Here's a diff on heliBase.lua that would make it work based on the fuel currently being used:
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< heli.burnerDriver = heli.surface.create_entity{name="player", force = game.forces.neutral, position = heli.baseEnt.position}
heli.burnerDriver = heli.surface.create_entity{name="character", force = game.forces.neutral, position = heli.baseEnt.position}
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< self.floodlightDriver = self.surface.create_entity{name="player", force = game.forces.neutral, position = self.baseEnt.position}
self.floodlightDriver = self.surface.create_entity{name="character", force = game.forces.neutral, position = self.baseEnt.position}
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local maxFuelStack = 0
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maxFuelStack = math.max(maxFuelStack, curStack.prototype.stack_size * curStack.prototype.fuel_value)
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<
< return remainingFuel / (self.baseEnt.prototype.consumption + self.baseEngineConsumption) / self.fullTankFlightTime
if maxFuelStack == 0 then
maxFuelStack = getMaxStackFuelVal()
end
--return remainingFuel / (self.baseEnt.prototype.consumption + self.baseEngineConsumption) / self.fullTankFlightTime
return remainingFuel / (maxFuelStack * self.fuelSlots)