I've been a PC gamer since the 90's with classics such as C&C:RA and Unreal. These days I spend most my time developing mods for various games with my most recent project being 'FUEL: REFUELED' for the game FUEL. I'm primarily a programmer, but occasionally partake in minor texture and mapping work also. You can see some of my active and past projects via links from this profile.

Comment History  (0 - 30 of 223)
Vetron Dec 14 2014, 5:44am replied:

Unfortunately with the long unknown regarding GFWL and since the game itself no longer being sold in a lot of places I haven't been focusing on this mod. With such a bleak outlook it was hard for me to continue working on the project. But its certainly not dead to the point where it will never receive support or updates :)

With the last 2 releases of REFUELED I was transitioning the mod to the state of where it could be considered close to an unofficial patch. I would hope it still stands that it is stable and there are no glaring issues, and it is generally regarded as a straight improvement to the game. With the assistance in translating the mod into nearly all language editions I was able to really achieve this to the point where it stood out amongst other mods :)

If I were to develop future versions of the mod, the changes would primarily be adding of Vista Points, tuning up the external tool set I provided and so on; game wise itself there was nothing I had planned - I had developed the mod to where I wanted it :) So in a way this does make this mod a done mod, not because it proved unsuccessful or never got finished, but rather because it did meet the goals I set out to achieve. I would like to release another update someday most definitely, but someday - but this mod is certainly not underdeveloped or lacking refinement :)

+1 vote   mod: FUEL: REFUELED
Vetron Nov 13 2013, 1:33am says:

For anyone who reads this, I just uploaded a minor revision to the FUEL: REFUELED 2013.1 [R2] download (now version R2.9). Firstly corrected a few things with the Free Ride Extreme Editor BETA - set basic mode and background by default in the config. Secondly I added a PDF guide which talks about how to work the editor at a basic level. Its an early write-up, so feedback is appreciated.

I wont put this out in a news post as the change is so minor.

+1 vote   mod: FUEL: REFUELED
Vetron Nov 10 2013, 11:50pm replied:

I am concerned about the shutdown of GFWL. GFWL obviously handles multi-player, but also the saved-game / player progress.
But I expect GFWL to be forced into an offline mode, so while multiplayer will be gone, the game will be playable hopefully.

I really wish this game could get some love and be given Steamworks. Even if they didn't want to waste their time on it, there is so much I could do with this game if I were able and had the source (and permission), but cannot. Its tied up with Codemasters and Asobo Studio's who are going to just let it die and be forgotten about, what a waste.

Codemasters wont do it because they only care for money, and theres no money in FUEL right now (besides the copies that sell because of this mod -_-). Which is a shame because I know if I had control its possible to turn FUEL around and make money from it, plus maybe even make it popular again (at the very least keep it alive for those of us who love it). Basically I'd make it free-to-play, be based around Steamworks exclusively. Instead of a base purchase (which is next to nothing now)- players would pay for new liveries, gear, maybe even vehicle variations. Could run cross-promotions with other games, to get limited items etc. There's a lot that could be done with micro-transactions to make it profitable I think.

Anyway back to your original question, eventually when GFWL does shut off completely there will be loss of multiplayer, but the game should still run.

+7 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:47am replied:

I've not known of this sound bug before, something I'm unable to replicate as-well (then again, this mod makes no changes at all towards sounds). If you are able to reproduce it or provide more information then I'd be happy to look into it.

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:44am replied:

Thanks :D Even though I can't beat that 10 star rating, if you have any suggestions on how to make any aspect of the mod better then by all means say as I take note of any and all suggestions :)

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:41am replied:

Noted. I will look into this, but I can say already its probably a bug either with the interface theme or one of the unlock optional mods.

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:38am replied:

To create a free ride extreme scenario with the current release version:

- After running the free ride extreme editor program select the Zone and then Vista Point you wish the Free Ride Extreme to start from.

- Adjust time values - the start time, and then the end time, which the scenario will progress to as you play it. E.g. A start time of 12:00 and end time of 13:00, by the time you reach the finish - the in-game time would have progressed from 12:00 to 13:00.

- Adjust weather values for clouds, fog, rain, snow and wind - which are all percentages so range from 0 to 100%. There is both a start and end value, which has same effect as start and end times as I mentioned above.

- Choose whether you want a tornado - 1 for yes, 0 for no. The tornado spawns near the start point and will progress in a path towards the finish.

- After naming the scenario something recognizable or taking note of the default name, press save button and it will be exported to the MODS folder.

- Open JSGME.exe and after ensuring Patch #5 is activated, also activate the mod which you just named in the previous step. You can activate multiple Free Ride Extremes at once, but only 1 per vista point location.

- Launch FUEL and go to the specific vista point in-game. It will then ask you whether you wish to start a race - do so and the Free Ride Extreme scenario will begin. It will end when you eventually drive to the zone camp or manually exit it.

The newer version in development will be a lot easier to use and will work a lot better, I know the current version isn't great and is far from how I'd want it to be. Still unknown when the new version will release, but it is of course in development :D

(BTW If you or anyone needs help with anything then please send me a private message, I don't get notifications on comments etc. so can only reply when I can :P)

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:35am replied:

The problem with developing new vehicles and other assets lies within the lack of access to several file archives (the .dpc's). It needs someone with knowledge in file compression/decompression to come up with some unpacker/packer. Not where my expertise lies sadly so unable to do it myself (i've reach out in the past to varying individuals but no luck).

If we had that, then that would open a whole new set of options for modding FUEL.

+1 vote   mod: FUEL: REFUELED
Vetron Jul 1 2013, 7:45pm replied:

Well I have a race editor in development which will allow you to select what opponents you face and change all the environmental settings. It will also let you run with 'all' vehicle types in one race for complete chaos if you so choose.

When I have completed the long list of things I already have planned or am working on (its a big list including race expansion pack, the race editor i mentioned, vista point packs and more - easily enough to keep me going well into 2014 at this rate :D) I shall give the hoods a look into I think perhaps again. It really is just a painfully slow set of changes to implement given the work it would take and why its 'lower' priority compared to other things right now - but one day perhaps i hope :P

Well I welcome the thought of wanting to make a donation, but I do not have a donation link as it's never really something I've considered before. However as long as REFUELED is well received and useful to people then I will continue to work on it :)

I've just posted a screenshot of the new vehicle color palette editor, or at least the current version of it. REFUELED is very much alive :D

+1 vote   mod: FUEL: REFUELED
Vetron Jun 16 2013, 7:28am replied:

I replied to your PM. But for anyone else reading this, essentially I don't have access to the PS3 version so I cannot support it personally. However if anyone wants to look into this and help with providing all the relevant information then I would do my best to work with and get this working (I should state I don't even know if it would work).

+1 vote   mod: FUEL: REFUELED
Vetron Jun 6 2013, 4:38pm replied:

I will look into this for next update, any more info you can provide (e.g. which ones you are using) would be helpful. Thanks for bringing it to my attention.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Jun 6 2013, 4:36pm replied:

I'll look into this, thanks for bringing it to my attention both of you. Some things like this occasionally break as I update / fix other things. I will have it fixed though, either with next update or with a hot-fix to the current version.

Anyone aware of any other bugs? :D

What I'm working on right now is getting those updated dev apps finished (e.g. free ride extreme editor) and the two additional vista point packs implemented. Some of it is quite tedious data entry, so why its taking me a while.

+1 vote   article: What next for FUEL: REFUELED?
Vetron May 9 2013, 10:33pm replied:

Apologies for missing your PM - I've just replied, hopefully with a fix to your issue.

+1 vote   mod: FUEL: REFUELED
Vetron May 5 2013, 9:16am replied:

It's something that others have requested - I currently do not have a way to disable it however; but its on the 'to do' list and when a method is known to me it will no doubt be included in the mod.

+1 vote   mod: FUEL: REFUELED
Vetron Apr 16 2013, 7:59am replied:

I think marketing FUEL as a racing game was a poor choice in its condition.

They made this really good free roaming game however. Not just the world size but the vehicle selection and weather system also. Plus you can enjoy it with up-to 15 of your friends online. Its what keeps me playing and modding FUEL.

+1 vote   mod: FUEL: REFUELED
Vetron Apr 3 2013, 1:14am replied:

Yes. When you install this Patch #5 you must ensure all previous patches are removed as it is stand-alone. All previous accompanying optional mods should also be removed as they will have been updated within this new Patch (nothing is removed).

Apologies for the delay in reply, I am not notified of comments on downloads and media (and I have more than a few to keep track of :P). If you or anyone has any questions and I don't reply quickly then by all means PM me and get my attention :)

+1 vote   download: FUEL - Patch #5 (Unofficial)
Vetron Apr 2 2013, 12:16am replied:

As far as I'm aware there is nothing to adjust the dead zone regarding FUEL in-game (or otherwise through modding that I'm aware of). A suggestion would be try an external emulator app such as xpadder or some alternative and try mapping the wheel axis's to mimic a 360 pad thumbstick. Other than that your stuck with whatever software Logitech provides to adjust the dead-zone.

I know I replied to your PM, but posting here in case anyone else wishes to know.

+1 vote   mod: FUEL: REFUELED
Vetron Mar 31 2013, 12:04am replied:

Thanks! Oh you can count on there being many more FUEL: REFUELED releases in the future... :P

+1 vote   mod: FUEL: REFUELED
Vetron Mar 31 2013, 12:00am replied:

Yes it is indeed a great offer, this weekend only for £2.37 - Greenmangaming.com

But the standard price of £6.99 (Also available on Store.steampowered.com) is still worth it for the game-play longevity that can be had from FUEL, I think I racked up over a hundred hours even before I even started modding the game!

Anyone who's new to the game or just tried my mod because of that deal I'd be glad to get some fresh feedback and any suggestions from on what could be done better (in your opinion)!

See you all in the Wastelands!

+1 vote   mod: FUEL: REFUELED
Vetron Mar 30 2013, 11:52pm replied:

Don't forget to leave feedback on what you think, such as if you think something could be improved or just general suggestions etc. - I do listen too user feedback!

+3 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:49pm replied:

If you or anyone else experiences these issues again please can someone PM me directly - as these comments are not monitored, i.e. I don't a notification. However I may be able to provide alternative temporary hosting quickly should sites be down.

If anyone has suggestions for alternate download mirrors then please do suggest them.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:44pm replied:

These sorts of issues are beyond my control sadly - if you know of more reputable modding sites that will host the file then by all means suggest it.

I am aware of past issues with the download - quite a few of you have brought it to my attention, it would be useful if anyone else experiences issues again lets me know as-well. (I may be able to forward these complains on en mass to the site manager(s) in question and get something done about it).

It will be a very rare occurrence that both sites happen to be offline or under maintenance, but should it ever happen again just PM me and I will host the file temporarily somewhere else (like drop box of skydrive etc.).

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:37pm replied:

Yes the optional custom menu mods do remove the bonus codes menu, as I deemed the menu not required once you've had them entered once etc. Just make sure any UI mods aren't active, then the menu will appear - enter the codes, then you may continue to use which ever theme you like again.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 24 2013, 1:51pm replied:

You only need that download, no previous version. The download size reduced because I removed some template and other unnecessary files, however everything to run and use the mod in all languages is still included.

You wont miss out on anything by not installing previous versions.

+1 vote   mod: FUEL: REFUELED
Vetron Mar 23 2013, 6:32am replied:

Even Windows itself can be a problem for that sort of thing - a simple 'clean disk' will often reveal gigabytes of wasted disk space due to these dumps.

I don't know if its possible for me to write in some sort of file size or line count detection and overwrite - I think it would be quite a complicated function given the nature of the language the program is written in (external input is limited at best). If I was using a better language then it would be pretty easy - so these big time devs certainly have no excuse.

Here's the API I'm working with: Smallbasic.com
Simple isn't always simple xD

An idea just thinking off the top of my head would be to force a counter in the configuration file - so every time the program is executed a write to the counter is made. When it exceeds maybe 25 program executions a new log file is created (log2) and counter reset (so there is now log1 and log2). When the counter exceeds 25 again, the same will repeat, but log1 will be cleared and the program will being logging there again.
The pattern would repeat itself so you would keep a log of what the program did at-least 25 executions ago and nothing more.

+1 vote   media: Free Ride Extreme Editor [Rev.5]
Vetron Mar 17 2013, 11:16am replied:

There are mirrors available (listed on the twitter feed displayed on the right side of the main page). If for whatever reason this download is not working, you can download from strategy informer here: Strategyinformer.com

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 7 2013, 3:36pm replied:

If you just enter the values in the editor and click save, then the weather settings should be saved when you spawn at that vista point.

Are you running the latest version?

If you have further problems, copy and paste the contents of the file
\fuel\MODS\[O] - Other - FRA Grand Hill (<name>)\FUEL_PATCH\Events\Z01\FRA_Z01_01_HUB.java (open with notepad) to send me via private message and i'll take a look at what went wrong.

I've made changes in the version I'm currently working on to make the program easier to use, such as by including both simplified and command-line modes. I've started somewhat writing a guide for the next version, soon as I release I'll publish. I'll maybe add a video tutorial as-well.

0 votes   mod: FUEL: REFUELED
Vetron Mar 7 2013, 3:21pm replied:

I'll be writing one soon as soon I finish currently updating the tools, so maybe in a week or so.

+2 votes   mod: FUEL: REFUELED
Vetron Mar 6 2013, 9:49am replied:

(1) - There will be a save button added.
(2) - Already covered.
(3) + (4) - The language doesn't support the launching of external applications without me having to look into writing an extension. I chose MSSB because I wanted to encourage people to maybe look at the source code and maybe make something of their own from it as its so simply written.

Tabs is something I considered, however while they're simple apps, the free ride extreme editor is already pushing past 4,000 lines of code, and to merge the race and palette editors aswell might cause slow loading times as its quite taxing for the language.

If I am to merge them then I will do it once the race editor is complete, as by far that will be the largest application of them all in terms of lines of code and resource usage.


Couple of other recent changes I've made is to re-write and re-order the formatting file to make things much for efficient to create themes with. It's been simplified down to:
Background Color
5 Font Colors (first, second, selected (green), error (red), blue)
Symbol Border and Symbol Background.

An idea I've had is to take some of the code from the vehicle color palette editor and inject it to this app so that the user would be able to adjust the UI theme for all apps. But low priority for now.

+1 vote   media: Configurator [Rev.2]
Vetron Mar 4 2013, 5:11am says:

I've updated the package; now included in the .zip is a step-by-step installation guide with screenshots, a copy of the change-log and a preview of some of the optional UI mods contained within the package. The instructions on the "read more +" section has also been reworked to make things clearer too.

Also a few more lingering bugs have been fixed and this package has been brought up-to-date with the latest REFUELED mod version.

+2 votes   download: FUEL - Patch #5 (Unofficial)
Vetron Feb 26 2013, 6:02am replied:

Already translated and fully functional in Russian (and French, German, Spanish and Italian).

You just need to change the config file to run the program in Russian (FUEL\FUEL_DT\config.txt). I've also included an optional mod for the provided mod manager to do this as-well.

I'm working on the idea for a separate GUI application just to set options such as language, mode and anything else for the tools. I also will have a proper instruction manual / guide / tutorial written for the tools eventually.

Here is a screenshot of the other provided tool, the vehicle palette editor, running in Russian: Moddb.com

The download on playground.ru has the tools defaulted to Russian.

+1 vote   media: Free Ride Extreme Editor [Rev.4]
Vetron Feb 1 2013, 9:35pm replied:

Haha or that yes :D

+1 vote   media: Hermit Isle
Vetron Jan 20 2013, 3:45am replied:

This Unofficial Patch is just a compilation of bug fixes and minor improvements that doesn't change how FUEL plays in any way. Given that there are no official patches for the game, these unofficial patches are aimed to be as widely acceptable as possible.

REFUELED mod runs on top of the unofficial patches and then introduces changes that effect game-play. Such as reworked single-player races for example.

So if you want to play FUEL as it is; straight out of the box with some bugs fixed then download this. If you want to play the game with certain parts reworked and improved, as well as any bug fixes then download REFUELED.

There is a change-log here that says exactly what REFUELED mod does: Moddb.com

It wasn't always like this, but it made sense to separate the two. For stability and I guess keeping everyone happy. If you download REFUELED mod then the required patch will always be included in the download.

+3 votes   download: FUEL - Patch #4 (Unofficial)
Vetron Nov 24 2012, 11:44am replied:

Here is a link to the article I've just added discussing weapon changes: Moddb.com

+2 votes   media: Widow Sniper Rifle Revisions
Vetron Nov 24 2012, 12:27am replied:

Yes all your squad can carry the weapon. Squad mates also fire weapons at the same damage as the player now.

What will make this mod unique to others around is that I've actually done a complete rework of the weapons and armor (DLC included) bringing them closer to ME3 (some guns behave very differently in ME2). Also it isn't just a "Coalesced.ini" mod either considering the changes to DLC files and localizations to ensure everything looks appropriate in-game after the changes.

I will be posting several write ups soon (as soon as I finish writing them xD) that will cover all the changes I've made, hopefully I'll get some vids up too.

+2 votes   media: Widow Sniper Rifle Revisions
Vetron Sep 14 2012, 5:10am says:

Nice track - I like it :)

+1 vote   download: Fuel: Track Loading Music
Vetron Aug 30 2012, 7:33pm replied:

Many vehicles are missing (all mavericks to be exact) in this video - simply because I wanted to show vehicle prices, and simplest way to do this was to unlock all zones but not vehicles. They are of course in game as normal though :P

+1 vote   media: FUEL: REFUELED LITE [R2] - UI Footage
Vetron Aug 11 2012, 2:29am replied:

The stats stored within the vehicle info is now the 10-point based system that previous versions of FUEL: REFUELED use. I basically had to benchmark every vehicle.

Tests were done on the salt flats in The White Flats Zone. Top speed was conducted by seeing the top speed reachable and acceleration is the 0-100 km/h time.

Braking and handling are not easy to benchmark and thus left at stock. Reliability may get a re-work in future as I delve into reworking the durability of all vehicles.

All values recorded were translated into a 1-10 based system. However the way I've entered such information allows for the vaules to be then translated and shown on the stock 6-point sytem used by the default menu themes.

I have a few ideas on how to present performance information differently in some new themes, but that will come later.

+2 votes   media: Vehicle Menu Stats/Description (Revised #2)
Vetron Jun 11 2012, 4:35pm replied:

Its typical RGB colors - so you can enter any value between 0 and 255 you want.

Most of the colors in the REFUELED palette are slightly darker and why they don't often go above 160. But with orange and yellow I needed the 255 in red to get the right balance.

+1 vote   media: Vehicle Color Palette Editor [Rev.2]
Vetron May 22 2012, 1:40pm says:

If you have any further trouble with installation then by all means PM me and I will be happy to help if I can.

+1 vote   media: FUEL: REFUELED - LITE - Installation Video
Vetron May 22 2012, 3:34am replied:

I've made various tweaks to the AI over the last couple of years, but I decided against adding them as part of this release.

The AI in the game is really terrible, and directly changing stuff never went well (some of my attempts actually made it worse sadly). However in recent previous releases I took a different approach and that was to balance the game by putting vehicles into performance groups. And so with all vehicles of comparable performance in a race there is less chance of the AI mucking up essentially. This is not included in this release, but when complete it will become an optional mod to add-on to FUEL: REFUELED - LITE rather than enabled by default.

The reason it's not included is because I'm working on a Career Race editor that allows everything to be adjusted in seconds rather than tediously doing by hand. So once I complete that, I will be able to rework every race in the game in mere minutes rather than tediously spending days changing values by hand and testing (because of potential human error etc.).

Anyway I'll talk about it more in a news post at some-point.

+3 votes   article: FUEL: REFUELED 2012.5 Now Available!
Vetron May 16 2012, 11:31pm says:

I've made one other revision; I finished the prompt for a file name which follows on from the FRA slot.

Say I was to enter "Just a test" for where it asks for filename, it will export to the mod manager something like this:
"[O] - Other - FRA Slot #1 - Just a test [ON]"

Didn't really think it was really worthy of me uploading another screenshot just yet.

Besides entering a few more co-ordinates, the program is in a releasable state now I believe and will be coming with the next release. One additional note: This tool's exports will also work with vanilla Patch #3 in addition to the FUEL: REFUELED - LITE mod.

There are a few ideas I have on where to take this program further. One such idea is a program to adjust the vehicle set used on single-player career races. For instance if you wanted a career race changed from "Bikes" to "Buggy & Muscle-car" then you could. It wouldn't change the class of vehicles used (i.e. OFF, ALL or ROAD), the online vehicle selection or anything like that and so you wouldn't be able to cheat with this. The time and weather values would be changeable also like in the Free Ride Extreme FRA creator.

While you can change races by hand - even I would find the ability to switch any of the 72 races to different settings within seconds via the program easier as effectively I could rework every race in the game in mere minutes. Anyway this would take some work to do so maybe in a later release, but feel free to share your thoughts if you have any on this.

+1 vote   media: Free Ride Extreme FRA Creator [Rev.1]
Vetron Aug 24 2011, 11:29pm replied:

Right now I'm going to say it's unlikely that new vehicles will be implemented, at least new models anyway. Later down the line that may change however if the data archives can be unpacked/repacked correctly.

+2 votes   article: FUEL: REFUELED V15 - Development Update #8
Vetron May 23 2011, 7:08pm replied:

Whether the saved game is present or not shouldn't make a difference with this error, as it is to do with the parameters and not already saved progression. While it says the saved-game is being loaded, it is also loading up the parameters for vehicles and a few other files at that stage.

I'll look into improving it (if I can) for a later patch/update, but the game will eventually start after some restarts (the more conflicting paramaters, the longer it will take). You might want to use the "optional mod - shader compile [OFF]" mod as it will decrease the loading time considerably. I will try and put together an optional mod with stock vehicle parameters for anyone experiencing this issue.

BTW which version of the mod are you upgrading from? How many versions of FUEL: REFUELED have you had installed? - i.e. did you start with V15.4 and use both patches, or use earlier versions of the mod (V15.3 etc.)? Not that it matters, but it would be useful for me in debugging as I could replicate the error your getting...

+1 vote   download: FUEL: REFUELED V15.4 [BETA5] - Patch #3
Vetron May 22 2011, 9:31pm replied:

What error message during the crash are you experiencing?

If you're getting a generic "FUEL has stopped working message" (this occurred during testing once or twice) then this is a result of the game presumably caching files somewhere, and it conflicting with the mod. Once the error occurs, the cached parameters seem to get removed, and then replaced by the correct new mod files automatically. So if you just pick the mods you want, then keep starting the game up after this crash it will eventually work, even if it takes five or so restarts etc.

Maybe if starting from a fresh install of FUEL this wouldn't happen, but not something I've tested. Its a weird bug, but I see no way to work round it other than tediously restarting the game a few times lol

+1 vote   download: FUEL: REFUELED V15.4 [BETA5] - Patch #3
Vetron Apr 30 2011, 7:37pm replied:

Everything is done within the coalesced.ini, it should literally be a case of extracting the files to the base the Mass Effect 2 directory and selecting which mods you want activated via the mod manager.

There may be an issue with the mod manager itself, try using V1.0 of the mod and see if that works - that uses an entirely different mod manager, JSGME. Link to download: Moddb.com

If there is a bug then (and not just an issue with the mod manager) I will look into it and hopefully have it fixed for V1.3 [BETA4] which I will be releasing eventually.

+1 vote   download: VLM V1.2 [BETA3]
Vetron Apr 27 2011, 9:02pm replied:

I quickly uploaded this last minute for a news post, it was never supposed to highlight anything in particular (I just thought it looked nice...). and really I should have just named it "Screenshot with light snow and some random lightning" - but oh well. ;)

+1 vote   media: Screenshot
Vetron Apr 10 2011, 9:44pm replied:

I haven't placed it at the top of the screen due to the fact it would conflict with placement of the top compass that can be activated.

Also its not possible to edit the string of numbers at all, I attempted to reduce it to three sets of numbers but instead it deletes milliseconds first rather than hours :| As its one number string, the formating remains the same for all numbers unfortunately.

I've added another revision here: Moddb.com

+1 vote   media: Reworked Race HUD [Rev.1]
Vetron Apr 2 2011, 6:52am replied:

I nabbed the 30 day and thought I'd give it a try, its really good software though the £150 asking price (education price) is a bit much for what I'd use it for.

+1 vote   media: FUEL: REFUELED V15.4 - Installation Video
Vetron Mar 31 2011, 10:28am replied:

A video showing step by step instructions on how to install the mod has been uploaded here: Moddb.com

+1 vote   article: FUEL: REFUELED - Competition!
Vetron Mar 31 2011, 2:33am replied:

Well you need either FUEL or the FUEL Demo for the mod to work. Do you have either of those?

You can download the free demo from here...

I am currently working on a step-by-step installation video - that will be uploaded sometime over the next day or so and that should make things easier for a few people.

+1 vote   article: FUEL: REFUELED - Competition!
Vetron Feb 2 2011, 2:50pm replied:

Its supposed to be one of each weapon type its just showing two assault rifles because I used the main VLM load-out mod previously. I'll correct the screenshot.

(It would show up correctly for any normal user or if I went and changed weapon)

+1 vote   media: One Of Every Weapon Type?... Sure Why Not.
Vetron Feb 1 2011, 2:14am replied:

I've answered your other comment on the front page.

If your getting ME2 not launching that means you need to essentially 'fix' the Coalesced.ini before ME2 will launch. If you make your changes in the mod manager with the ini editor or load in your custom Coalesced.ini file after making changes then ME2 should launch without error, providing there's no programing errors etc.

For the sake of reference for other users reading this comment - here is a copy of my comment I replied with on the front page as to how to load an edited Coalesced.ini into the mod manager.

"To do this simply install VLM as usual and then fire up the included mod manager. In the Mod manager Click on the second tab, "INI editor". Click Load --> "Other Ini" and select your modded Coalesced.ini. After loading the file simply click "Create Mod" and give it an appropriate name.

If you then restart the mod manager or refresh the mod list it should then load up on the list with the name you gave it.

If your custom .ini doesn't mod any of the sections required by VLM mods, then you can activate both at same time and it will work fine. If not you'll just have to make some manual changes to make it work."

+1 vote   article: Weapon Categories and Load-out's
Vetron Jan 29 2011, 4:05pm replied:

I should update and say that DLC are no longer required to run this mod as of the release of V1.1. You can use this mod with any installed DLC combination.

+1 vote   article: VLM Change-log
Vetron Jan 28 2011, 12:28pm replied:

You should be able to click "(view original)" next to the name of the screenshot above and it should open up full size.

Or alternatively visit this URL:

+1 vote   media: Mass Effect 2 Mod Manager Support
Vetron Jan 15 2011, 12:53pm replied:

The DLC are not uploaded in this mod. You require to have them installed prior to installing this mod.

This mod is based around changing the config (Coalesced.ini) and nothing more. The DLC are required because there are text-based references to them.

+1 vote   article: VLM Change-log
Vetron Jan 14 2011, 11:45pm replied:

This mod makes no alterations to gameplay, progression or anything like that, the only thing changed is what weapon you carry and the stats of weapons. Of course do a backup of your savedgame - but there should be no issues with ME3 porting (I developed this with ME3 porting in mind - i.e. no progressional changes).

Also the class you pick at the start of the game still gives you unique traits and abilities... I haven't changed this.

+1 vote   article: VLM V1.0 [BETA1] - Now Available!
Vetron Dec 12 2010, 12:21am replied:

The game-world is over 5,560 mi² (14,400 km²) in area and entirely playable in 'free-drive' (or 'free roam' as the game refers to it as). You can also free roam with a group of 16 players online.

+4 votes   article: FUEL: REFUELED V15.2 [BETA3] - Now Available!
Vetron Nov 25 2010, 12:43pm replied:

The smaller circle on the stock speedometer relates to vehicle damage, even though its a tad inaccurate at times.

The values under the km/h here is the km driven (and in yellow is 100m etc.), you can change your distance unit in the options as before. The values are the same that were shown on the stock speedometer, the main thing that has changed is just the design/size.

+1 vote   media: New Digital Speedometer
Vetron Nov 16 2010, 4:28pm replied:

Well I've made the AI a tad more competitive - firstly by changing the AI vehicle selection to something reasonable for each zone, i.e. only the slowest in offshore shack etc. This makes it so the differences in speed isn't as great between your vehicle and the AI vehicle. Secondly I've tweaked the distances to which the AI can fall behind / get ahead, at the moment I'm seeing AI vehicles group round the player at similar speed on these challenges... which is good, but I've not run every combination yet. Its still not perfect, but its definitely improved - you can actually have a decent race with the AI on these challenges.

+1 vote   article: FUEL: REFUELED V15 - Development Update
Vetron Sep 21 2010, 9:11am says:

Educators in convoy... as if the environment hadn't suffered enough lol

+1 vote   media: Online Free-Ride Screenshots
Vetron Sep 21 2010, 9:08am says:

We stopped at a Vista Point for a quick screenshot session!

+1 vote   media: Online Free-Ride Screenshots
Vetron Sep 21 2010, 9:05am says:

We'd driven all the way from Tsunami Reef Camp to Rainier Peak Camp in a short free ride event - it still took a while and it was dark by the time we got there.

+1 vote   media: Online Free-Ride Screenshots
Vetron Sep 20 2010, 6:29am says:

Races shown in this video are:
Tsunami Reef - Checkpoint
Drownington Cove - Blitz
Stargazers Heights - Point-to-Point
Dustbowl City - Circuit
White Flats - Circuit

+1 vote   media: FUEL: REFUELED V15 - Hovercraft Challenges
Vetron Sep 17 2010, 7:15am says:

I'm aware of some of the silly spelling mistakes in the titles - I bundled it all together pretty quickly.

All of the SUV vehicles have now been revamped - I've also done more work on this vehicle too, I still wasn't satisfied with how it handled. It's got a bit higher acceleration than what's shown in the vid and the gear switching has been improved - I felt some gears automatically switched too late, giving that horrible high rev noise.

+1 vote   media: FUEL Handling Profile: The Warrior SUV
Vetron Sep 15 2010, 10:22pm says:

This is what gets shown when you join a multiplayer game (or host one). The UI now shows the vehicle discipline, the vehicle type (rather than a silly list), the zone the race takes place in and a consistent naming scheme for types of races.

This was created based on requests from the multiplayer community.

+1 vote   media: V14.5 UI
Vetron Sep 15 2010, 1:52am says:

A slightly easier to read copy of the change-log can be found here:

Moddb.com < Link

+1 vote   download: FUEL: REFUELED V14.4 [FINAL]
Vetron Sep 14 2010, 3:52am says:

We drove from the shores of Tsunami Reef up to the Rainier Peak Camp - An all-road good online free ride!

+1 vote   media: 5
Vetron Sep 13 2010, 4:45pm says:

I've added various new challenges that include the Damocles Dragster - I'm currently working on bringing races using the Dragster to multiplayer.

For it to work effectively online I had to alter its handling profile - it no longer has the crazy acceleration, thus to achieve top speed it takes time, however its still by far one of the quickest accelerating vehicles in the game. I've also given it an even higher top speed of over 340 KM/H (a buff of around 5 - 10 KM/H).

+1 vote   media: Dragster Races!
Vetron Sep 12 2010, 6:28pm says:

Psychotic Fox's vs a Damocles :P (Guess which I'm driving:D)

+1 vote   media: 4
Vetron Sep 12 2010, 6:24pm says:

You asked for tornados in free ride...

+1 vote   media: Free Ride Extreme
Vetron Sep 12 2010, 6:23pm says:

Where to start...

Well I removed the Offroad and Road stats... they were incorrect anyway - a simple [tag] in the vehicle name does the job just fine.

Fuel is now displayed in the bottom corner and the vehicle price at the top of the stats list.

I added a couple of new elements, the Mass and class rating... Mass is only really useful for telling the difference between various vehicles in the same class. Oh and the class rating runs from 1 to 6 and is an average of the speed and acceleration - its useful for planning online events.

This vehicle has received a significant buff as I always thought it was under used - if your gunna go for a slow truck, why not just pick an off-road one? this is now faster than most off-road trucks and thus actually has a purpose.

+1 vote   media: V15 New UI - Vehicle Select
Vetron Sep 12 2010, 6:11pm says:

In the map menu I have reduced the size of the icon's by about a 1/3rd as it was getting very crowded in places with all the new items being added. THe map display is also larger as a result of the obstructing elements being removed.

The map can also zoom in much further, and scroll faster, making it much easier to use in general.

+1 vote   media: New UI - Map Menu
Vetron Sep 12 2010, 5:40pm says:

I'll be adding the latest version of the mod (V15) sometime later this month - but in the mean time, feel free to try V14.4 which I've put up for download!

Until I add more info here, you can find more stuff over at www.tfroc.net.

+1 vote   mod: FUEL: REFUELED
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