fix the biggest problem in mcnr

ranja wrote:
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.
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.