Hey long time not seen... or read.
GitHub
both my Turbo and my ECU mod are now publicly available on GitHub.
If you have improvements, please create a Pull-Request.
Don't expect responses to Issues!
No! I haven't returned.
Nothing planned.
Make sure to updateMscModApi
to version >= 1.0.4
which also fixes this mod's loading issue when specific parts haven't been bought yet.
Changelog (v1.5.7):
- Fixed started loading & finished loading console message
In a previous update I changed a value that gets saved for the chip from "chipProgrammed" to "programmed" because it is already clear that the chip is programmed so no need to name it "chipProgrammed" on the "chip".
This causes the mod to load the chip as "unprogrammed" even if it was actually programmed.
To solve this: Either open thechip_xyz_saveFile.json
inside<Mods save folder>/fuelMaps>
and change"chipProgrammed":
to"programmed":
OR
1. Load the game
2. Insert the chip/s into the programmer.
3. ClickWRITE CHIP
4. Save game when done with all chips.
This will override the name in the save file
Changelog (v1.5.6):
- Fix issue preventing chip save from loading.
- Fix issue preventing chip from being detected as "Usable".
- Fix issue that would lock up the games menu when it was opened while inside the programmer ui.
Changelog (v1.5.5):
- Fix issue preventing you from installing a freshly bought chip on the programmer
Changelog (v1.5.4):
- Fix issue preventing old parts from being installed (distributor, carb, ...) when a new part was installed that should be installable even with old parts (mounting plate, smart engine ecu, ...)
- Fix issue that would allow the car to start without having a valid fuel map on the chip
Changelog (v1.5.3):
- Fix part reset not working for all parts
- Fix saving creating folders outside the mods settings folders
Changelog (v1.5.2):
- Fix issue with shop box items still in shop after purchase
As promised on the turbo mod. New updates.
This update marks a major rework. ModApi by tommojphillips and ModsShop by piotrulos are now replaced by my own api MscModApi.
With improved performance & a lot of features that anyone can use.
The api also no longer comes included with the download.
This should prevent people from overwriting a newer version with an older version.
MscModApi can be downloaded from GitHub or on another site which can't be linked here.
(Source code is also available under the MIT licence on GitHub)
Releases · MarvinBeym/MscModApi
An api for the game My Summer Car that allows mod creators to make their objects installable. - MarvinBeym/MscModApigithub.com
So you will need to install the above yourself (It installs just like a normal mod)
Turbo mod will come at a later time (more stuff to work on)
The cruise control currently also does not work and will also be reworked in a later version
Changelog (v1.5.0):
- Improved debug gui
- Massive code refactoring
- Code improvement
- Loading time improvement
- Performance improvement
- Added copyright notice to mod settings
- Remove BugReporter
- Change to using MscModApi instead of ModApi & ScrewablePartApi
- Replace ModsShop with MscModApi Shop
- Fuel injection now actually uses air/fuel ratio in the programmer
- Remove smooth input option from settings
- Fix parts no longer resetting
- Fix new game clean-up
Whoopsie
Changelog:
- Fixed rpm needle and turbine wheel not working/moving
This update also includes the reworked V2 ScrewablePartAPI.
The new version is not yet implemented!
The BugReporter tool now includes a description atleast 75 characters are required!
The description is not password protected
BugReporter changelog:
- Added description field. Now you have to supply a description before the file gets created.
- This description will be added to the zip archive (description is not password protected)
- Fixed BugReporter including whole path to game save files.
- Changed id generation to have a shorter length and be lowercase.
- Description text is now added to zip file.
- Actual report files are now inside a "Report" folder.
- Actual report files are now inside an aditional zip archive inside the archive saved to the desktop.
- Removed any special characters from the password that get's generated.
- Changed the name of the zip archive generated.
I hope this is the last of these tiny bug fixes.
This is what happens when you change a small thing and it works fine for you all the time...
Changelog (v1.4.9):
- Fixed a big issue introduced in an older update that should have improved the loading of the info panel
I fixed the issue with the chips resetting back to their spawn location on load. Sorry
Changelog (v1.4.7):
- Removed leftover testing code for Logger
- Improved loading
- Fixed small issues & stuff that could cause errors sometimes.
- Fixed issue with chips resetting to their spawn position
- Added save files for fuel system to the old file renamer tool. => .txt save files will now also be renamed to .json
- Improved old file renamer tool with incrementing file extension with number if the file already exists in the backup folder
Several people are having issues with the info panel not loading.
I don't know why.
I can't test it because for me it always works without any issues
This update might give me more infos about the issues that are caused on your sides.
It might help to either remove MOP or set it to Save mode.
What I also noticed is that people had the Minimap mod installed that threw alot of errors right after the ecu mod.
This could also be an issue but this is not tested/confirmed in any way.
Changelog (v1.4.6)
- Fixed logger only generating base information when file does not yet exist.
- Improved Logger
- Changed how info panel sets itself up on loading in hopes of fixing the issues with it not working
Just a small update fixing an issue and background improvement.
Still working on turbo mod
Changelog (v1.4.5):
- Code improvement.
- Optimized Code.
- Added clear error message when mod can't load the AssetBundle.
- Added new debug gui.
- Changed save files extension to .json
- Improved saving/loading
- Fixed issue where original parts like the distributor would stay in mid air where it was installed and would stay at that position even when the car was moved.
Just a small update fixing small issues and getting the mod ready for the turbo mod changes.
Turbo mod might take a while. I usually only work on it on the weekend.
Changelog (v1.4.4)
- Tiny update to get mod ready for next turbo mod update.
- Fixed issue with mod spamming output_log.txt file with missing object
- Fixed issue with mod spamming ecu_mod_logs.txt when pressing the write chip button and the programmer would write the error messages to the screen
- Small changes in the background improved while working on the turbo mod
Another update bringing you some fixes and a new feature.
Airride...
You can now go low.
This is a beta feature. There are no parts you have to install/can install.
You need to enable this feature in Mod Settings BEFORE starting the game
- The car has to be running to be able to use airride.
- At the moment you can only lower/lift all tyres at the same time.
- You can control it by either going to the airride page on the info panel.
- Or by using the defined Keybinds (these can be changed in Mod Settings/Keybinds
- Steering limit is decreased based on lift state
- At lowest pressure. Steering is at only 5°!!
Defaults keybinds are:
You have 4 options
Increase pressure: Arrow up Decrease pressure: Arrow down To highest pressure: Arror left To lowest pressure: Arrow right
To highest pressure: will lift to full height (like the default height of the car) To lowest pressure: will lower to the lowest height possible Inrease pressure: will lift until you are no longer pressing the button/keybind or until lowest pressure is reached. Decrease pressure: will lower until you are no longer pressing the button/keybind or until lowest pressure is reached.
- Renamed info panel images to new names (ex. removing ECU-Mod...)
- Removed tuner page from info panel
- Small code improvement
- Added missing text to info panel assistant page
- Added airride as a beta feature that can be enabled in Mod Settings.
- Fixed missing overrrideSavefile renamer missing from gui
Fixed issue with not beeing able to change input fields for fuel map on programmer
this is what happens when you play around with the mod and forget to change it back again
Fixed programmable chip rotation beeing wrong when buying the chip and inserting it into the smart engine ecu (would face down)