This mod will add fuel to the vehicles of IV, now you have to monitor your fuel levels before undertaking missions or fighting with the police! You'll never know when you'll run out of juice. With stations being dotted around liberty city, you're never far away from fuel. But if you're feeling lazy, you can call the mobile refueling service which will spawn a tanker nearby. If you do run out of fuel you can call the emergency service, who'll come and top you up with enough fuel to get you to the station, for a price.
Features

* customisable car database. Allowing each car to have it's own tank size and fuel usage rate.
* Fuel usage calcuated by the vehicles RPM, and the cars usage rate from the db
* Petrol and Diesel fuel types, only certain vehicles are diesel at the moment.
* Station and pump system, allowing for many pumps per station. (customiseable)
* Rescue and mobile refueling service called by the mobile numbers
* Gauge display, with speedometer, tachometer and fuel gauge.
* Ability to create skins for the gauges
* Included database editor

Requirements

* GTA IV 1.0.4.0 (TITLE UPDATE 4, NOT UPDATE 5(1.0.0.4))
* Dot Net Scripthook 0.893 http://www.gtaforums.com/index.php?showtopic=392325&st=0

Installation

There are two ways of installing, one is to use the installer edition, or to install the script manually

To install manually, place the gkfuelmod.net.dll, gkfuelmod.ini and fuelModData into the scripts folder of your IV directory. Then run the game
Playing

You can set many defaults through the ini file, changing these will affect how the mod starts up. The current defaults are

* Show Speedometer
* Show Fuel Gauge
* Show RPM gauge
* Show status lights
* Don't start mod automiatcally

When you first enter a car, you'll notice the speedometer and status lights are now visible, there are 5 status lights. Orange engine, red engine, hazard lights and fuel warning light. When the mod is firsted started up, and isn't enabled yet, all status lights, except the hazard warning lights will be visible. When the mod is enabled by using ctrl + o. The red damage indicator should go off, and the fuel gauge should choose a random level. Dependant on level the fuel warning light will go off or remain on.

You should now be left with the orange engine and battery lights on. These indicate that the engine isn't started running, to start the engine press ctrl + r. Once the engine is started the lights will go off. You can now drive around, keep an eye on that fuel gauge though!

There are diesel and petrol fuel in the game, the red checkpoints at a station is petrol, and the yellow is diesel. The only way to tell what fuel your car takes, is just to try both of them. If your car takes that fuel, the fuel gauge should start increasing.
Adding stations

You can add a station/pump whilst the gaming is running, however the script will need restarting to update the changes.

To start with, you need to add a station, unless you know the stationID of the station you wish to add the pumps to.

To add a station, bring down the script hook console by pressing ' at the prompt type the command addstation "stationname" "petrolprice" "dieselprice" (without the " ", and no spaces in the name)

Eg. addstation testStation 25 25

After you've added the station, you'll get a message saying the stationID you've just added, make a note of this. You'll need this to add a pump. To add a pump use the command addpump "stationid" "fueltype" (without the " ", fueltype is 1 for petrol and 0 for diesel)

eg. addpump 4 1

Now use the command reloadscripts, once the mod has reloaded. You should find a yellow or red marker at the station you've just added.
Rating:
8.73/10 - 15 votes
Downloads: 8,962
Added: July 27, 2013 10:34AM
Last Downloaded: August 30, 2014 7:10PM
File Size: 302.74 KB
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why would you post a mod from 2009?
Posted on July 27, 2013 8:25PM by R3vollv3r
@R3vollv3r: Do you see this version on this site? No. That's why. :)
Posted on July 27, 2013 9:16PM by cornflakes4u
Its always nice to have the current version uploaded.
Posted on July 27, 2013 9:41PM by Horizon
I have 1.0.7.0, I couldnt get this mod could I?
Posted on July 27, 2013 9:47PM by EmptyBurrito
Which emergency service should I choose?

And it seems like couldn't refuel an added car. No problem with replaced car.
Posted on July 28, 2013 2:57AM by MkeCra
I doubt this script functions properly on 1.0.7.0, but I could be wrong.
Posted on July 28, 2013 9:19AM by cornflakes4u
the best fuel mod. but how to use emergency petrol? works good thou
Posted on July 30, 2013 1:47AM by altmax2000
The car wont start

Posted on July 31, 2013 10:26PM by undercover1234
Works fine on 1.0.7.0.
Posted on August 2, 2013 10:57AM by kograman
i use modded cars but when i go the gasoline station nothing happens. i tried yellow and red marker. i just stop at the yellow and red marker and nothing happens. why is thissss
Posted on August 16, 2013 12:22PM by jhoana90
im so tired of hitting ctrl+R can some one please tell me how to make it auto start the car?
Posted on September 3, 2013 12:25AM by oregonmodding
im so tired of hitting ctrl+R can some one please tell me how to make it auto start the car?
Posted on September 4, 2013 12:11PM by oregonmodding
im so tired of hitting ctrl+R can some one please tell me how to make it auto start the car?
Posted on September 4, 2013 12:34PM by oregonmodding
im so tired of hitting ctrl+R can some one please tell me how to make it auto start the car?
Posted on September 5, 2013 12:17AM by oregonmodding
@ Gangsta Killa

Great work man, 10/10 is an understatement xD This mod adds a nice immersion feel. I was wondering if it would be possible to add a manual transmission feature in the next version? Please reply when you can, I appreciate it. Many thanks
Posted on September 15, 2013 11:07AM by Gaming Fanatic
Seems to work just fine, even better than this other Fuel-mod I've used, even though they did a good job on that. But there are a few details bothering me:

First of all, it says the HUD-elements are customizable. But I guess that just means between the two versions that are included? I wish I could make it look different, for example, that the fuel-meter would just be a more simple bar for example. I see some examples in the screenshots. Is it still possible to get that style?

Another thing that would be nice is to be able to set the position of the HUD-elements. I'd like most of it to be on the other side in a specific position around the mini-map. Is this possible or could it be added? Maybe even the ability to change the size.

Also, it's possible to change the keys right? Well, how do I do this exactly? Because I typed in some keys in the .ini-file, but the keys didn't work. I'm thinking I got the names wrong for the keys. But is it even possible to, for example, start/toggle the engine with "Space+LeftAlt?".

And finally, I noticed that the meters were already displayed when I didn't enter a vehicle yet. This is probably because I set the mod to start right away. But isn't it possible to only have it display all the indicators only when you're in a vehicle, without having to press CTRL+O to start the mod?

Otherwise, it's really nice, very well done. But I'd really like these details to work out. :)

Oh, one more thing; How do I call the "mobile fuel service"? In the ReadMe it says I can call them by the numbers, but what numbers? Will they be displayed once I run out of fuel? Well, perhaps it would be handier if there was a "contact" placed in the cellphone (if this isn't the case already). I think that should be possible, as there are mods that use the phone-menu as well.

So, just some feedback and ideas. Thanks for this. :)
Posted on October 13, 2013 1:37AM by Damage Inc.
I found a bit of an issue, which I personally would like to see changed;

You know how you have to start every car that you enter, right? Well, I don't have much of a problem with that when they were already off, but when you steal a car with someone in it, you have to start it again, and that's silly, and also annoying. This mod will turn off every car that you enter, including when you enter one as a passenger such as with a cab-ride. The only time it doesn't turn off the engine is when you've already turned on one, then exit (without turning it off) and then enter it again. But for the rest it just turns everything off, no matter what. This could use a change so that you don't have to start every single vehicle.
Posted on October 18, 2013 10:44PM by Damage Inc.
Does this mod cause vehicles not to despawn? I think I've found a car from like 2 hours ago.
Posted on February 17, 2014 1:44PM by Tacumoto
I cant get it to work for some reason, I think it's because I'm on 1.0.7.0 instead of a previous version, but could anyone help me? I have installed everything correctly (can anyone link me to the version with the installer for the mod?)

Posted on April 26, 2014 4:34AM by LAWZonPC
I don't know how to call the emergency fuel service? Is there a number?
Posted on July 18, 2014 9:51AM by JahgDohg
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