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I would like to add Fuel CaLculator to my mod

By Jfinley0 · May 26, 2010in Hacks/Mods💬 43 posts👁️ 5,933 views
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Posted May 26, 2010 · 00:11 UTC#1

Hi Everyone:

I have been searching and did not find any info how to add fuel calculator. I tried to find all the files and bmp files and copied over from Abb1's mod but I was get a script error. I did make a Fuelcalc folder inside extension folder in my AVIC.

 

Any help would be great!

 

Thanks

Jimbo

Posted May 26, 2010 · 20:21 UTC#2

I second that motion, that was the next mod I was looking to add as well.

Posted May 26, 2010 · 21:50 UTC#3
Hi Everyone:

I have been searching and did not find any info how to add fuel calculator. I tried to find all the files and bmp files and copied over from Abb1's mod but I was get a script error. I did make a Fuelcalc folder inside extension folder in my AVIC.

 

Any help would be great!

 

Thanks

Jimbo

 

I got it working some what. I am getting lots of FFUI errors but was able to bring up the calculations.

Any ideas?

Posted May 26, 2010 · 22:03 UTC#4

Would you mind posting what you have done so far and I will be glad to trouble shoot this with you

Posted May 26, 2010 · 23:20 UTC#5
Would you mind posting what you have done so far and I will be glad to trouble shoot this with you

 

If you already have Map Changer, then files may already be there.

 

1. I already had the extension folder inside IGO folder in the AVIC. There will be a FuelCalc Folder inside of the folder.

There are three files 1. FuelCalc.ui; FuelCalc_800_480.ui and FuelCalc_var.ui.(I got this off the forum)

2. I copied of the half_patch_800_480.ui to 800_480/ui folder from Abb1 Mod

3. I copied half_patch.ui and half_patch_var.ui to common/ui folder.

4. Then I copied over the Bmp File (bmp="z_sliderbar_bg_long.bmp") also from ABB1 mod.

5. Then I copied the script line (FuelCalc) to 800_480/ui/navigationmap

;FUEL CALC

.

 

That what I have so far. Let me know if you need me to clarify it better

Thanks

Jimbo

Posted May 26, 2010 · 23:29 UTC#6

It would really help to state which mod it is originally that you are trying to put it into

Posted May 27, 2010 · 00:30 UTC#7
It would really help to state which mod it is originally that you are trying to put it into

 

I am using Stan/Andr 3.0 mod. I have been adding things such as the map changer and other scripts.

Jimbo

Posted May 29, 2010 · 00:36 UTC#8
Would you mind posting what you have done so far and I will be glad to trouble shoot this with you

 

If you already have Map Changer, then files may already be there.

 

1. I already had the extension folder inside IGO folder in the AVIC. There will be a FuelCalc Folder inside of the folder.

There are three files 1. FuelCalc.ui; FuelCalc_800_480.ui and FuelCalc_var.ui.(I got this off the forum)

2. I copied of the half_patch_800_480.ui to 800_480/ui folder from Abb1 Mod

3. I copied half_patch.ui and half_patch_var.ui to common/ui folder.

4. Then I copied over the Bmp File (bmp="z_sliderbar_bg_long.bmp") also from ABB1 mod.

5. Then I copied the script line (FuelCalc) to 800_480/ui/navigationmap

;FUEL CALC

.

 

Hey Gnasr74;

Were you able to install this? Just curious where you are at.

Jimbo

 

 

That what I have so far. Let me know if you need me to clarify it better

Thanks

Jimbo

Posted May 29, 2010 · 13:36 UTC#9
It would really help to state which mod it is originally that you are trying to put it into

 

I am using Stan/Andr 3.0 mod. I have been adding things such as the map changer and other scripts.

Jimbo

All these mods are based on stan/andr 3.0. I checked this mod out and it is virtually featureless, almost like first gen. Get this, you have a feature to exchange icons!! Lol, if the icons would just be 8-10px smaller, then you can have ALL icons without needing a script to choose which one you want. Like I said, this is a good mod as it is what all our mods are based on, but it is 'like first gen' and you are trying to bring it up to nowadays! Why not get one of the newer mods and change that to your liking? It is easy to do as that is what modding is all about and that way you dont have to worry about putting 'new' features in an 'old' mod.

Posted May 29, 2010 · 13:58 UTC#10
It would really help to state which mod it is originally that you are trying to put it into

 

I am using Stan/Andr 3.0 mod. I have been adding things such as the map changer and other scripts.

Jimbo

All these mods are based on stan/andr 3.0. I checked this mod out and it is virtually featureless, almost like first gen. Get this, you have a feature to exchange icons!! Lol, if the icons would just be 8-10px smaller, then you can have ALL icons without needing a script to choose which one you want. Like I said, this is a good mod as it is what all our mods are based on, but it is 'like first gen' and you are trying to bring it up to nowadays! Why not get one of the newer mods and change that to your liking? It is easy to do as that is what modding is all about and that way you dont have to worry about putting 'new' features in an 'old' mod.

Sorry Jfinley0, I haven't had a chance to fool around with my data file at all. I am an architect and have been so busy lately that I haven't had a chance to do anything. I am working as we speak and just wanted to respond to your questions so I don't leave you hanging. But Abb1 had graciously looked at my mod and brought up the same point as this time. It is outdated, but since I spent so much time working on my original mod that it is going to take a lot of time to modify, for example Abb's mod to suit my nav interface. So I probably won't be doing anything til next week. I need to decide again if I am going to abandon my mod or keep trying to mod it. Will let you know what I find. Thanks

Posted May 30, 2010 · 00:36 UTC#11
It would really help to state which mod it is originally that you are trying to put it into

 

I am using Stan/Andr 3.0 mod. I have been adding things such as the map changer and other scripts.

Jimbo

All these mods are based on stan/andr 3.0. I checked this mod out and it is virtually featureless, almost like first gen. Get this, you have a feature to exchange icons!! Lol, if the icons would just be 8-10px smaller, then you can have ALL icons without needing a script to choose which one you want. Like I said, this is a good mod as it is what all our mods are based on, but it is 'like first gen' and you are trying to bring it up to nowadays! Why not get one of the newer mods and change that to your liking? It is easy to do as that is what modding is all about and that way you dont have to worry about putting 'new' features in an 'old' mod.

 

Hi Abb1:

I like the looks of Boris/Stan Mod. I have learned how to mod mostly from scratch like most of us.I just like adding to my mod such as the changer, split screen, icons that I uses and so on. I added about about 10 icons on my screen and another set when navigating.Even though the newer mods has more features, I do like it simple. I love messing with all the mods and trying it out. But I always seems to go back to this mod. Your mod and Daifia mod are great. But where would the fun be if I can't mess around with it?

Thanks for the suggestion and some day I may find the perfect mod!

Keep modding as that is what I look forward each day!

Thanks Abb1;

Jimbo

Posted May 30, 2010 · 06:11 UTC#12

Each to his own.

Some would say that these 'new' mods are so involved and complicated that you could have walked to your destination by the time you've set up your unit.

Me? I prefer the simple route.

 

:lol:

Posted May 30, 2010 · 11:37 UTC#13
Each to his own.

Some would say that these 'new' mods are so involved and complicated that you could have walked to your destination by the time you've set up your unit.

Me? I prefer the simple route.

 

:lol:

 

That is a great one!

Jimbo

Posted May 30, 2010 · 11:45 UTC#14
Each to his own.

Some would say that these 'new' mods are so involved and complicated that you could have walked to your destination by the time you've set up your unit.

Me? I prefer the simple route.

 

:lol:

Actually, they are very simple. These 'new' mods work the same way as the older ones as it is all based on the same mod. They just have new scripts added which opens the door to a lot of new features that were not possible before. I agree, that it can be complicated as to where everything is, but that is why, in my mod, that I have given a button layout on the first page explaining EXACTLY where everything is and how to get to it.

If you just wanted to get to a quick route, then they work the same as any other mod out there, type in the address, POI, or favorite, and away you go :)

Posted May 30, 2010 · 21:14 UTC#15

hello, sorry for my english i m french

i have tried to improve the fuel calculation for my mod.i have tried to introduce this half patch in the multicalc .here is that i

would like to have for result...

 

EXAMPLE:

 

ECONOMIC time : 1h03 distance: 70km Required Money: 4dollars

SHORT time : 40min distance 40 km required money : 3dollars

ETC...

ETC...

 

i would like to add the price for highway with the fuel calculation to have an idea of the expense so in the file place_800_480.ui i have tried to add the line that follow:

 

 

but NOTHING...somebody can help me????

Posted May 31, 2010 · 09:42 UTC#16

..........They just have new scripts added which opens the door to a lot of new features that were not possible before...........

 

Yeah, but that's where some users find particular mods not to their taste: too many features, a lot of which most of us would hardly (if ever) use.

Like I said, each to his own, we all have our own individual tastes and requirements.

BTW, I have tried your mod, you've obviously put a lot of time and effort into it - congrats! Imay even borrow some of it in the future :wink:

 

I'm running Stans mod with my own slant and personalisation, it works well for me :D

Posted Jun 09, 2010 · 04:40 UTC#17

..........They just have new scripts added which opens the door to a lot of new features that were not possible before...........

 

Yeah, but that's where some users find particular mods not to their taste: too many features, a lot of which most of us would hardly (if ever) use.

Like I said, each to his own, we all have our own individual tastes and requirements.

BTW, I have tried your mod, you've obviously put a lot of time and effort into it - congrats! Imay even borrow some of it in the future :wink:

 

I'm running Stans mod with my own slant and personalisation, it works well for me :D

 

Now that i got all of my other mods to work with that mod that now i will not be updating to one of the new mods. I agree sometimes there are too many features, although those newer mods are awesome. I almost abandoned this mod (Stans/ CMH mod) before today but now i have been successful in adding any of the mods that i have wanted. Now i will put my time towards this fuel calc mod. Do you need MSN for this to work?

Posted Jun 09, 2010 · 10:59 UTC#18

..........They just have new scripts added which opens the door to a lot of new features that were not possible before...........

 

Yeah, but that's where some users find particular mods not to their taste: too many features, a lot of which most of us would hardly (if ever) use.

Like I said, each to his own, we all have our own individual tastes and requirements.

BTW, I have tried your mod, you've obviously put a lot of time and effort into it - congrats! Imay even borrow some of it in the future :wink:

 

I'm running Stans mod with my own slant and personalisation, it works well for me :D

 

Now that i got all of my other mods to work with that mod that now i will not be updating to one of the new mods. I agree sometimes there are too many features, although those newer mods are awesome. I almost abandoned this mod (Stans/ CMH mod) before today but now i have been successful in adding any of the mods that i have wanted. Now i will put my time towards this fuel calc mod. Do you need MSN for this to work?

 

I have MSN but not sure if you need it for the Fuel Calculator. Let me know if you get the calculator up and running.

Jimbo

Posted Jun 10, 2010 · 17:56 UTC#19
Do you need MSN for this to work?

No, you do not need MSN for this to work. It is a simple mathematical calculation along with text and bmp's, that is it! Very simple!

Posted Jun 11, 2010 · 17:33 UTC#20

well i just started working on this and the error i am getting in the emulator is

FFUIERROR: Unknown object identifier Identifier=[d_FuelCalcInit] Script"[unnamed]" command 0

 

Any suggestions Abb1 while I continue to trouble shoot this?

thanks

Posted Jun 11, 2010 · 22:21 UTC#21
well i just started working on this and the error i am getting in the emulator is

FFUIERROR: Unknown object identifier Identifier=[d_FuelCalcInit] Script"[unnamed]" command 0

 

Any suggestions Abb1 while I continue to trouble shoot this?

thanks

It is hard for me to add any suggestions as I dont know what you did with the fuel calculator. The error is that you have an icon with a run command looking for the script 'd_FuelCalcInit' which is the run command of the fuel calculator. It cannot find it! Where did you put it?

Posted Jun 12, 2010 · 04:39 UTC#22
well i just started working on this and the error i am getting in the emulator is

FFUIERROR: Unknown object identifier Identifier=[d_FuelCalcInit] Script"[unnamed]" command 0

 

Any suggestions Abb1 while I continue to trouble shoot this?

thanks

It is hard for me to add any suggestions as I dont know what you did with the fuel calculator. The error is that you have an icon with a run command looking for the script 'd_FuelCalcInit' which is the run command of the fuel calculator. It cannot find it! Where did you put it?

sorry that was pretty vague. i have not even been able to get the calcualtions to work. I have been getting the same error FFUIERROR: Unknown object identifier Identifier=[d_FuelCalcInit] Script"[unnamed]" command 0. So far I have done what Jimbo has done and added the lines to the model_variables.ui:

 

1. I already had the extension folder inside IGO folder in the AVIC. There will be a FuelCalc Folder inside of the folder.

There are three files 1. FuelCalc.ui; FuelCalc_800_480.ui and FuelCalc_var.ui.(I got this off the forum)

2. I copied of the half_patch_800_480.ui to 800_480/ui folder from Abb1 Mod

3. I copied half_patch.ui and half_patch_var.ui to common/ui folder.

4. Then I copied over the Bmp File (bmp="z_sliderbar_bg_long.bmp") also from ABB1 mod.

5. Then I copied the script line (FuelCalc) to 800_480/ui/navigationmap

;FUEL CALC

.

6. Added these lines to the model_variables.ui.......;Half Patches

import "ui_pioneer/common/ui/half_patch_var.ui" and .

 

I dont understand how it cant find the icon. it is in my 800_480 folder.

Posted Jun 13, 2010 · 18:19 UTC#23

I got the fuel calc working in Diaftias mod. It was not easy! You are missing a whole bunch of steps. My suggestion to you is to go through the UI files in the 'Common' folder of my mod and make the changes that you see needed in your mod with regards to the fuel calculator. There are too many scripts to post to get this working, you have to do the leg work. You also need a bmp

Posted Jun 14, 2010 · 00:43 UTC#24
I got the fuel calc working in Diaftias mod. It was not easy! You are missing a whole bunch of steps. My suggestion to you is to go through the UI files in the 'Common' folder of my mod and make the changes that you see needed in your mod with regards to the fuel calculator. There are too many scripts to post to get this working, you have to do the leg work. You also need a bmp

Ok so all the referenced codes are in your coomon ui folder. I will examdiff each file and see what differs. Thanks for the advice.

Posted Jun 14, 2010 · 00:51 UTC#25
I got the fuel calc working in Diaftias mod. It was not easy! You are missing a whole bunch of steps. My suggestion to you is to go through the UI files in the 'Common' folder of my mod and make the changes that you see needed in your mod with regards to the fuel calculator. There are too many scripts to post to get this working, you have to do the leg work. You also need a bmp

Ok so all the referenced codes are in your coomon ui folder. I will examdiff each file and see what differs. Thanks for the advice.

Also in the '800_480/UI' folder. It took me several hours going through all the code for the map changer and the fuel calculator, and a LOT of error messages. Error messages are good though, because you know where the problem is in most cases. In Diaftias mod that I redone, I added probably about 60-100 new lines of text, most of it to incorporate the mapchanger and fuel calculator.

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