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If an electric vehicle is incorrectly identified as a fuel vehicle, you can manually change the unit at the end of the corresponding vehicle entry under the [Fuel&Electric] section in the configuration file from L to kWh, then manually refresh the configuration file in the game for it to take effect.
@remogaming This script currently does not provide support for gamepad.
@asdas98 Theoretically, this script can automatically recognize electric vehicles. The current reason might be that your Tesla has more than one forward gear, so it was identified as a fuel vehicle by the script. You can use OpenIV to open your Tesla mod and modify <nInitialDriveGears value="XXX" in handling.meta, setting XXX to 1, i.e., <nInitialDriveGears value="1"
@0riscape Regarding the issue of the vehicle automatically starting after refueling, I did notice it before, as well as the recognition problem with electric motorcycles. These issues have now been fixed. I will release the latest version 2.1.1 soon. Thank you.
@asdas98 You can currently directly set the unit at the end of [Fuel&Electric] corresponding to Tesla from L to kWh, then refresh the configuration in the game to update the custom vehicle type.Just like changing TESLA123,MODELY,54.0L to TESLA123,MODELY,54.0KWh, then under the [Models] section set MODELY=45 (any capacity you want), the script will automatically recognize whether 45 is a fuel value or an electric value based on the custom vehicle type you set.
@grubyydyd I have added support for electric vehicles in the latest version 2.1. For details, you can check the update notes.
@Xire Regarding the engine on/off key, you can set both keys to 0, and the script will automatically disable the engine switch function. As for other content, it involves the script's mechanism chain, so it cannot be disabled. We apologize for this.😂
@Xire Sorry, I didn't fully understand. Do you mean you want separate INI options to enable/disable individual features (like HUD, fuel consumption, gas stations, etc.) for better mod compatibility?Currently, a better way is to move unwanted HUD content off-screen using coordinate settings, for example by setting both the X and Y axes to negative numbers, so that you won't see a certain item.
@grubyydyd Regarding electric vehicles, flying vehicles, and boats, I should gradually provide support in subsequent updates.
@powerr742 The test environment for this script has always been the Legacy Edition, and at the same time, we have heard feedback from some players that the Enhanced Edition can also be used.