FuelAndElectricSystem (DashHook Support) 2.1.1
1.526
27
1.526
27
GTA V Permanent Fuel & Electric System Script - Immersive Driving Experience
Overview:
Want a more realistic driving experience in Los Santos? This fuel & electric system script breathes life into every vehicle you drive — fuel and battery charge are no longer infinite numbers but resources you must carefully manage. From high-rev fuel burn to gentle eco driving, from fluctuating gas prices to dynamic charging rates, from manual engine start/stop to the silent glide of an electric vehicle, every detail whispers: this isn't just a racing game, it's a living world.
1. Requirements
Before enjoying the energy simulation, make sure you have the following required components installed:
ScriptHookV: Essential GTA V scripting hook
ScriptHookVDotNet: .NET script loader, required
DashHook: Optional plugin (https://www.gta5-mods.com/tools/dashhook) that passes fuel/battery data to third-party dashboard mods (e.g., realistic vehicle gauges). When fuel or charge drops below 3 liters / 3 kWh, the script automatically illuminates the low fuel/battery warning light. Highly recommended.
Visual C++ Redistributable: Runtime libraries, usually already installed.
Installation: Place FuelAndElectricSystem dll into your GTAV/scripts folder. On first run, the file FuelAndElectricSystem ini will be created automatically. If you previously used the old FuelSystem, simply copy the entire contents of your old FuelSystem ini into the new FuelAndElectricSystem ini, overwriting it. The script will automatically update the config and vehicle data to the new format without losing any previously saved data.
2. Core Mechanics: Every Throttle Twitch Burns Real Energy
Energy Consumption Model — More Nuanced Than Reality Fuel vehicles and electric vehicles use different energy consumption logic, both dynamically influenced by speed, throttle input, and vehicle class:
(Fuel Vehicles)
- Speed Curve: Low speed (0-60 km/h) is relatively fuel-efficient; optimal economy is around 70-80 km/h; beyond that, wind resistance skyrockets and fuel consumption plummets — at 300+ km/h, fuel drains like a flood.
- RPM Factor: Lower RPM yields better efficiency; as the tach needle approaches redline, the engine gulps fuel in its roar, instantly spiking consumption over 30%.
- Throttle Response: Gentle pedal pressure gradually increases fuel use; flooring it can push consumption to 1.6x idle rate — smooth driving is your best friend for saving fuel.
- Vehicle Class Multiplier: Motorcycles are economical, supercars drink fuel like water, and big rigs are fuel guzzlers. Every class has a unique consumption multiplier.
(Electric Vehicles)
- Uses an independent electric consumption curve; high speed significantly drains the battery, but there's no RPM effect.
- Throttle depth directly affects energy usage; idle speed consumes almost no power.
- Default battery capacity (kWh) is determined by vehicle class.
Players can monitor real-time instantaneous consumption and experience the differences of various driving styles.
3. Energy Status and HUD
Two display modes, toggled with the K key:
- Compact Energy Bar Mode (default): A sleek colored progress bar at the bottom of the screen. Fuel vehicles transition from bright orange (full) to dark red (near empty); electric vehicles shift from cyan (full) to dark red, with 5-unit (L or kWh) tick marks for at-a-glance reading.
- Full Text Mode (press K to switch): Displays current energy (fuel or battery), capacity, instantaneous consumption, average consumption, estimated range, and real-time throttle percentage. Units automatically change to L or kWh based on vehicle type.
4. Gas Stations, Charging Stations & Pricing System
The map comes preloaded with 30+ fuel gas stations, and charging spots are located within parking spaces at those stations. Simply park your electric vehicle correctly in the designated parking spot at a gas station to charge.
Daily Fluctuating Prices: Refreshed every morning, fuel and electricity prices vary randomly within a reasonable range each day, simulating real market conditions.
Refueling / Charging Procedure:
- Fuel vehicles: drive into a gas station area (12 m detection radius), turn off the engine, stop, and press T to start refueling. 0.8 liters are added per second while money is deducted.
- Electric vehicles: park accurately in the designated parking spot at a gas station, turn off the engine, and press T to start charging. 0.5 kWh is added per second with corresponding cost.
- Press T again or start the engine to stop. If the vehicle moves or the engine is started, refueling/charging cancels automatically.
- Smart prompts: a fuel car at a charging spot will advise going to a gas station; an EV at a regular gas pump will direct you to the charging spot.
Friendly Hints: When near a service point, the screen will show today's price, unit, and operating guide.
Note: Refueling/charging is not possible while the engine is running or the vehicle is moving - safety first!
5. Manual Engine Start/Stop
By default, press Space + Enter to manually turn the engine off or on:
- Turning off the engine makes the vehicle undriveable and stops energy consumption.
- Restarting requires a short cooldown (to prevent accidental toggling) and the vehicle must have some remaining energy (fuel > 0 or charge > 0).
- Useful for refueling/charging, saving fuel/battery during stops, or roleplay.
6. Persistent Energy Data
Each vehicle’s fuel or battery level (identified by unique license plate or model + hash) is permanently saved in the [Fuel&Electric] section of FuelAndElectricSystem ini. Even after completely exiting and restarting the game, remaining energy is accurately restored — no automatic refill.
- Different license plates on the same model are recorded separately.
- Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have their own preset default tank/battery capacities, so no manual configuration is necessary. You can override defaults in the [Models] section if desired.
- Custom gas station and charging station coordinates can be added or removed. The script intelligently distinguishes built-in default coordinates from user additions, saving only your changes.
7. DashHook Instrument Cluster Integration
If DashHook is installed, the script automatically sends the energy percentage to third-party dashboards. When energy falls below 3 (L or kWh), a warning light illuminates, offering an at-a-glance alert.
8. Custom Configuration
All parameters can be adjusted via scripts/FuelAndElectricSystem ini. See the annotated configuration guide below.
Script Configuration File Guide:
Below are explanations of the main settings in FuelAndElectricSystem ini, found in the scripts folder inside your game directory.
[General]
DebugMode = 0 # Debug mode (same as DEVELOPER_MODE), 0=off, 1=on (shows vehicle match info when entering a vehicle)
ReloadHotkey = 116 # Hotkey for reloading the config, 116=F5
GlobalFuelGaugeOffset = 0.0 # (Reserved, overridden by model-specific offsets)
[HUD]
FUEL/ELECTRIC_BAR_MODE = 1 # HUD mode, 1=compact energy bar, 0=full text mode
FUEL/ELECTRIC_BAR = 0.0755/0.808/0.139/0.006 # Energy bar position & size (X/Y/Width/Height)
FUEL/ELECTRIC_BAR_SHOW_TICKS = 1 # Show 5-unit (L/kWh) tick marks
ShowThrottleHUD = 1 # Show throttle percentage in text mode
The following are positions and scales (X/Y/Z/Scale) for each element in full text mode:
FUEL/ELECTRIC = 0.02/0.02/0/0.4 # Energy value text (fuel/battery)
Inst = 0.02/0.06/0/0.35 # Instantaneous consumption
Avg = 0.02/0.10/0/0.35 # Average consumption
Range = 0.02/0.14/0/0.35 # Estimated range
Price = 0.85/0.02/0/0.35 # Today's price display position
Throttle = 0.02/0.18/0/0.35 # Throttle percentage text
HUDColorA = 255 # Text opacity (0-255)
[Keys]
EngineToggleKey1 = 32 # Engine start/stop key 1 (Space)
EngineToggleKey2 = 13 # Engine start/stop key 2 (Enter)
Refuel/ElectricKey = 84 # Refuel/Charge key (T)
Fuel/ElectricBarToggleKey = 75 # Toggle HUD mode key (K)
[FuelStations]
Fuel station coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default stations are not re-saved here.
[ChargingStations]
Charging spot coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default charging spots are not re-saved here.
[Models]
Specify fuel tank or battery capacity for a specific vehicle model. No unit is needed, just write the number, e.g., INFERNUS=75. The script automatically recognizes the vehicle type and interprets the value as liters or kWh. Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have built-in default capacities that are used if no custom value is given.
[Fuel&Electric]
Persistent energy data section, automatically maintained by the script. Do not edit manually.
Storage format example: ABC123,INFERNUS,45.0L or VOLTIC_HASH,VOLTIC,22.0kWh
[Fuel/ElectricGaugeOffset]
Calibrate the DashHook gauge needle offset for specific models, format: model name = offset (-0.1 to 0.1)
Example: ADDER = 0.05
[Debug]
DEVELOPER_MODE = 0 # Developer debug info switch, 1=on;
v2.0 Update Notes:
1.Fixed an issue where custom fuel capacity would revert to the default maximum. The script will no longer modify any custom settings on its own.
2.Changed the config file generation location: from the main game directory to the "scripts" folder inside it (the same directory where FuelSystem.dll is located).
3.Greatly simplified the config file format. In game pop up notifications will now only appear when Developer Mode is enabled.
4.Fixed the missing ignition sound when starting the engine. You will now hear the normal start up sound.
5.Added compatibility with the DashHook script. The fuel warning light will now turn on when remaining fuel is below 3 liters. Also added a config option for fine tuning the fuel gauge pointer.
6.Added a toggle for a compact fuel bar / text display mode. Default key is K, and the keybinding can be customized in the config file.
7.Improved the text prompts at gas stations. Now uses the built in game guidance bar for a more integrated, consistent look.
v2.1 Update Notes:
1.Added electric vehicle support: EVs (e.g., Voltic) are automatically detected and use independent energy consumption curves, battery capacity, and charging logic.
2.New charging station network: charging spots are located in parking spaces at gas stations across the map. Park correctly and press T to charge, adding 0.5 kWh per second while automatically deducting money.
3.Fuel and electricity prices now fluctuate independently each day within a realistic range.
4.The HUD energy bar and text mode automatically adapt to L or kWh units; EVs display a cyan energy bar.
5.Configuration file overhaul: added [ChargingStations] and [FuelStations] sections; [Fuel&Electric] replaces the old [Fuel] section; key names are backward-compatible, allowing seamless migration of old data.
6.Other improvements: smart refuel/charge prompts (fuel vs. electric), DashHook low-energy warning light, and default tank/battery capacities automatically set per vehicle class.
v2.1.1 Update Notes:
1.Fixed an issue with incorrect identification and determination of power type for motorcycle vehicles, and correctly applied the power consumption curve for electric motorcycles.
2.Added new text content and fuel/electricity bar to be displayed simultaneously when switching the HUD; also, nothing is shown when the engine is off (except when refueling/charging).
3.Fixed the issue where the vehicle engine would automatically start after being fully refueled/recharged.
Overview:
Want a more realistic driving experience in Los Santos? This fuel & electric system script breathes life into every vehicle you drive — fuel and battery charge are no longer infinite numbers but resources you must carefully manage. From high-rev fuel burn to gentle eco driving, from fluctuating gas prices to dynamic charging rates, from manual engine start/stop to the silent glide of an electric vehicle, every detail whispers: this isn't just a racing game, it's a living world.
1. Requirements
Before enjoying the energy simulation, make sure you have the following required components installed:
ScriptHookV: Essential GTA V scripting hook
ScriptHookVDotNet: .NET script loader, required
DashHook: Optional plugin (https://www.gta5-mods.com/tools/dashhook) that passes fuel/battery data to third-party dashboard mods (e.g., realistic vehicle gauges). When fuel or charge drops below 3 liters / 3 kWh, the script automatically illuminates the low fuel/battery warning light. Highly recommended.
Visual C++ Redistributable: Runtime libraries, usually already installed.
Installation: Place FuelAndElectricSystem dll into your GTAV/scripts folder. On first run, the file FuelAndElectricSystem ini will be created automatically. If you previously used the old FuelSystem, simply copy the entire contents of your old FuelSystem ini into the new FuelAndElectricSystem ini, overwriting it. The script will automatically update the config and vehicle data to the new format without losing any previously saved data.
2. Core Mechanics: Every Throttle Twitch Burns Real Energy
Energy Consumption Model — More Nuanced Than Reality Fuel vehicles and electric vehicles use different energy consumption logic, both dynamically influenced by speed, throttle input, and vehicle class:
(Fuel Vehicles)
- Speed Curve: Low speed (0-60 km/h) is relatively fuel-efficient; optimal economy is around 70-80 km/h; beyond that, wind resistance skyrockets and fuel consumption plummets — at 300+ km/h, fuel drains like a flood.
- RPM Factor: Lower RPM yields better efficiency; as the tach needle approaches redline, the engine gulps fuel in its roar, instantly spiking consumption over 30%.
- Throttle Response: Gentle pedal pressure gradually increases fuel use; flooring it can push consumption to 1.6x idle rate — smooth driving is your best friend for saving fuel.
- Vehicle Class Multiplier: Motorcycles are economical, supercars drink fuel like water, and big rigs are fuel guzzlers. Every class has a unique consumption multiplier.
(Electric Vehicles)
- Uses an independent electric consumption curve; high speed significantly drains the battery, but there's no RPM effect.
- Throttle depth directly affects energy usage; idle speed consumes almost no power.
- Default battery capacity (kWh) is determined by vehicle class.
Players can monitor real-time instantaneous consumption and experience the differences of various driving styles.
3. Energy Status and HUD
Two display modes, toggled with the K key:
- Compact Energy Bar Mode (default): A sleek colored progress bar at the bottom of the screen. Fuel vehicles transition from bright orange (full) to dark red (near empty); electric vehicles shift from cyan (full) to dark red, with 5-unit (L or kWh) tick marks for at-a-glance reading.
- Full Text Mode (press K to switch): Displays current energy (fuel or battery), capacity, instantaneous consumption, average consumption, estimated range, and real-time throttle percentage. Units automatically change to L or kWh based on vehicle type.
4. Gas Stations, Charging Stations & Pricing System
The map comes preloaded with 30+ fuel gas stations, and charging spots are located within parking spaces at those stations. Simply park your electric vehicle correctly in the designated parking spot at a gas station to charge.
Daily Fluctuating Prices: Refreshed every morning, fuel and electricity prices vary randomly within a reasonable range each day, simulating real market conditions.
Refueling / Charging Procedure:
- Fuel vehicles: drive into a gas station area (12 m detection radius), turn off the engine, stop, and press T to start refueling. 0.8 liters are added per second while money is deducted.
- Electric vehicles: park accurately in the designated parking spot at a gas station, turn off the engine, and press T to start charging. 0.5 kWh is added per second with corresponding cost.
- Press T again or start the engine to stop. If the vehicle moves or the engine is started, refueling/charging cancels automatically.
- Smart prompts: a fuel car at a charging spot will advise going to a gas station; an EV at a regular gas pump will direct you to the charging spot.
Friendly Hints: When near a service point, the screen will show today's price, unit, and operating guide.
Note: Refueling/charging is not possible while the engine is running or the vehicle is moving - safety first!
5. Manual Engine Start/Stop
By default, press Space + Enter to manually turn the engine off or on:
- Turning off the engine makes the vehicle undriveable and stops energy consumption.
- Restarting requires a short cooldown (to prevent accidental toggling) and the vehicle must have some remaining energy (fuel > 0 or charge > 0).
- Useful for refueling/charging, saving fuel/battery during stops, or roleplay.
6. Persistent Energy Data
Each vehicle’s fuel or battery level (identified by unique license plate or model + hash) is permanently saved in the [Fuel&Electric] section of FuelAndElectricSystem ini. Even after completely exiting and restarting the game, remaining energy is accurately restored — no automatic refill.
- Different license plates on the same model are recorded separately.
- Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have their own preset default tank/battery capacities, so no manual configuration is necessary. You can override defaults in the [Models] section if desired.
- Custom gas station and charging station coordinates can be added or removed. The script intelligently distinguishes built-in default coordinates from user additions, saving only your changes.
7. DashHook Instrument Cluster Integration
If DashHook is installed, the script automatically sends the energy percentage to third-party dashboards. When energy falls below 3 (L or kWh), a warning light illuminates, offering an at-a-glance alert.
8. Custom Configuration
All parameters can be adjusted via scripts/FuelAndElectricSystem ini. See the annotated configuration guide below.
Script Configuration File Guide:
Below are explanations of the main settings in FuelAndElectricSystem ini, found in the scripts folder inside your game directory.
[General]
DebugMode = 0 # Debug mode (same as DEVELOPER_MODE), 0=off, 1=on (shows vehicle match info when entering a vehicle)
ReloadHotkey = 116 # Hotkey for reloading the config, 116=F5
GlobalFuelGaugeOffset = 0.0 # (Reserved, overridden by model-specific offsets)
[HUD]
FUEL/ELECTRIC_BAR_MODE = 1 # HUD mode, 1=compact energy bar, 0=full text mode
FUEL/ELECTRIC_BAR = 0.0755/0.808/0.139/0.006 # Energy bar position & size (X/Y/Width/Height)
FUEL/ELECTRIC_BAR_SHOW_TICKS = 1 # Show 5-unit (L/kWh) tick marks
ShowThrottleHUD = 1 # Show throttle percentage in text mode
The following are positions and scales (X/Y/Z/Scale) for each element in full text mode:
FUEL/ELECTRIC = 0.02/0.02/0/0.4 # Energy value text (fuel/battery)
Inst = 0.02/0.06/0/0.35 # Instantaneous consumption
Avg = 0.02/0.10/0/0.35 # Average consumption
Range = 0.02/0.14/0/0.35 # Estimated range
Price = 0.85/0.02/0/0.35 # Today's price display position
Throttle = 0.02/0.18/0/0.35 # Throttle percentage text
HUDColorA = 255 # Text opacity (0-255)
[Keys]
EngineToggleKey1 = 32 # Engine start/stop key 1 (Space)
EngineToggleKey2 = 13 # Engine start/stop key 2 (Enter)
Refuel/ElectricKey = 84 # Refuel/Charge key (T)
Fuel/ElectricBarToggleKey = 75 # Toggle HUD mode key (K)
[FuelStations]
Fuel station coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default stations are not re-saved here.
[ChargingStations]
Charging spot coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default charging spots are not re-saved here.
[Models]
Specify fuel tank or battery capacity for a specific vehicle model. No unit is needed, just write the number, e.g., INFERNUS=75. The script automatically recognizes the vehicle type and interprets the value as liters or kWh. Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have built-in default capacities that are used if no custom value is given.
[Fuel&Electric]
Persistent energy data section, automatically maintained by the script. Do not edit manually.
Storage format example: ABC123,INFERNUS,45.0L or VOLTIC_HASH,VOLTIC,22.0kWh
[Fuel/ElectricGaugeOffset]
Calibrate the DashHook gauge needle offset for specific models, format: model name = offset (-0.1 to 0.1)
Example: ADDER = 0.05
[Debug]
DEVELOPER_MODE = 0 # Developer debug info switch, 1=on;
v2.0 Update Notes:
1.Fixed an issue where custom fuel capacity would revert to the default maximum. The script will no longer modify any custom settings on its own.
2.Changed the config file generation location: from the main game directory to the "scripts" folder inside it (the same directory where FuelSystem.dll is located).
3.Greatly simplified the config file format. In game pop up notifications will now only appear when Developer Mode is enabled.
4.Fixed the missing ignition sound when starting the engine. You will now hear the normal start up sound.
5.Added compatibility with the DashHook script. The fuel warning light will now turn on when remaining fuel is below 3 liters. Also added a config option for fine tuning the fuel gauge pointer.
6.Added a toggle for a compact fuel bar / text display mode. Default key is K, and the keybinding can be customized in the config file.
7.Improved the text prompts at gas stations. Now uses the built in game guidance bar for a more integrated, consistent look.
v2.1 Update Notes:
1.Added electric vehicle support: EVs (e.g., Voltic) are automatically detected and use independent energy consumption curves, battery capacity, and charging logic.
2.New charging station network: charging spots are located in parking spaces at gas stations across the map. Park correctly and press T to charge, adding 0.5 kWh per second while automatically deducting money.
3.Fuel and electricity prices now fluctuate independently each day within a realistic range.
4.The HUD energy bar and text mode automatically adapt to L or kWh units; EVs display a cyan energy bar.
5.Configuration file overhaul: added [ChargingStations] and [FuelStations] sections; [Fuel&Electric] replaces the old [Fuel] section; key names are backward-compatible, allowing seamless migration of old data.
6.Other improvements: smart refuel/charge prompts (fuel vs. electric), DashHook low-energy warning light, and default tank/battery capacities automatically set per vehicle class.
v2.1.1 Update Notes:
1.Fixed an issue with incorrect identification and determination of power type for motorcycle vehicles, and correctly applied the power consumption curve for electric motorcycles.
2.Added new text content and fuel/electricity bar to be displayed simultaneously when switching the HUD; also, nothing is shown when the engine is off (except when refueling/charging).
3.Fixed the issue where the vehicle engine would automatically start after being fully refueled/recharged.
Subido por primera vez: 3 de enero de 2026
Última actualización: hace 5 días
Descarga más reciente: hace 30 minutos
32 Comentarios
GTA V Permanent Fuel & Electric System Script - Immersive Driving Experience
Overview:
Want a more realistic driving experience in Los Santos? This fuel & electric system script breathes life into every vehicle you drive — fuel and battery charge are no longer infinite numbers but resources you must carefully manage. From high-rev fuel burn to gentle eco driving, from fluctuating gas prices to dynamic charging rates, from manual engine start/stop to the silent glide of an electric vehicle, every detail whispers: this isn't just a racing game, it's a living world.
1. Requirements
Before enjoying the energy simulation, make sure you have the following required components installed:
ScriptHookV: Essential GTA V scripting hook
ScriptHookVDotNet: .NET script loader, required
DashHook: Optional plugin (https://www.gta5-mods.com/tools/dashhook) that passes fuel/battery data to third-party dashboard mods (e.g., realistic vehicle gauges). When fuel or charge drops below 3 liters / 3 kWh, the script automatically illuminates the low fuel/battery warning light. Highly recommended.
Visual C++ Redistributable: Runtime libraries, usually already installed.
Installation: Place FuelAndElectricSystem dll into your GTAV/scripts folder. On first run, the file FuelAndElectricSystem ini will be created automatically. If you previously used the old FuelSystem, simply copy the entire contents of your old FuelSystem ini into the new FuelAndElectricSystem ini, overwriting it. The script will automatically update the config and vehicle data to the new format without losing any previously saved data.
2. Core Mechanics: Every Throttle Twitch Burns Real Energy
Energy Consumption Model — More Nuanced Than Reality Fuel vehicles and electric vehicles use different energy consumption logic, both dynamically influenced by speed, throttle input, and vehicle class:
(Fuel Vehicles)
- Speed Curve: Low speed (0-60 km/h) is relatively fuel-efficient; optimal economy is around 70-80 km/h; beyond that, wind resistance skyrockets and fuel consumption plummets — at 300+ km/h, fuel drains like a flood.
- RPM Factor: Lower RPM yields better efficiency; as the tach needle approaches redline, the engine gulps fuel in its roar, instantly spiking consumption over 30%.
- Throttle Response: Gentle pedal pressure gradually increases fuel use; flooring it can push consumption to 1.6x idle rate — smooth driving is your best friend for saving fuel.
- Vehicle Class Multiplier: Motorcycles are economical, supercars drink fuel like water, and big rigs are fuel guzzlers. Every class has a unique consumption multiplier.
(Electric Vehicles)
- Uses an independent electric consumption curve; high speed significantly drains the battery, but there's no RPM effect.
- Throttle depth directly affects energy usage; idle speed consumes almost no power.
- Default battery capacity (kWh) is determined by vehicle class.
Players can monitor real-time instantaneous consumption and experience the differences of various driving styles.
3. Energy Status and HUD
Two display modes, toggled with the K key:
- Compact Energy Bar Mode (default): A sleek colored progress bar at the bottom of the screen. Fuel vehicles transition from bright orange (full) to dark red (near empty); electric vehicles shift from cyan (full) to dark red, with 5-unit (L or kWh) tick marks for at-a-glance reading.
- Full Text Mode (press K to switch): Displays current energy (fuel or battery), capacity, instantaneous consumption, average consumption, estimated range, and real-time throttle percentage. Units automatically change to L or kWh based on vehicle type.
4. Gas Stations, Charging Stations & Pricing System
The map comes preloaded with 30+ fuel gas stations, and charging spots are located within parking spaces at those stations. Simply park your electric vehicle correctly in the designated parking spot at a gas station to charge.
Daily Fluctuating Prices: Refreshed every morning, fuel and electricity prices vary randomly within a reasonable range each day, simulating real market conditions.
Refueling / Charging Procedure:
- Fuel vehicles: drive into a gas station area (12 m detection radius), turn off the engine, stop, and press T to start refueling. 0.8 liters are added per second while money is deducted.
- Electric vehicles: park accurately in the designated parking spot at a gas station, turn off the engine, and press T to start charging. 0.5 kWh is added per second with corresponding cost.
- Press T again or start the engine to stop. If the vehicle moves or the engine is started, refueling/charging cancels automatically.
- Smart prompts: a fuel car at a charging spot will advise going to a gas station; an EV at a regular gas pump will direct you to the charging spot.
Friendly Hints: When near a service point, the screen will show today's price, unit, and operating guide.
Note: Refueling/charging is not possible while the engine is running or the vehicle is moving - safety first!
5. Manual Engine Start/Stop
By default, press Space + Enter to manually turn the engine off or on:
- Turning off the engine makes the vehicle undriveable and stops energy consumption.
- Restarting requires a short cooldown (to prevent accidental toggling) and the vehicle must have some remaining energy (fuel > 0 or charge > 0).
- Useful for refueling/charging, saving fuel/battery during stops, or roleplay.
6. Persistent Energy Data
Each vehicle’s fuel or battery level (identified by unique license plate or model + hash) is permanently saved in the [Fuel&Electric] section of FuelAndElectricSystem ini. Even after completely exiting and restarting the game, remaining energy is accurately restored — no automatic refill.
- Different license plates on the same model are recorded separately.
- Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have their own preset default tank/battery capacities, so no manual configuration is necessary. You can override defaults in the [Models] section if desired.
- Custom gas station and charging station coordinates can be added or removed. The script intelligently distinguishes built-in default coordinates from user additions, saving only your changes.
7. DashHook Instrument Cluster Integration
If DashHook is installed, the script automatically sends the energy percentage to third-party dashboards. When energy falls below 3 (L or kWh), a warning light illuminates, offering an at-a-glance alert.
8. Custom Configuration
All parameters can be adjusted via scripts/FuelAndElectricSystem ini. See the annotated configuration guide below.
Script Configuration File Guide:
Below are explanations of the main settings in FuelAndElectricSystem ini, found in the scripts folder inside your game directory.
[General]
DebugMode = 0 # Debug mode (same as DEVELOPER_MODE), 0=off, 1=on (shows vehicle match info when entering a vehicle)
ReloadHotkey = 116 # Hotkey for reloading the config, 116=F5
GlobalFuelGaugeOffset = 0.0 # (Reserved, overridden by model-specific offsets)
[HUD]
FUEL/ELECTRIC_BAR_MODE = 1 # HUD mode, 1=compact energy bar, 0=full text mode
FUEL/ELECTRIC_BAR = 0.0755/0.808/0.139/0.006 # Energy bar position & size (X/Y/Width/Height)
FUEL/ELECTRIC_BAR_SHOW_TICKS = 1 # Show 5-unit (L/kWh) tick marks
ShowThrottleHUD = 1 # Show throttle percentage in text mode
The following are positions and scales (X/Y/Z/Scale) for each element in full text mode:
FUEL/ELECTRIC = 0.02/0.02/0/0.4 # Energy value text (fuel/battery)
Inst = 0.02/0.06/0/0.35 # Instantaneous consumption
Avg = 0.02/0.10/0/0.35 # Average consumption
Range = 0.02/0.14/0/0.35 # Estimated range
Price = 0.85/0.02/0/0.35 # Today's price display position
Throttle = 0.02/0.18/0/0.35 # Throttle percentage text
HUDColorA = 255 # Text opacity (0-255)
[Keys]
EngineToggleKey1 = 32 # Engine start/stop key 1 (Space)
EngineToggleKey2 = 13 # Engine start/stop key 2 (Enter)
Refuel/ElectricKey = 84 # Refuel/Charge key (T)
Fuel/ElectricBarToggleKey = 75 # Toggle HUD mode key (K)
[FuelStations]
Fuel station coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default stations are not re-saved here.
[ChargingStations]
Charging spot coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default charging spots are not re-saved here.
[Models]
Specify fuel tank or battery capacity for a specific vehicle model. No unit is needed, just write the number, e.g., INFERNUS=75. The script automatically recognizes the vehicle type and interprets the value as liters or kWh. Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have built-in default capacities that are used if no custom value is given.
[Fuel&Electric]
Persistent energy data section, automatically maintained by the script. Do not edit manually.
Storage format example: ABC123,INFERNUS,45.0L or VOLTIC_HASH,VOLTIC,22.0kWh
[Fuel/ElectricGaugeOffset]
Calibrate the DashHook gauge needle offset for specific models, format: model name = offset (-0.1 to 0.1)
Example: ADDER = 0.05
[Debug]
DEVELOPER_MODE = 0 # Developer debug info switch, 1=on;
v2.0 Update Notes:
1.Fixed an issue where custom fuel capacity would revert to the default maximum. The script will no longer modify any custom settings on its own.
2.Changed the config file generation location: from the main game directory to the "scripts" folder inside it (the same directory where FuelSystem.dll is located).
3.Greatly simplified the config file format. In game pop up notifications will now only appear when Developer Mode is enabled.
4.Fixed the missing ignition sound when starting the engine. You will now hear the normal start up sound.
5.Added compatibility with the DashHook script. The fuel warning light will now turn on when remaining fuel is below 3 liters. Also added a config option for fine tuning the fuel gauge pointer.
6.Added a toggle for a compact fuel bar / text display mode. Default key is K, and the keybinding can be customized in the config file.
7.Improved the text prompts at gas stations. Now uses the built in game guidance bar for a more integrated, consistent look.
v2.1 Update Notes:
1.Added electric vehicle support: EVs (e.g., Voltic) are automatically detected and use independent energy consumption curves, battery capacity, and charging logic.
2.New charging station network: charging spots are located in parking spaces at gas stations across the map. Park correctly and press T to charge, adding 0.5 kWh per second while automatically deducting money.
3.Fuel and electricity prices now fluctuate independently each day within a realistic range.
4.The HUD energy bar and text mode automatically adapt to L or kWh units; EVs display a cyan energy bar.
5.Configuration file overhaul: added [ChargingStations] and [FuelStations] sections; [Fuel&Electric] replaces the old [Fuel] section; key names are backward-compatible, allowing seamless migration of old data.
6.Other improvements: smart refuel/charge prompts (fuel vs. electric), DashHook low-energy warning light, and default tank/battery capacities automatically set per vehicle class.
v2.1.1 Update Notes:
1.Fixed an issue with incorrect identification and determination of power type for motorcycle vehicles, and correctly applied the power consumption curve for electric motorcycles.
2.Added new text content and fuel/electricity bar to be displayed simultaneously when switching the HUD; also, nothing is shown when the engine is off (except when refueling/charging).
3.Fixed the issue where the vehicle engine would automatically start after being fully refueled/recharged.
Overview:
Want a more realistic driving experience in Los Santos? This fuel & electric system script breathes life into every vehicle you drive — fuel and battery charge are no longer infinite numbers but resources you must carefully manage. From high-rev fuel burn to gentle eco driving, from fluctuating gas prices to dynamic charging rates, from manual engine start/stop to the silent glide of an electric vehicle, every detail whispers: this isn't just a racing game, it's a living world.
1. Requirements
Before enjoying the energy simulation, make sure you have the following required components installed:
ScriptHookV: Essential GTA V scripting hook
ScriptHookVDotNet: .NET script loader, required
DashHook: Optional plugin (https://www.gta5-mods.com/tools/dashhook) that passes fuel/battery data to third-party dashboard mods (e.g., realistic vehicle gauges). When fuel or charge drops below 3 liters / 3 kWh, the script automatically illuminates the low fuel/battery warning light. Highly recommended.
Visual C++ Redistributable: Runtime libraries, usually already installed.
Installation: Place FuelAndElectricSystem dll into your GTAV/scripts folder. On first run, the file FuelAndElectricSystem ini will be created automatically. If you previously used the old FuelSystem, simply copy the entire contents of your old FuelSystem ini into the new FuelAndElectricSystem ini, overwriting it. The script will automatically update the config and vehicle data to the new format without losing any previously saved data.
2. Core Mechanics: Every Throttle Twitch Burns Real Energy
Energy Consumption Model — More Nuanced Than Reality Fuel vehicles and electric vehicles use different energy consumption logic, both dynamically influenced by speed, throttle input, and vehicle class:
(Fuel Vehicles)
- Speed Curve: Low speed (0-60 km/h) is relatively fuel-efficient; optimal economy is around 70-80 km/h; beyond that, wind resistance skyrockets and fuel consumption plummets — at 300+ km/h, fuel drains like a flood.
- RPM Factor: Lower RPM yields better efficiency; as the tach needle approaches redline, the engine gulps fuel in its roar, instantly spiking consumption over 30%.
- Throttle Response: Gentle pedal pressure gradually increases fuel use; flooring it can push consumption to 1.6x idle rate — smooth driving is your best friend for saving fuel.
- Vehicle Class Multiplier: Motorcycles are economical, supercars drink fuel like water, and big rigs are fuel guzzlers. Every class has a unique consumption multiplier.
(Electric Vehicles)
- Uses an independent electric consumption curve; high speed significantly drains the battery, but there's no RPM effect.
- Throttle depth directly affects energy usage; idle speed consumes almost no power.
- Default battery capacity (kWh) is determined by vehicle class.
Players can monitor real-time instantaneous consumption and experience the differences of various driving styles.
3. Energy Status and HUD
Two display modes, toggled with the K key:
- Compact Energy Bar Mode (default): A sleek colored progress bar at the bottom of the screen. Fuel vehicles transition from bright orange (full) to dark red (near empty); electric vehicles shift from cyan (full) to dark red, with 5-unit (L or kWh) tick marks for at-a-glance reading.
- Full Text Mode (press K to switch): Displays current energy (fuel or battery), capacity, instantaneous consumption, average consumption, estimated range, and real-time throttle percentage. Units automatically change to L or kWh based on vehicle type.
4. Gas Stations, Charging Stations & Pricing System
The map comes preloaded with 30+ fuel gas stations, and charging spots are located within parking spaces at those stations. Simply park your electric vehicle correctly in the designated parking spot at a gas station to charge.
Daily Fluctuating Prices: Refreshed every morning, fuel and electricity prices vary randomly within a reasonable range each day, simulating real market conditions.
Refueling / Charging Procedure:
- Fuel vehicles: drive into a gas station area (12 m detection radius), turn off the engine, stop, and press T to start refueling. 0.8 liters are added per second while money is deducted.
- Electric vehicles: park accurately in the designated parking spot at a gas station, turn off the engine, and press T to start charging. 0.5 kWh is added per second with corresponding cost.
- Press T again or start the engine to stop. If the vehicle moves or the engine is started, refueling/charging cancels automatically.
- Smart prompts: a fuel car at a charging spot will advise going to a gas station; an EV at a regular gas pump will direct you to the charging spot.
Friendly Hints: When near a service point, the screen will show today's price, unit, and operating guide.
Note: Refueling/charging is not possible while the engine is running or the vehicle is moving - safety first!
5. Manual Engine Start/Stop
By default, press Space + Enter to manually turn the engine off or on:
- Turning off the engine makes the vehicle undriveable and stops energy consumption.
- Restarting requires a short cooldown (to prevent accidental toggling) and the vehicle must have some remaining energy (fuel > 0 or charge > 0).
- Useful for refueling/charging, saving fuel/battery during stops, or roleplay.
6. Persistent Energy Data
Each vehicle’s fuel or battery level (identified by unique license plate or model + hash) is permanently saved in the [Fuel&Electric] section of FuelAndElectricSystem ini. Even after completely exiting and restarting the game, remaining energy is accurately restored — no automatic refill.
- Different license plates on the same model are recorded separately.
- Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have their own preset default tank/battery capacities, so no manual configuration is necessary. You can override defaults in the [Models] section if desired.
- Custom gas station and charging station coordinates can be added or removed. The script intelligently distinguishes built-in default coordinates from user additions, saving only your changes.
7. DashHook Instrument Cluster Integration
If DashHook is installed, the script automatically sends the energy percentage to third-party dashboards. When energy falls below 3 (L or kWh), a warning light illuminates, offering an at-a-glance alert.
8. Custom Configuration
All parameters can be adjusted via scripts/FuelAndElectricSystem ini. See the annotated configuration guide below.
Script Configuration File Guide:
Below are explanations of the main settings in FuelAndElectricSystem ini, found in the scripts folder inside your game directory.
[General]
DebugMode = 0 # Debug mode (same as DEVELOPER_MODE), 0=off, 1=on (shows vehicle match info when entering a vehicle)
ReloadHotkey = 116 # Hotkey for reloading the config, 116=F5
GlobalFuelGaugeOffset = 0.0 # (Reserved, overridden by model-specific offsets)
[HUD]
FUEL/ELECTRIC_BAR_MODE = 1 # HUD mode, 1=compact energy bar, 0=full text mode
FUEL/ELECTRIC_BAR = 0.0755/0.808/0.139/0.006 # Energy bar position & size (X/Y/Width/Height)
FUEL/ELECTRIC_BAR_SHOW_TICKS = 1 # Show 5-unit (L/kWh) tick marks
ShowThrottleHUD = 1 # Show throttle percentage in text mode
The following are positions and scales (X/Y/Z/Scale) for each element in full text mode:
FUEL/ELECTRIC = 0.02/0.02/0/0.4 # Energy value text (fuel/battery)
Inst = 0.02/0.06/0/0.35 # Instantaneous consumption
Avg = 0.02/0.10/0/0.35 # Average consumption
Range = 0.02/0.14/0/0.35 # Estimated range
Price = 0.85/0.02/0/0.35 # Today's price display position
Throttle = 0.02/0.18/0/0.35 # Throttle percentage text
HUDColorA = 255 # Text opacity (0-255)
[Keys]
EngineToggleKey1 = 32 # Engine start/stop key 1 (Space)
EngineToggleKey2 = 13 # Engine start/stop key 2 (Enter)
Refuel/ElectricKey = 84 # Refuel/Charge key (T)
Fuel/ElectricBarToggleKey = 75 # Toggle HUD mode key (K)
[FuelStations]
Fuel station coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default stations are not re-saved here.
[ChargingStations]
Charging spot coordinate list, format: X,Y,Z (integer coordinates). Add or remove as needed. Built-in default charging spots are not re-saved here.
[Models]
Specify fuel tank or battery capacity for a specific vehicle model. No unit is needed, just write the number, e.g., INFERNUS=75. The script automatically recognizes the vehicle type and interprets the value as liters or kWh. Different vehicle types (sedans, sports cars, trucks, EVs, etc.) have built-in default capacities that are used if no custom value is given.
[Fuel&Electric]
Persistent energy data section, automatically maintained by the script. Do not edit manually.
Storage format example: ABC123,INFERNUS,45.0L or VOLTIC_HASH,VOLTIC,22.0kWh
[Fuel/ElectricGaugeOffset]
Calibrate the DashHook gauge needle offset for specific models, format: model name = offset (-0.1 to 0.1)
Example: ADDER = 0.05
[Debug]
DEVELOPER_MODE = 0 # Developer debug info switch, 1=on;
v2.0 Update Notes:
1.Fixed an issue where custom fuel capacity would revert to the default maximum. The script will no longer modify any custom settings on its own.
2.Changed the config file generation location: from the main game directory to the "scripts" folder inside it (the same directory where FuelSystem.dll is located).
3.Greatly simplified the config file format. In game pop up notifications will now only appear when Developer Mode is enabled.
4.Fixed the missing ignition sound when starting the engine. You will now hear the normal start up sound.
5.Added compatibility with the DashHook script. The fuel warning light will now turn on when remaining fuel is below 3 liters. Also added a config option for fine tuning the fuel gauge pointer.
6.Added a toggle for a compact fuel bar / text display mode. Default key is K, and the keybinding can be customized in the config file.
7.Improved the text prompts at gas stations. Now uses the built in game guidance bar for a more integrated, consistent look.
v2.1 Update Notes:
1.Added electric vehicle support: EVs (e.g., Voltic) are automatically detected and use independent energy consumption curves, battery capacity, and charging logic.
2.New charging station network: charging spots are located in parking spaces at gas stations across the map. Park correctly and press T to charge, adding 0.5 kWh per second while automatically deducting money.
3.Fuel and electricity prices now fluctuate independently each day within a realistic range.
4.The HUD energy bar and text mode automatically adapt to L or kWh units; EVs display a cyan energy bar.
5.Configuration file overhaul: added [ChargingStations] and [FuelStations] sections; [Fuel&Electric] replaces the old [Fuel] section; key names are backward-compatible, allowing seamless migration of old data.
6.Other improvements: smart refuel/charge prompts (fuel vs. electric), DashHook low-energy warning light, and default tank/battery capacities automatically set per vehicle class.
v2.1.1 Update Notes:
1.Fixed an issue with incorrect identification and determination of power type for motorcycle vehicles, and correctly applied the power consumption curve for electric motorcycles.
2.Added new text content and fuel/electricity bar to be displayed simultaneously when switching the HUD; also, nothing is shown when the engine is off (except when refueling/charging).
3.Fixed the issue where the vehicle engine would automatically start after being fully refueled/recharged.
Subido por primera vez: 3 de enero de 2026
Última actualización: hace 5 días
Descarga más reciente: hace 30 minutos








If an electric vehicle is incorrectly identified as a fuel vehicle, you can manually change the unit at the end of the corresponding vehicle entry under the [Fuel&Electric] section in the configuration file from L to kWh, then manually refresh the configuration file in the game for it to take effect.
Does this affect electric vehicles?
this mod is goated. approved immediately recommended
@grubyydyd Regarding electric vehicles, flying vehicles, and boats, I should gradually provide support in subsequent updates.
@Lisztdreams awesome! the mod is quite excellent
@Lisztdreams May you please add an option in the .ini that allows users to enable/disable different individual feature of this mod? For compatibility with other users' heavily modded setups.
@Xire Sorry, I didn't fully understand. Do you mean you want separate INI options to enable/disable individual features (like HUD, fuel consumption, gas stations, etc.) for better mod compatibility?Currently, a better way is to move unwanted HUD content off-screen using coordinate settings, for example by setting both the X and Y axes to negative numbers, so that you won't see a certain item.
@Lisztdreams For exaample, daily fuel price, vehicle control, etc. actual features of the mod itself this is very fun to use yet i use other mods that provide some functionality that this mod also offers!
@Xire Regarding the engine on/off key, you can set both keys to 0, and the script will automatically disable the engine switch function. As for other content, it involves the script's mechanism chain, so it cannot be disabled. We apologize for this.😂
@grubyydyd I have added support for electric vehicles in the latest version 2.1. For details, you can check the update notes.
Can you make it compatible with the older version of ScriptHookVDotNet ? Like the very first release? Because when I update ScriptHookVDotNet it breaks my other scripts
@Lisztdreams If possible, could you add a toggle in the ini file to disable the feature where the car starts automatically after refueling to a full tank? I'm using another script that allows me to manually turn my engine on/off, I disabled the same feature in this mod.
Can the next update add a feature to customize and add code for additional cars? I downloaded some electric car models, like Tesla, but the plugin recognized them as gasoline cars.
@asdas98 You can currently directly set the unit at the end of [Fuel&Electric] corresponding to Tesla from L to kWh, then refresh the configuration in the game to update the custom vehicle type.Just like changing TESLA123,MODELY,54.0L to TESLA123,MODELY,54.0KWh, then under the [Models] section set MODELY=45 (any capacity you want), the script will automatically recognize whether 45 is a fuel value or an electric value based on the custom vehicle type you set.
@0riscape Regarding the issue of the vehicle automatically starting after refueling, I did notice it before, as well as the recognition problem with electric motorcycles. These issues have now been fixed. I will release the latest version 2.1.1 soon. Thank you.
@asdas98 Theoretically, this script can automatically recognize electric vehicles. The current reason might be that your Tesla has more than one forward gear, so it was identified as a fuel vehicle by the script. You can use OpenIV to open your Tesla mod and modify <nInitialDriveGears value="XXX" in handling.meta, setting XXX to 1, i.e., <nInitialDriveGears value="1"
is this mod support for gamepad ?
@remogaming This script currently does not provide support for gamepad.
@Lisztdreams Thank you
how can I make the fuel bar bellow the radar ? ps : an ingame control is necessary