==================================================================================================================== Currently working on this mod. So far it doesn't look good! This may be worst than the jump from 1.24 to 1.3
I uploaded a mod to tide some of you over, but mouse movements/steering will be terribly slow. HG COMPLETELY removed important values for this mod. I've been tirelessly trying to find another way to speed up the steering. ______________________________________________________________________________________________________________________ Also: I encourage everyone here to donate a few bucks to Monkeyman192 for all his efforts with the MBINcompiler, without his work practically every one of the mods here on the NMS Nexus would not work!
so when using this mode the movement doesn't auto center, like when you pitch down it wont stop until you counter with a bit of pitch up. is this intended? thanks!
i just installed this mod....and it seems to be working just fine.
i have updated to 1.38.
heres the thing though...it didnt work yesterday. the only thing i tried to do differently was use a gamepad. i was going to use the gamepad just for flying.
i connected my shield gamepad...but the game didnt recognize it so i wasnt even able to try it out....BUT when i got in my ship...the flight mod is working as it should be. i can stop...go in reverse....point any direction i want.
Decided to try this mod out as I enjoy all your other ones, and nothing that's described in the mod seems to be working. Such as no impact damage, or being able to aim ship down on low flying. Unless it's being overridden by another mod, which as far as ship mods the only one I use is your landing range mod.
Must be another mod in there somewhere? If you're using the mod for V1.37: "_TEST_Ultimate.Low.Flight.Mod.V.1.37.JovianStone.7z" You should be getting no impact, as well as all the other changes, except quicker steering. The experimental update (1.38 & 1.38B) may not work with that file, as the spaceshipglobal file was changed.
I don't have anything that has to do with ship flying installed, and your mods are named _MOD3a... wait 1.37? When I downloaded the newest option was 1.35. Guess I'll check that.
Oh I see, you had a test version for the 1.37 that wasn't final, so I had gotten the 1.35. That explains that, well if at least just the no impact can work that would be cool, I like low flying and I can't do that if I destroy my ship lol
Yeah, been busy. But it's now up as a normal mod now. Not sure how many people are like me, but I remain on the older versions longer than most. So I like to keep the older version up top (if I haven't fully updated the mod yet)
In fact, I may just stay on 1.35 indefinitely, now that the flying is terrible.
I set my flight sensitivity to max which does improve the maneuverability quite a bit. Maybe this is where they moved the steering values so that players could toggle it - would make sense imo.
Actually with your mod in now, the flying is so much more responsive and I can rotate my ship at will. Although I would like to ask is it possible for the no impact part to not have your ship spin around when you hit the ground like you do space stations? Can it just hit the ground like it does without the mod just without impact damage?
@SceneGG Sounds to me like you're getting used to the slower steering One of the first things I did was raise the flight sensitivity to 100, but still terrible imho. There's only one globals file that I haven't tested yet, and thats UIGLOBALS (MBINcompiler isn't working for it). And it, hopefully, has values that can increase that setting. My biggest issue is with the "simulated weight" or "spring" effect. It makes it take forever to go from one direction to the other (up to down, or left to right), and causes the reticle to move oddly or sorta fight you (especially noticeable when farming asteroids, or ship to ship fights).
@Penitence I've been playing on 1.35 so I didn't realize how annoying that is. I guess I'll have to fix that.
Edit: It appears the "spinning" is caused by something else. If I remember correctly, it's not so bad after you change from the starting ship. If I find a way to compensate for it, I'll add it.
I haven't had the starting ship for over a year. But the spinning happens anytime you collide with the ground while moving fast, just as if you were to crash into a space station under vanilla circumstances.
Unfortunately it has nothing to do with impact or no impact. It has more to do with bypassing Hello Games restrictions on aiming the ship down, and having complete control over your movements while aiming the ship down. So far I haven't found a solution.
Only managed to test for about 20mins, but it all seems to be working fine. I did have to set my flight control sensitivity back to default - worth noting for other users who did the same (I'd bumped mine up to cater for the vanilla changes to reduce the sluggishness)
Accelerate/de-accelerate controls are not too sensitive which is good. Have to make sure not to hold down the reverse thrust too hard when coming in to trading posts etc
I wasn't used to the very fast speeds, but this did enable me to test the no collision damage as I went hurtling into the planet at ~4000u/s :p - no damage what so ever.
You have no idea how hard I've been trying to get this mod working right. Whatever HG did, I cannot seem to counter it. All the ways I know how to increase the steering only affect the pitch. Turning, side to side, remains sluggish. I've had some success with the "tethered" flight controls, but nothing resembling what this mod is known for. It really is unbelievable.
If you do manage to get things as they were prior to the 1.37 changes I would seriously think about presenting your changes to HG in the hopes to get them to implement them, that way you wouldn't have to worry about bending over backwards to fixing your mod after the next patch, and I'm sure you'd make a huge amount of players happy too
Tested a couple of hours on the new 1.38 experimental and it seems to work well (not tested the secondary portion btw), maybe a little too sensitive the decelerate control, expecially on the planet.
@SceneGG Well HG completely removed some values that deal with steering and replaced them with the "tether" controls. So I doubt they would re-introduce them, I wrote them a message though. Just can't understand why after a year of a game being released, they'd change something so drastically.
@gianlum Interesting that the V1.37 mod works fine for V1.38. I'm going to tweak the values some more and adapt this mod for the "heavy" steering that we're stuck with, for the time being. Since V1.37 there's no "secondary" portion to this mod any longer (that's the part of the mod that had the faster ship steering in it)
I know you are probably busy, but is there any timeline on when a new version of this for patch 1.37 will be available. This MOD is the best and makes flying enjoyable. Thanks for all of the effort and I will donate for this.
For me the results are the same whether I use the fastest, medium, or vanilla with or without damage (they all allow damage). I get in my ship and I cannot move forwards or backwards unless I use the boost. When boosting it seems to work like it used to but as soon as I let go of the boost, I come to a stop. Also, when I try to land, it takes a very long time, depending on how high I am up when I hit the E button.
I agree, I feel that the game is unplayable right now. I disabled the mod until it can get updated and immediately got destroyed in some space combat. Even with with the game updates, combat just feels lacking when compared to this mod.
Your description of the issues reflect the same problems I have been experiencing. I also tend to hover just above the ground for a few seconds before actually landing, like it kinda gets stuck. No issue with that when the mod is disabled.
161 comments
====================================================================================================================
Currently working on this mod. So far it doesn't look good! This may be worst than the jump from 1.24 to 1.3
I uploaded a mod to tide some of you over, but mouse movements/steering will be terribly slow. HG COMPLETELY removed important values for this mod. I've been tirelessly trying to find another way to speed up the steering.
______________________________________________________________________________________________________________________
Also: I encourage everyone here to donate a few bucks to Monkeyman192 for all his efforts with the MBINcompiler, without his work practically every one of the mods here on the NMS Nexus would not work!
Monkeyman192's Profile:
http://www.nexusmods.com/nomanssky/users/38129675/?
enjoy drifting in space
i have updated to 1.38.
heres the thing though...it didnt work yesterday. the only thing i tried to do differently was use a gamepad. i was going to use the gamepad just for flying.
i connected my shield gamepad...but the game didnt recognize it so i wasnt even able to try it out....BUT when i got in my ship...the flight mod is working as it should be. i can stop...go in reverse....point any direction i want.
i cant say why it works now...but it does,
You should be getting no impact, as well as all the other changes, except quicker steering.
The experimental update (1.38 & 1.38B) may not work with that file, as the spaceshipglobal file was changed.
In fact, I may just stay on 1.35 indefinitely, now that the flying is terrible.
One of the first things I did was raise the flight sensitivity to 100, but still terrible imho.
There's only one globals file that I haven't tested yet, and thats UIGLOBALS (MBINcompiler isn't working for it). And it, hopefully, has values that can increase that setting.
My biggest issue is with the "simulated weight" or "spring" effect. It makes it take forever to go from one direction to the other (up to down, or left to right), and causes the reticle to move oddly or sorta fight you (especially noticeable when farming asteroids, or ship to ship fights).
@Penitence I've been playing on 1.35 so I didn't realize how annoying that is. I guess I'll have to fix that.
Edit: It appears the "spinning" is caused by something else. If I remember correctly, it's not so bad after you change from the starting ship. If I find a way to compensate for it, I'll add it.
Unfortunately it has nothing to do with impact or no impact. It has more to do with bypassing Hello Games restrictions on aiming the ship down, and having complete control over your movements while aiming the ship down. So far I haven't found a solution.
Only managed to test for about 20mins, but it all seems to be working fine. I did have to set my flight control sensitivity back to default - worth noting for other users who did the same (I'd bumped mine up to cater for the vanilla changes to reduce the sluggishness)
Accelerate/de-accelerate controls are not too sensitive which is good. Have to make sure not to hold down the reverse thrust too hard when coming in to trading posts etc
I wasn't used to the very fast speeds, but this did enable me to test the no collision damage as I went hurtling into the planet at ~4000u/s :p - no damage what so ever.
Sustained flight speed working fine too.
It really is unbelievable.
@gianlum Interesting that the V1.37 mod works fine for V1.38. I'm going to tweak the values some more and adapt this mod for the "heavy" steering that we're stuck with, for the time being. Since V1.37 there's no "secondary" portion to this mod any longer (that's the part of the mod that had the faster ship steering in it)
For me the results are the same whether I use the fastest, medium, or vanilla with or without damage (they all allow damage). I get in my ship and I cannot move forwards or backwards unless I use the boost. When boosting it seems to work like it used to but as soon as I let go of the boost, I come to a stop. Also, when I try to land, it takes a very long time, depending on how high I am up when I hit the E button.
I hope this helps.
Your description of the issues reflect the same problems I have been experiencing. I also tend to hover just above the ground for a few seconds before actually landing, like it kinda gets stuck. No issue with that when the mod is disabled.