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Rayshader

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RayshaderFR

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  1. RayshaderFR
    RayshaderFR
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    Locked
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    ❤️ If you love it, endorse it, share it.
    🐾 If you wish to be notified of future updates, hit the [🐾 TRACK] button.
    🐞 If you have a bug to talk about, go to BUGS.
    🤝 If you have ideas, read the ROADMAP section first in description. Otherwise, please do share them and your feedback here.
  2. firer115935
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    Hi, I have a question, when I do a burnout the countdown doesn't appear, I don't know if there's something I'm doing wrong or there's something I'm missing, or some mod to be able to adjust the mods.

    Edit: never mind i was missing one mod XD
    1. RayshaderFR
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      Enjoy :D
  3. Chadek
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    Ngl I thought this was racing like The Beast In Me but it still seems super fun tho!
    1. RayshaderFR
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      Well, only focusing on drifting for now ;) Enjoy!
      But adding tracks like The Beast in Me is something I'd like to add eventually.
  4. inartistic
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    Whaaaaat somehow I missed this until now cause I thought it was a Reshade preset ;; This is so cool!
    1. RayshaderFR
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      Thanks :D
  5. jironimo
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    Is 2.13 mandatory? can I use it on 2.12. I don't want to update, I have no idea what might break out of my 200mods.
    1. RayshaderFR
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      You can try on 2.12, but I will only provide update/support/help for 2.13.
  6. adrian2fye
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    This is a top 20 mod for this game already. The reason its not getting as much downloads as it should is because of the marketing imo.
    1. RayshaderFR
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      Thanks :D
      Any suggestions to improve it?
    2. RobXau
      RobXau
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      I was waiting for FPP as I only drive that way usually but decided to try it earlier and think it's awesome, nice one for making it! I don't think you should be concerned about the popularity of this at the moment either, it's still fairly new and it'll surely become a lot more well known over time.
    3. RayshaderFR
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      Thanks :D
      Yes I have stuff for FPP in the ROADMAP, it will be done eventually...
      Right I appreciate!
  7. Gn3xus2
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    Thank you very much ! :) Great fun and quite challenging as is already.

    Few ideas and a couple of requests if I may :

    - Adjustable race time via Mod Settings (5 minutes is nice but can feel pretty long when you might just want to have a quick fun every now and then)

    - How about surface adherence based bonus/malus system ? Eg. tarmac would yield higher points since it provides more grip, sand would yield lower since it's quite slippery (just a thought)

    - Perhaps an option to use a hotkey instead of the burnout to start would suit some players better (I love the burnout trigger as a newcomer but I fear I might get annoyed by having to first stop or get to a low enough speed so I can do a burn-out to start it when a hotkey would allow to start the countdown in some already high speed and exciting drives scenarios)

    - Can you please make the live stats UI adapt to the aspect ratio ? Currently it does like the FPS counter, meaning it's limited to the left edge of a 16:9 so it's a lot of wasted space using 21:9

    - I like the side-of-the-car scoring display concept but I think it would look even better if it had more vibrant colors but also especially if it followed the car's rotation (but then maybe moving them to the front edges of the car would help with legibility) so they don't appear as basic 2d scores that don't really feel as integrated as the rest UI wise.

    Looking forwards to future updates ! This is really promising :D
    1. RayshaderFR
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      1. Hotkey and adjustable race time can likely be covered by:
      🔴 [MODE] Free Roam Drift

      2. I was recently thinking about it when driving on wet streets... I'll add surface adherence in the ROADMAP.

      3. Noted :)

      4. Hum, to my knowledge the current vanilla race HUD is also messed up with wide screen aspect ratio. Can you confirm? Anyway, already in BUGS.

      5. What do you mean by vibrant colors? Do you have in-game based examples maybe? Hum, it follows car's wheels already. But it might benefit integration like other UI elements in gameplay (e.g. hit/damage score)... Make sure to test with lower resolution like under 4K, it might yield a different result regarding position of UI around wheels...

      Many thanks for your feedback, I really appreciate it :D
    2. Gn3xus2
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      Haven't done vanilla races in ages and I don't think I have a save anywhere close to doing one, I'll come back to you on that but I wouldn't be surprised if it's indeed messed up as well.

      Guess I'm more thinking about outlines and no use of the white font, rather the blue one since it already makes use of the red and yellow.
      As for vibrancy, they appear dull in HDR, as if they were missing some parameter but I have no clue how that works.
      Ideally, I suppose they would look similar to vanilla subtitles.
      (For the 3D part, Jack's Let There Be Flight does what I have in mind with its dynamic HUD)

      You're quite welcome. Tout le plaisir est pour moi ;)
    3. RayshaderFR
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      I'll test the blue one, from subtitles. So far, white is used to mirror the color used for hit/damage score...

      Not on HDR myself, but I can ask a tester on this matter :)
      Thanks for the example, I'll look at LTBF dynamic HUD.
    4. Gn3xus2
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      Yeah I thought of that but white+larger font size makes it clash a little with the rest (purely subjective though).

      Hopefully looking at videos and/or its code are all you need as you'd have to downgrade your game for LTBF to work. I'll search for other HUD mods doing similar things just in case.
    5. Gn3xus2
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      Apologies for the LTBF reference, it's been so long since I had the opportunity of using it I mixed up a few things so scratch that (I don't think it's LTBF having the 3D hud "attached" to the car).
      Obviously, it wouldn't be any fun if I had found what I'm looking for showing you but conceptually, the closest there is would be Skippy's attached dynamic HUD
    6. RayshaderFR
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      I see what you mean by "Skippy's attached dynamic HUD". It was my original idea actually. I'll see what I can do about that, to make it UI + UX good.
    7. Gn3xus2
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      Happy this was your original idea :)
      Best of luck in making it a reality, looking forward to it :D
    8. Gn3xus
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      Oh fricking finally, I found a video example for the HUD but I still don't know which mod made that appear in several videos I watched back then.. Might still be LTBF, but an old one.. Sorry I can't be of more help... Thanks a lot for the recent updates, works like a charm and options are so welcome ! :)
    9. RayshaderFR
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      Nice! Thanks for the video.
      I'll eventually implement this kind of HUD later, it's in the ROADMAP. At least I'll know where to look at to help me.

      Thanks :D
      Stay tuned for more, ROADMAP is still full of features to be made!
    10. Gn3xus
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      Could you please prevent in-combat burnouts to trigger the countdown (optionally toggled maybe) ? Can be fun starting one whilst shooting turrets & doing donuts but the bigger caveat is mostly the end-session pop-up that pauses combat.
    11. RayshaderFR
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      Yes, I'll disable countdown when in-combat by default. And add an option to enable it back through ModSettings.
    12. Gn3xus
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      Thanks ! Not sure whether it should be only if combat is engaged (reflected by red minimap) or if in vehicle combat-mode (weapons drawn/active) as well though.
      Maybe an extra toggle for that so it's as granular as possible ? If it's not too much of a hassle ofc
    13. RayshaderFR
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      It should be for in-combat only, whether vehicle is armed or not.
    14. Gn3xus
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      Thanks a lot for the in-combat restriction update ! Works almost* flawlessly :)

      * Almost because I found one mod-breaking edge case :
      If the countdown is active at the moment combat gets triggered, countdown will play until its "Start" end of animation, Drift session won't trigger but once out of combat afterwards, it's impossible to trigger the countdown and get into a Drift session again (only reloading works around it).
      No biggie but hopefully fixable.
    15. RayshaderFR
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      Thanks for reporting this!

      I released patch 0.7.7 and removed 0.7.6. Now when countdown is triggered, it will start the race. Starting a drift race again won't be an issue anymore.
    16. Gn3xus
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      Sorry I only got to test 0.7.7 a few minutes ago, doubly sorry because the edge case is still the same now.
      If you need me to capture it, will do but this is quite easy to reproduce :
      Just doing a burnout in front of a mech in a hostile zone, combat triggers whilst countdown is active but won't stop countdown, countdown plays until the "Start" thing appears then mod is broken.
    17. RayshaderFR
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      Hum my bad, I sent you a DM, can you check it please?
    18. Gn3xus
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      0.7.8 fix confirmed :) Thanks
  8. Halliphax2
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    Hi RayshaderFR - this mod looks awesome, cracking work!

    What's the button combo to start the drifting race when using a controller (Xbox or Playstation, though I use the former personally)?
    1. RayshaderFR
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      Hi @Halliphax2,

      You want to do a burnout, that is accelerating and breaking at the same time. So it should be full LT + RT with Xbox controller.

      Thanks for pointing this out, I updated the DESCRIPTION page.
    2. Halliphax2
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      Awesome, thanks for letting me know. Mod works great!
  9. nolvalir
    nolvalir
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    this mod is insane, a very unique and cool idea with an amazing execution. i always get impressed seeing what others can do when modding this game but this mod takes the cake. thank you for makin it, you killed it
    1. RayshaderFR
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      Thanks :D
  10. DBK01
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    Few more bits to add to it, and will be Next Gen NFS. 🎉

    Well done, absolutely amazing for the people that love cars..

    I am glad that is finally up and i do hope all the others will have as much fun as i had while testing it, it literally opened the door to another world while still playing Cyberpunk.

    in one word … AMAZING !!!
    1. RayshaderFR
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      Thanks :D
  11. lonnylasagna
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    I feel like I'm playing tony hawk pro skater, except cyberpunk version. Such an original and amazing concept - beautifully executed.

    After playing with it a bit - only feedback I have:
    A) I wish drifting in reverse counted towards your score. I do a lot of J turns to transition between areas. Totally understand why that'd be hard to incorporate.
    B) I don't think FPP scores are poppin up for me - not sure if that's been mentioned elsewhere.
    C) For some slower drifts it doesn't feel like it's accurately tracking the drift score - specifically is there a minimum speed that must be met? Not the biggest deal, feels like it tracks parts of my slower drifts, but I could just be looking too much into it.

    that being said...

    THANK YOU!!! I LOVE THIS!!! You knocked it out of the park with this!!!
    1. RayshaderFR
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      A) See answer to C

      B) I'll add a note about it and add it in ROADMAP, not supported for now. I have something in mind regarding TPP / FPP.

      C) Speed must be at least 30 kph (~18.6 mph). Regarding reversing, you can only reach 60 kph (~37.2 mph) top afaik, so it gives a small window to score. I'll think about it.

      Thanks :D