DonnerTechRacing ECUs

DonnerTechRacing ECUs 1.6.0

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RequirementVersionRequiredLink
MySummerCar12922607
(game => open console => type ver => buildID)
YES
Steam
MscModLoaderv1.2.14
YES
GitHub
MscModApiv1.4.1
YES
GitHub
DonnerTechRacing Satsuma Turbochargerv2.2.3
OPTIONAL
overtake.gg

Very important: The table above shows the individual version this mod is intended (& tested) to be used with. By choosing any other versions than shown above, you acknowledge that you computer may turn into a frog.

The long awaited update to my ECU mod.

I apologize for this taking so damn long. There was just never much interest touching these mods.

Most changes are not in this mod but my MscModApi that now runs most if not all of the part logic in the background which unifies it with the current version of my turbo mod.

Important info:
  • The current FuelSystem is very very very Beta. It was completely redone in MscModApi to hopefully fix a lot of the issues caused by the game acting like it does.
  • Don't hestiate to report bugs you find. The more information you give me how the bug happened the quicker I can fix it (and the more interest I have touching those bugs)
  • The current FuelSystem also no longer works with the turbo mod, in the past parts just didn't fit together great. Now you simply can't connect them to each other anymore. This is due to changes in MscModApi how Mod Parts interact/connect with Game parts.
    • The solution will involve creating a new manifold in either ecu or turbo mod that the other mod can then connect to.
    • This will take time (mainly because I hate 3D-Modeling with blender)
    • So for now: you will have to choose between having fuel injection on your satsuma or a big ass turbo.
  • A lot of code was changed, moved, removed, readded, adjusted, ... . It is likely there are now bugs where previously there were none. So be warned.
Changes
  • Code optimization
  • Code reduction
  • Use latest version of MscModApi (v1.4.1)
  • Remove local implementations in favor of implementations unified in MscModApi
  • Implement FuelSystem functionality with new features of MscModApi (ReplacedGameParts) (VERY VERY BETA)
  • Fix glitching UI-Text in Chip-Programmer.
  • Reimplement turbocharger mod page
  • Fix/Improve cruise control logic (works but need to me improved further)
  • Fix startAssistEnabled setting in chip programmer causing game crash
  • Fix gear ratios setting and transmission (FWD, RWD, AWD) not applied on game start and make it possible for other mods to change these things without this mod overwriting the changes)
  • Add screw to cruise control panel (size 10)
  • Fix screen showing white background when off on initial load
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 update MscModApi 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
  • Like
Reactions: rosagay
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 the chip_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. Click WRITE 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.
  • Like
Reactions: Tsukirari
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
  • Like
Reactions: Luvas
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
  • Like
Reactions: xojopa
Forgot to remove something from the code ^^
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)

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.
  • Like
Reactions: tadashi123
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
Changelog (v1.4.8):
  • Fixed mod crashing caused by old file renamer tool
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
  • Like
Reactions: hugoaalonso
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

airride_page.jpg

airride_before.jpg

airride_after.jpg


  • 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:
  • Increase pressure: Arrow up​
  • Decrease pressure: Arrow down​
  • To highest pressure: Arror left​
  • To lowest pressure: Arrow right​
You have 4 options
  • 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 :)

What are you planning to upgrade this Black friday?

  • PC

  • PC Hardware (ram, gpu etc)

  • More games (sims)

  • Wheel

  • Shifter

  • Brake pedals

  • Wheel, shifter and brake in bundle

  • Rig

  • Something else?


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