Carregando...

AdvancedFuelSystem (DashHook Support) 3.1.0

Baixar

6.640

AdvancedFuelSystem (AFS)

Note: This version is a complete rewrite, not a patch on old code. The old FuelAndElectricSystem is no longer maintained. Future fixes, optimizations, and updates will be based on v3.0.0 (AFS). The following lists all feature changes and additions from the old version to the new one.
Regarding the v3.0.0 version, the configuration file will be generated as an INI file in the same path when the script runs for the first time, allowing custom parameter settings. If you are unclear about the meaning of the configuration file, you can find the README.txt file in the downloaded script archive, which contains detailed explanations and format references at the bottom. Also, when using v3.0.0, you need to delete the old FES script and its corresponding configuration files to avoid unnecessary performance overhead. Additionally, if you do not use the DashHook script, it will not affect the script's operation; it will only mean that you cannot see the correct fuel gauge pointer and low fuel warning light on the vehicle dashboard.
Due to work reasons, starting from version 3.1.0, although I will continue to update, it won't be too frequent.Because repeatedly writing code and testing/debugging in my spare time is really mentally draining, haha.

【1】Realistic physical fuel consumption — press the throttle, and your wallet shrinks

1. Fuel vehicles / Electric vehicles: Every press of the accelerator fights against four forces: terrain (fuel consumption doubles in swamps), water depth (wading resistance spikes), slope (uphill is like drinking fuel), and aerodynamic drag (above 70 mph, air feels like a wall). At the same time, the higher the RPM, the more fuel is injected; the deeper the throttle, the wider the throttle body opens — your right foot is the fuel gauge switch: gentle driving saves fuel, flooring it is a money shredder. The instantaneous fuel consumption color gradients from white to red; the deeper the red, the more the engine is struggling. Electric vehicles also cannot escape these four resistances, but they burn electricity instead of fuel. However, when coasting with the throttle released, regenerative braking recharges the battery, and the HUD shows the regeneration percentage, giving you some psychological comfort of "I'm saving electricity."

2. Jets: The higher you fly, the more fuel you save (thin air at altitude), but engaging afterburner will make the fuel gauge plummet.

3. Helicopters: Hovering consumes much more fuel than level flight; climbing is even more of a fuel hog.

4. Boats: The rougher the waves, the more outrageous the fuel consumption — want to race across the sea? Ask your fuel tank first if it agrees.

【2】Gas station brands — each has its own personality

There are four gas stations in Los Santos, with different prices, octane ratings, and refueling speeds:

1. LTD (98): Most expensive, suitable for high‑compression engines (supercars, open‑wheel racers).

2. RON (95): Moderate price, suitable for most civilian performance cars (ordinary sedans, SUVs, muscle cars, classic sports cars).

3. XERO GAS (92): Cheap, suitable for medium‑low compression engines (off‑road vehicles, pickups, service vehicles).

4. GLOBE OIL (88): Cheapest in town, suitable for low‑compression durable machines (industrial vehicles, military vehicles, large trucks).

It's not that one fuel is "good" or "bad", but different octane ratings correspond to different compression ratios. If you use the wrong grade, the car will directly tell you it's unhappy.

【3】Maintenance center — "GLASS HEROES AUTO REPAIRS" (when driving a fuel vehicle, you can see a blip on the minimap)

1. "GLASS HEROES AUTO REPAIRS" offers engine repair and octane boosting services. Stop near the work bay, hold ENTER to start. The charge includes labor and octane additive fees.

【4】Consequences of insufficient octane — power reduction + knock damage

1. Supercars and F1 cars only accept 98. If you put 92 in them, the ECU immediately restricts torque, acceleration becomes sluggish, and in severe cases, engine knock occurs — bang bang bang, engine health drops sharply, eventually leading to total failure.

2. Ordinary sports cars are fine with 95; occasionally using 92 is tolerable, but it will show "POWER REDUCED".

3. Off‑road vehicles, muscle cars, pickups, etc., run happily on 92.

4. Industrial, military, and trucks can even use 88 — they are tough and durable.

(Not all vehicles can eat low‑grade fuel. When octane is insufficient, the HUD will directly tell you whether it's "POWER REDUCED", "ENGINE KNOCK", or "LIMP MODE". Meanwhile, your car may emit black smoke, and the engine may shake like it has Parkinson's.)

【5】Dedicated HUD — each vehicle type has its own display

1. Fuel vehicles: Instantaneous fuel consumption, average fuel consumption, range, octane (current/required), status messages.

2. Electric vehicles: Instantaneous power consumption, regenerative braking intensity, range.

3. Helicopters: Power percentage, range, hover time, flight status (ground/hover/level flight).

4. Aircraft: Fuel flow, engine efficiency (high efficiency at altitude).

5. Boats: Power percentage, range (wave effects reflected in real time).

【6】Daily oil price fluctuations — fill up today or tomorrow?

1. Each in‑game day, oil prices randomly fluctuate; the rise/fall range is shown in the gas station info. If you're budget‑conscious, you can wait for a low‑price day to fill up, saving enough money for two snacks.

【7】Military base free fuel — provided you get out alive

1. The helipads and runways at Fort Zancudo offer government‑contract fuel, completely free. Civilian planes and helicopters can also take advantage, but low‑altitude intrusion will immediately trigger a wanted level, and the guards are not pushovers. Whether you can take off after refueling depends on your skill.

【8】Payment evasion — fuel companies will hunt you down

1. Refueling/charging is pay‑after‑service; after completion, you must pay within a specified time.
If you simply drive off, you will first receive a polite reminder (on‑screen prompt).
-- If you exceed the time limit without payment, a wanted level is triggered (random level).
-- If you abandon the vehicle and run away, the fuel company will send a sarcastic text, e.g., "You left your helicopter on the helipad just to save a few dozen dollars on fuel? Did a rotor hit your head?"

【9】Supply point navigation — gas stations all over the city

The script includes all refueling points, charging stations, helipads, airports, docks (including military bases) across Los Santos. When driving the corresponding vehicle, the nearest supply point is automatically displayed on the map, with different brands color‑coded. When you approach, the price is shown. Hold ENTER to start refueling/supplying; during supply, the vehicle automatically shuts off to prevent rolling.

【10】Physical formula reference — treat every drop of fuel seriously

All fuel consumption calculations reference real‑world engineering principles: vehicle universal characteristic curves, helicopter rotor power, jet engine thrust‑specific fuel consumption, ship resistance vs. speed relationship. Although simplified, the core trends fully conform to physical intuition — cars consume more uphill, jets are more fuel‑efficient at high‑altitude cruise, helicopters consume more energy when hovering.

【11】Script runtime requirements

ScriptHookV
dinput8.dll (provided with ScriptHookV)
ScriptHookVDotNet v3.7.0 or enhanced SHVDNE
.NET Framework 4.8+
Tip: This script saves fuel data based on license plate numbers. You can pair it with my other script PersonalVehicleSaver for a more complete vehicle management experience (https://www.gta5‑mods.com/scripts/personalvehiclesaver)

【12、Acknowledgments】

Special thanks to all the test pilots, veteran drivers, and boat captains who participated in internal testing. Your brutal driving and relentless payment evasion testing made this mod both realistic and enjoyable.
Enjoy driving, and don't forget to pay for your fuel. If you can't even afford fuel, then ride a bicycle — bicycles indeed don't consume fuel, but don't ask me why.

v3.1.0 Changelog
-- "Fuel Purity" officially retired, octane rating takes over: The old "quality" was too vague, now replaced with the gasoline octane numbers you're familiar with — 98, 95, 92, 88, clear and straightforward. The HUD will show "Current / Required", turning green if met, red if not. Gas station popups will also display the grade, e.g., "LTD (98)".
-- Stalling penalty is gone, power reduction + knock damage arrives: With insufficient octane, the ECU directly limits torque, and acceleration becomes a crawl. In severe cases, the engine knocks, engine health drops sharply, black smoke comes out the tailpipe, and it shakes like it has Parkinson's. The HUD will tell you in real time whether it's "POWER REDUCED", "ENGINE KNOCK", or "LIMP MODE".
-- When driving a vehicle with low octane, the script will remind the player of the correct octane grade required and the risk of continuing to drive.
-- Brand octane adjustments: LTD 98.00 / RON 95.00 / XERO 92.00 / GLOBE 88.00 /. Different vehicle categories correspond to different octane thresholds; new vehicles start with a random octane within the range of that category, ensuring you won't get a Ferrari that requires 92.
-- Maintenance Center — "GLASS HEROES AUTO REPAIRS" offers engine repair and octane boosting services. Stop near the work bay and hold ENTER to start. The charge includes labor and octane additive fees. (When driving a fuel vehicle, you can see the icon on the minimap.)
-- Old save auto‑migration:
Previous "VehiclePurityRecords" will automatically convert to "VehicleOctaneRecords", no need to manually edit the config file.
-- Simplified some existing logic for further performance improvements.

v3.0.6 Changelog
-- Fixed compatibility issues with ScriptHookVDotNet-v3.7.0 for Legacy version.
-- Fixed the omission where the EV HUD display still showed KM when the unit was set to Imperial, and reasonably increased energy consumption for electric vehicles.

v3.0.5 Changelog
-- Ground type detection: Grass, sand, swamp, and all unpaved surfaces now impose additional load on the engine based on the surface material, with different terrain types corresponding to different fuel/electricity consumption penalty bonuses.
-- Load physics simulation: Fuel vehicles, electric vehicles, jets, and boats now all incorporate terrain, wading depth, and slope resistance calculations. Instantaneous fuel/energy consumption changes in real time with total load — the higher the load, the darker the color on the HUD's instantaneous value (white→red gradient). (Note: The color gradient feature is currently only available for fuel vehicles, electric vehicles, and jet aircraft.)

v3.0.4 Changelog
-- Added driving detection in wading areas. Now when you drive a vehicle in wading areas, the water resistance increases with depth, causing fuel consumption to surge significantly.

v3.0.3 Changelog
-- Rewrote the jet fuel consumption formula so that when the afterburner is engaged at maximum thrust, fuel consumption is 2-3 times that of military thrust, based on realistic reasoning.
-- Created and applied new helicopter flight state detection logic and ground/airborne monitoring logic.
-- Made the fuel bar color for ground fuel vehicles directly related to fuel purity. Currently, the lower the purity, the fuel bar is no longer pure green.
-- Also fixed the game's built-in disgusting and counterintuitive jet air brake-flameout mechanism. Now, when braking in the air with a jet, the engine will not completely shut down (this is an additional feature).
-- Added a configuration file cleanup mechanism logic. The script will now check if the number of parameters in the current config file exceeds the manually set limit, and will automatically remove the excess (automatically deleting the oldest, long-undriven vehicle parameters). The manual limit range can be set in the config file via MaxVehicleRecords=XX.

v3.0.2 Changelog
-- Added switching function between US/Imperial units. You can now set it in the configuration file via UnitSystem, 0=US units, 1=Imperial units.
-- Fixed the logic issue where, when the driving vehicle's license plate number had fewer than eight characters and was saved, it would not overwrite the original parameters but instead continuously append duplicate entries.
-- Fixed the issue where electric vehicles would still consume a small amount of electricity even when the accelerator was not pressed, and overall increased the electricity consumption rate.
-- Increased the fuel consumption rate of helicopters.

v3.0.1 Changelog
--Added state detection for electric vehicles; now if you drive an EV within charging station range and do not come to a stop, you cannot trigger any interaction or service.
--Added balance detection; now if your balance is insufficient, you will not be able to pay the bill, and the fuel company will send you a notification.
--Changed all script interaction keys from press to hold, to prevent simultaneous triggering with other external content, making the script interaction more independent.
--Fixed a bug where, if you drove away while the refueling prompt was triggered at a fuel pump, and then returned to the pump's range, the refueling prompt could not be triggered again.

v3.0.0 Changelog
Note: This version is a complete rewrite, not a patch on old code. The old FuelAndElectricSystem is no longer maintained. Future fixes, optimizations, and updates will be based on v3.0.0 (AFS). The following lists all feature changes and additions from the old version to the new one.
--Separate physics calculation logic for each vehicle type (cars/helicopters/planes/boats), with all models referencing common sense in respective engineering fields, closer to real driving experience.
--Full support for helicopters, including hover and high-altitude flight fuel consumption models (higher altitude = higher consumption, hover consumes significantly more than forward flight).
--Full support for fixed-wing aircraft, simulating high-altitude cruise efficiency and afterburner consumption (thin air at high altitude reduces drag, lowering cruise fuel burn; afterburner dramatically increases consumption).
--Full support for boats, accounting for wave-induced resistance affecting fuel consumption (waves increase drag, consumption changes dynamically with sea state).
--Independent electric vehicle consumption model with simulated regenerative braking effect.
--Optimized the original fuel vehicle consumption formula (introduced complete engine power detection for uphill/downhill gradients).
--Different content displayed by vehicle type: fuel cars show fuel consumption and fuel purity; EVs show power consumption and regeneration intensity; helicopters show power and flight status; planes show fuel flow and thrust efficiency; boats show power and range.
--First introduction of fuel purity – different brands have different fuel quality; fuel vehicles evaluate their own purity requirements based on their characteristics. If purity drops below requirements, it may cause temporary engine stall. When refueling, old and new fuel mix, dynamically changing purity.
--Added four major fuel brands (LTD/RON/XERO GAS/GLOBE OIL), each with different prices, quality, and supply speed. Gas station brands are distinguished on the map by different colors and names.
--Added daily random price fluctuation range with limits (to prevent extreme price spikes or crashes). Near a station, today's change percentage is displayed, allowing players to choose the best time to refuel.
--Refueling logic changed: refueling/charging costs money over time, pay after refueling. You may leave the vehicle during refueling without interrupting the process (vehicle automatically shuts off and remains stationary during supply to prevent movement).
--After refueling or charging, you must pay the bill within a specified time. If you drive away after refueling, the fuel company will send a reminder SMS and a warning; failure to pay in time triggers a random-level wanted level.
--Added taunts from fuel companies: if you abandon the vehicle after refueling to avoid payment, the company sends a mocking SMS.
--Military base (Fort Zancudo) provides government-contracted fuel free of charge, but beware of base defenses.
--Fuel level, fuel purity, battery level, average consumption, range, etc. for each vehicle are automatically saved to the config file and won't be lost after game restart.
--Fixed the issue where old version misidentified tank vehicles as electric vehicles.
--Fixed performance degradation caused by frequently switching vehicles.
Show Full Description

Primeiro envio: 03 de janeiro de 2026
Último envio: há 9 horas atrás
Último download: há 6 minutos atrás

All Versions

 3.1.0 (current)

72 downloads , 213 KB
há 9 horas atrás

 3.0.6

410 downloads , 205 KB
há 9 dias atrás

 3.0.5

189 downloads , 206 KB
29 de julho de 2026

 3.0.4

614 downloads , 204 KB
22 de julho de 2026

 3.0.3

430 downloads , 202 KB
15 de julho de 2026

 3.0.2

464 downloads , 203 KB
08 de julho de 2026

 3.0.1

460 downloads , 201 KB
04 de julho de 2026

 3.0.0

593 downloads , 200 KB
28 de junho de 2026

 2.1.3

814 downloads , 180 KB
04 de junho de 2026

94 Comentários