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@Gaffa Interesting what you say about the headings and degrees. I'll have to have a look into it. Thanks.
@Gaffa Sure. It's a pretty simple piece of code:
TripMeterValue = TripMeterValue + Veh.Speed * Game.LastFrameTime / 1000
TripMeter = Decimal.Round(TripMeterValue, 2)
@roman-grishin89 Hello again. I do plan to make the odometer save the reading in an update very soon. There is currently an odometer, which is the small reading at the bottom of the HUD, and that logs the number of kilometres travelled across all vehicles.
@Gaffa I agree that it is a bit annoying that the controls are hardcoded, but it is something I continue to keep in mind and will change when I have enough time and experience. However, I make a conscious effort to utilise controls that are not used by popular mods or the game itself, which seems to have been successful.
@INSANOGAMES I like the idea. I might make it as a separate mod when I get the chance.
@BlackBaron No it doesn't, but it's a great idea for a future update! At the moment, I can suggest a mod that does this that I personally use. It's called "IV Style Exit" and you can find it on this site. I've found that it is sometimes a bit oversensitive, however.
@greenjoe12345 That is correct. Unfortunately, I think that is an issue with the scripthook (or possibly game) itself. It is, however, an issue I continue to follow.
@ikt Thanks for your review. I have addressed the neutral gear comment in my reply to NB370. However, I am happy to replace "P" with "N" if that's what my users would prefer.
Could you please elaborate on 'clutch status'? Wheel speed may come in a future update.
@roman-grishin89 Hello and thanks for your review. I don't speak Russian, so I had to translate. Do you mean make it so the odometer doesn't reset every time you load the game, or do you mean have a random odometer reading every time you get in a car? I do plan to update the script so that the odometer is persistent until reset.
@NB370 Thanks for your review. I probably will be adding an option to move the HUD in a future version, but I'll probably have to learn how to make menus. Adding a menu would also allow me to expand in future updates, such as providing extra options like the ones you suggested. As for neutral gear, it can actually detect it, but I decided to use "P" instead for realism. Also, because P/R/N are all gear 0, there is no "true" neutral. So in reality, the code basically says "if vehicle is in gear 0 and is not moving --> Park; if vehicle is in gear 0 and moving --> Reverse".
I'm interested about your comment regarding RPM. I have also noticed a flaw, though I think it is (currently) out of my control, unfortunately. Indeed, all vehicles seem to idle at 2000RPM and the RPM reported by the game never matches the RPM on the vehicle's tachometer in FP view. Additionally, the script doesn't seem to be able to report RPM over 10000, which is an issue for some vans. I hope to find a solution for this in a future update.