This is one of the few real-life cars I believe actually fits with the core game cars, because it's not an E-type, but looks like one, kinda like how the pretend cars in the core game are based on real cars. So if you didn't know it really existed, you could believe it was a GTA car.
@bdah13 You can see the car in-game, as the car comes with the game (with guns). This should be exactly the same otherwise.
@ZyDevs You're attitude alone is enough to discourage me to use your mods. Competition happens in every mod community for every game I've ever modded. How many mods on this site alone have multiple variations (Speedometer, Fuel, Gun rebalances, ENB), just like your handling edits, but are people complaining in your thread about you stealing other people's handling ideas because it's been done before. If someone else has an idea for drag races, there could even be more mods along this same vein.
@NuckG Are you actually the author of the other mod? Sorry to break it to you, but unless if the mod uses the contents of the other mod without permission then it's not stealing. There are many mods created for games that have similar ideas, but that's not stealing. This is like saying anyone that makes cola flavoured drinks is stealing from Coke.
@SYNTHESISE My fuel tank got shot, and my car ran out of fuel (fuel gauge) and stopped, but the fuel mod said I still have a tank of fuel. Obviously the two are separate, but I was wondering, if you could make it that when you start losing fuel from the tank, the fuel mod does the same?
@Tiparium That's just the dynamic IP domain for the update check. For some reason Malwarebytes flags no-ip.net
@Bilago I have this weird error suddenly; MM tells me there is a System.IO.Exception, and that it's unable to load/unload a mod, however, the mod it's trying to load/unload is disabled, so it shouldn't be doing anything with it.
Yeah I dunno why. Maybe I should just reboot and try again.
This is very cool, except I lose about 10-15fps on my system with this mod running, which is excessive, especially as I have a decent system.
@SYNTHESISE Those options would be great. I'd be happy not to see the stations while on foot, much like the fuel gauge, although I'm sure someone would prefer to see them, so yeah options-options-options. :)
As for adding/removing stations, it might make sense to have a showblip=0/1 option for each station, because if you have vehicle, chopper, plane icons all in one area, it might make sense to only have one icon. However, this wouldn't be needed if the icons only displayed per-vehicle type.
@Bilago Thanks again. I have another minor annoyance to report. If you enable a mod, and close the manager, that mod is disabled on next launch, but if you disable a mod and close the manager, that mod is correctly disabled on next launch.
Also, would it be possible to have an option to have MM remain open upon game exit?