Updated Vertibird MOD (no more getting stuck in Vault City)

I Must Be Crazy 2

First time out of the vault
I have updated the Vertibird MOD (originally created by Den Baster) so that the player no longer gets stuck in Vault City and/or Klamath after 4-6 trips by Vertibird.

As an extra option, I have also added a special time-saving tweak to the Vertibird so that the player can save lots of travel time in exchange for using up more Fuel (e. g. if he needs to be someplace in a hurry).

Each file (with and without the extra option) would be 3.2 MB in size, so before I try to upload this/these MOD(s), I need to know if there might be any demand for such MOD(s)?
 
Well done mate; of course there is a demand. I wanna give the new option a go. It would be nice to have this in the megamod, as it uses the old buggy version.
 
I Must Be Crazy 2,
In your update of mod included this feature:
the charge of fuel and time dependent on distance.
?
 
Though I did see it in the code you sent me, it is not implemented in this particular version of the VertiBird mod. At the time, the primary concern was getting ziVrtrnk.int to work so that I could implement the new time efficiency option and so that I could try to hack the getting stuck in Vault City and Klamath bugs.

However, the fuel-distance dependency thing sounds definitely doable; perhaps it will be the next version of this mod :)

All I need now is a copy of Den Baster's Vertibird MOD v1.01 (this site only links to his v1.00 which is majorly bugged (i.e. car disappears whenever you get the Vertibird)) and to test the fuel-distance formula modifications to both regular flight and time-efficiency flight once they are compiled correctly. I guess writing some readme.txt files couldn't hurt either.

Thanks again for the files :ok:
 
Yes sirree Bob! I just looked at the source codes you sent me, Avega, and now I can definitely see it happening.

I have developed prototypical codes for the time-distance-fuel dependency formulas (with and without the time-efficiency option) and now it is just a matter of pasting the codes in the right places, getting the script to compile, and testing the work.

However, it might take some time before this implementation materializes, as I will be concocting a readme.txt file for the version featuring the original fuel usage implementation (by Den Baster), the introduction of the time-efficiency feature, and the correction of the Vault City and Klamath bugs. Hopefully, this version will be uploaded within the next 48 hours.
 
I think you might not be able to upload a big file, send it by mail to us instead.
 
Okay, it's done, I have uploaded the file on NMA's upload site. The
file turned out to be 'only' 2.76 MB in length.

Admins, please let me know if there was a problem sending the file or if the file is not readable.
 
If you have downloaded v1.3 or v1.4 of this mod, you'd best re-download and re-install it, there was a glitch that has now been fixed.
 
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