Author Topic: fix the biggest problem in mcnr  (Read 1168 times)

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Offline puuro

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fix the biggest problem in mcnr
« on: December 13, 2022, 09:04:37 am »
« Last Rated on: December 15, 2022, 05:02:07 am »
My suggestion is to make refueling the car actually have some sense, you can tank 100 gallons into cars and bikes that can't even have half of that. This is a huge problem and makes the server unplayable at times.

So as you all know, the Bullet car is modeled after the 2005-2006 Ford GT.
If we go online and check the fuel tank size of the Ford GT 2005 its 17.5 Gallons or roughly 66 liters.

Now, if we go ingame and refuel the bullet from near zero this is how full you can refuel it:





100 Gallons, even though the maximum fuel capacity is not even half of that. 100 gallons is around 380 liters which is super unrealistic. To add insult to injury, you can refuel an NRG with 100 gallons aswell. NRG is roughly modeled after a Honda NR750 which has a fuel capacity of 3.8 Gallons / 17 liters. Now you can see how unplayable this problem makes the server.
« Last Edit: December 13, 2022, 10:12:30 am by puuro »

silentmoe

Re: fix the biggest problem in mcnr
« Reply #1 on: December 13, 2022, 11:27:23 am »
I think that the car values need changing more than the fuel. Cars are pretty scarce so making weaker ones more squishy will make things a lot fairer

Offline puuro

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Re: fix the biggest problem in mcnr
« Reply #2 on: December 13, 2022, 11:47:14 am »
I think that the car values need changing more than the fuel. Cars are pretty scarce so making weaker ones more squishy will make things a lot fairer

If anything car hps  need to be nerfed to the ground to drive down sultan tanks.

Random spawned vehicles become pointless after you buy your own car

silentmoe

Re: fix the biggest problem in mcnr
« Reply #3 on: December 13, 2022, 12:31:56 pm »
I like the random vehicles for escaping cop chases on foot. Spawning a vehicle mid chase feels cheap to me. Big agree though. Cars need to be much weaker.

Offline Astro

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Re: fix the biggest problem in mcnr
« Reply #4 on: December 13, 2022, 11:53:03 pm »
My suggestion is to make refueling the car actually have some sense, you can tank 100 gallons into cars and bikes that can't even have half of that. This is a huge problem and makes the server unplayable at times.

So as you all know, the Bullet car is modeled after the 2005-2006 Ford GT.
If we go online and check the fuel tank size of the Ford GT 2005 its 17.5 Gallons or roughly 66 liters.


Suggestion is fine , but how tf bullet is modeled after 05-06' when fucking GTA is from 2004? ::) ::) ::) :o

Offline puuro

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Re: fix the biggest problem in mcnr
« Reply #5 on: December 14, 2022, 06:26:03 am »
Suggestion is fine , but how tf bullet is modeled after 05-06' when fucking GTA is from 2004? ::) ::) ::) :o


2005-2006 is a model year, Ford GT's production started in 2004 and it was a concept car some time before that

Offline Roro

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Re: fix the biggest problem in mcnr
« Reply #6 on: December 14, 2022, 08:11:25 pm »
I agree this is the BIGGEST problem that MCNR is facing right now

Offline Ast

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Re: fix the biggest problem in mcnr
« Reply #7 on: December 14, 2022, 08:13:37 pm »
ma man, I almost agree it was the biggest problem of it or whatever that mcnr is rn,

Offline ranja

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Re: fix the biggest problem in mcnr
« Reply #8 on: December 15, 2022, 05:01:35 am »
Great suggestion I really enjoyed the concept! Different vehicles have their specifications, and GTA:SA has copied a lot of irl vehicles and this implementation could be an astronomical new quirk to square down the both sides of the vehicle spectrum. +1

Honda NSX I Coupe 3.0 24V Vtec (NA1) (274 Hp) 1990, 1991, 1992, 1993, 1994, 1995, 1996, 1997 Specs
Fuel tank capacity   70 l 18.49 US gal | 15.4 UK gal

this post was made by the dude with 78 vehicles or so completely different modes (besides 8 Infernuses, 6 Sultans, 3 Bullets, etc...)


Offline Karbz

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Re: fix the biggest problem in mcnr
« Reply #9 on: December 17, 2022, 11:15:31 am »
I approve, especially for trucks :D Those bitches gonna have 400l fuel tanks

Offline franklyn

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Re: fix the biggest problem in mcnr
« Reply #10 on: December 17, 2022, 01:04:10 pm »
Good suggestion than add some veh like Ferrari, Lamborgini, etc

Offline Kittycatmur

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Re: fix the biggest problem in mcnr
« Reply #11 on: December 17, 2022, 05:03:25 pm »
Great suggestion I really enjoyed the concept! Different vehicles have their specifications, and GTA:SA has copied a lot of irl vehicles and this implementation could be an astronomical new quirk to square down the both sides of the vehicle spectrum. +1

Honda NSX I Coupe 3.0 24V Vtec (NA1) (274 Hp) 1990, 1991, 1992, 1993, 1994, 1995, 1996, 1997 Specs
Fuel tank capacity   70 l 18.49 US gal | 15.4 UK gal

this post was made by the dude with 78 vehicles or so completely different modes (besides 8 Infernuses, 6 Sultans, 3 Bullets, etc...)
Good point. All vehicles also have different "damage multiplayer". Would be a good idea to take this parameter into account when calculating weapon damage on cars.

Offline Mike

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Re: fix the biggest problem in mcnr
« Reply #12 on: February 12, 2023, 12:01:59 am »
The 'gallons' is fake. It's just percentage based. I just put that on the textdraw to look good.

All vehicles use 0.003% per meter travelled.

I want to keep it simple. It's not an RP server. It's an RP-ish element, but I don't want this to turn into something that people look too much into. Fuel should be a minor part of MCNR and not a major focus with complexity.
View trailers here.