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AdvancedFuelSystem (DashHook Support) 3.0.6

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Advanced Fuel System AFS (AdvancedFuelSystem)
A physics-based fuel consumption engine that injects soul into GTA V — say goodbye to a simple fuel gauge and embrace realistic driving economics.
Compatible with: GTA V (Legacy & Enhanced)
Welcome to the most hardcore, humorous, and throttle‑conscious fuel system mod in GTA V. This is not a simple "refuel–consume" loop, but a complete driving experience that combines aeronautical engineering dynamics, automotive thermodynamics, brand mysticism, and Los Santos' unique economics.

【1. Realistic physical fuel consumption — floor it, and your wallet hits rock bottom】

-- Ground fuel vehicles & electric vehicles: idle speed, RPM, vehicle speed, slope, wading depth, and ground type (swamp/sand/grass/off-road) collectively determine instantaneous fuel/electricity consumption (the color of the instantaneous fuel/electricity bar gradients from white to red based on combined resistance (terrain × wading × slope); the higher the load, the deeper the red, giving real‑time feedback when you step on the accelerator, so you can feel how much stress the vehicle is under). Electric vehicles additionally simulate regenerative braking — coasting with the throttle released recharges a small amount of electricity, and the HUD shows the regeneration intensity in real time. Off‑road enthusiasts, take note — your fuel gauge/battery may die before your suspension does.

-- Fixed‑wing jets: At high altitudes, the air is thin, so cruise efficiency is highest — the higher you fly, the more fuel you save. With full afterburner, fuel consumption skyrockets exponentially — calculate your return fuel before fleeing. During ground taxiing, ground type (swamp/sand/grass/off‑road) also affects consumption, so make sure you know what surface you're on before takeoff. Therefore, don't show off in the mud — your fuel will run out before your pride does. (Remember: jets are fuel‑efficient in the sky, fuel‑guzzling in the mud, and money‑burning in afterburner. Before fleeing, calculate your return fuel. If you're unsure, fly higher — altitude is always the cheapest gas station.)

-- Helicopters: The higher the flight altitude, the thinner the air, rotor efficiency decreases, and the engine needs more power to maintain flight, so fuel consumption increases with altitude. At the same time, hovering is also a fuel hog — fuel consumption during hover is far higher than during low‑speed level flight. Try to keep moving forward and avoid unnecessary climbs; otherwise, your fuel gauge will count down like a timer.

-- Boats: Waves cause the hull to pitch and roll, increasing drag dramatically and causing fuel consumption to surge. Want to race through rough seas? Ask your fuel tank first if it's willing.

【2. Gas Station Brands — More Than Just a Sign】
Los Santos has four major fuel giants, each differing in price, quality, and refueling speed:
LTD: most expensive, but top-tier quality and fastest refueling – the choice for performance‑oriented drivers.
RON: moderate price, stable quality, decent refueling speed – safe bet for most daily drivers.
XERO GAS: cheap, slightly lower quality, slower refueling – for budget‑conscious citizens.
GLOBE OIL: cheapest in town, but lowest quality and slowest refueling – for the "it just needs to run" crowd.
Higher quality fuel makes the engine run smoother; cheaping out on fuel will eventually cost you.

【3. Fuel Quality and Stalling Risk — Your Car Is Pickier Than You Think】
Different vehicles have vastly different tolerance for fuel quality:
Supercars: extremely picky, must use high‑quality fuel (like LTD) consistently, or risk sudden power loss on the track – a plane can glide, you'll just coast awkwardly.
Open‑wheel race cars (like F1): even more sensitive than supercars, basically require top‑tier fuel, or they'll leave you stranded.
Sports cars and performance cars: fairly demanding, but can tolerate an occasional mid‑grade fill.
Off‑roaders and muscle cars: relatively forgiving, can run on slightly lower quality, but long‑term poor fuel will still cause issues.
Industrial and military vehicles: tough and tolerant, least picky – they're built for heavy work.

When you refuel, new fuel mixes with the remaining old fuel in the tank, dynamically changing overall quality. Sticking to the same brand stabilizes quality at that brand's level; frequent brand changes cause quality to fluctuate, upsetting the engine.
During driving, the engine continuously evaluates the risk of stalling based on current fuel quality and its own "sensitivity". Lower quality and more sensitive engines mean higher stall risk. If unlucky, the engine may cut out, requiring a short wait before restarting. Imagine you're flat‑out on the track and suddenly lose power – that's a beautiful disaster.

【4. Custom HUD — Every Vehicle Has Its Own Dashboard】
The mod offers three HUD display modes (text‑only, bar‑only, hybrid). Different vehicle types show different key data:
Fuel cars: instantaneous consumption, average consumption, remaining range, fuel quality (color‑coded red/yellow/green), stall risk warning.
Electric vehicles: instantaneous consumption, regeneration intensity percentage, range estimate.
Helicopters: power percentage (intuitive engine load display, very high during hover and climb), remaining range, flight time, flight state (ground/hover/cruise).
Fixed-wing aircraft: fuel flow, engine efficiency percentage (higher at altitude, more economical).
Boats: power percentage, range; wave impact on consumption is reflected in real time on the power bar.

【5. Daily Fuel Price Fluctuations — Fill Up Today or Tomorrow?】
Each in‑game day, oil prices fluctuate randomly, with a percentage change displayed. Savvy owners can wait for a low‑price day to refuel and save enough for a couple of snacks.

【6. Government Contracts — Fuel Covered by Los Santos, Provided You Leave Alive】
The helipads and runways at Fort Zancudo enjoy a Los Santos government contract – military fuel is completely free. Civilian aircraft and helicopters can also take advantage, but only if you can refuel and get out alive. The military base is a no‑fly zone; low‑level intrusion will instantly trigger a wanted level, and soldiers won't listen to reason.

【7. Fare Evasion – Fuel Companies Are Not to Be Messed With】
After refueling or charging, you must pay the bill within the allotted time. If you drive, sail, or fly away:
The fuel company will first send a polite reminder via SMS or on‑screen prompt.
If you still don't pay after the grace period, a random‑level wanted status will be triggered, and cops will chase you relentlessly.
If you really can't pay and decide to abandon the vehicle – the fuel company will send a mocking SMS, ridiculing your inability to afford fuel.
Sample taunts:
"You abandoned a helicopter just to save on AvGas? Did your rotor blades hit your head?"
"Running a fuel bill on a multi‑million‑dollar jet? Are you here to joke?"
"Your boat is now an artificial reef. Congratulations."

【8. Refueling Point Navigation – Gas Stations All Over the City】
The mod comes with all refueling points, charging stations, helipads, fixed‑wing airfields, and marina berths across Los Santos (including the military base). When driving the corresponding vehicle, the map automatically shows the nearest supply point, with brands distinguished by color. Near a supply point, the screen shows the current fuel or electricity price and prompts ENTER to start refueling or charging. The vehicle automatically shuts off during refueling to prevent you from rolling away.

【9. Physical Formula Reference – Taking Every Drop Seriously】
The fuel consumption calculations in this mod are not fabricated; they reference common engineering knowledge:
Automotive engineering: engine universal characteristics, gradient resistance, air resistance, rolling resistance.
Aeronautical engineering: helicopter rotor power requirements (hover vs. forward flight, air density effects), jet engine thrust‑specific fuel consumption, high‑altitude cruise efficiency.
Naval engineering: resistance‑speed relationship, wave‑added resistance.
All formulas are simplified for real‑time computation, but the core trends match real physics intuition – more throttle = more fuel, uphill consumes more than flat ground, helicopters are most energy‑hungry at altitude and hover, jets are most economical at high altitude.

【10. Script Requirements】
ScriptHookV (http://www.dev-c.com/gta5/scripthookv)
dinput8 dll (provided with ScriptHookV)
ScriptHookVDotNet-v3.7.0, or the Enhanced version SHVDNE (https://github.com/Chiheb-Bacha/scripthookvdotnetenhanced/releases)
.NET Framework 4.8 or higher
TIPS:This script's fuel tracking data is written to the configuration file based on license plate numbers for long-term storage. You can use my other vehicle save script together with this one for the best results (https://www.gta5-mods.com/scripts/personalvehiclesaver)

【11. Acknowledgements】
Special thanks to all the test pilots, veteran drivers, and boat captains who participated in the closed beta – your aggressive driving and ruthless fare-evasion tests made this mod both realistic and entertaining.
Enjoy the ride, and don't forget to pay your fuel bill. If you can't afford fuel, maybe it's time to ride a bicycle – they don't consume fuel, but don't ask me why.

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.
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First Uploaded: January 03, 2026
Last Updated: 5 days ago
Last Downloaded: 9 minutes ago

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 3.0.6 (current)

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5 days ago

 3.0.5

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 3.0.4

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July 22, 2026

 3.0.3

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July 15, 2026

 3.0.2

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July 08, 2026

 3.0.1

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July 04, 2026

 3.0.0

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June 28, 2026

 2.1.3

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June 04, 2026

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