This page was last updated on 03 January 2024, 7:18PM
Changelogs
Version v1-19a
Added pause menu interactions in VR!
Fix for paperdoll being cut from the side
Fix for markers disappearing from the map/radar.
Version v1-14c
Added dynamic torso crosshairs. Aiming should be dead accurate from now on.
Added multiple zoom magnification. NOTICE: With 1.5x Zoom crosshairs is overlapping through zoom window. Also cycle zoom key does not disable zoom for now so players that use controllers may be in trouble.
Added VR Scale adjustments per mech to treat a different cockpit scale problem. Set a default in settings which works for most mechs (presumably 40) and with alt+num3 and alt+num9 (no custom keybinds) can be adjusted directly inside the cockpit for this specific mech. Please report if any mech fails at that.
Missile lock indicator is now attached to crosshairs instead of target.
Added check for MercTech to position its HUD elements without overlap
Fix for players stuck in VR after mission end (probably executed only after spawned as a human in hangar)
Other various small tweaks
Version v1-13d
Say goodbye to smearing HUD. Significant visual improvement. Disable AA and DLSS if you want even clearer HUD
We now have crosshairs for arm mounted weapons, yay.
Introducing "Infinity HUD". It is rendered like a crosshair, at infinity distance so you don't have to focus on it inside the cockpit. If you experience eye strain then it's just for you.
HUD tuning keys are now customizable as Reset and Enter/Exit VR. By default they are set to num - and num * (without alt) (for some reason it doesn't like num +)
"Tweak HUD" is now customisable. Higher vertical/horizontal value (in pixels) brings HUD elements closer to the HUD center. Scale is added to default tweak scale. So normal values are 0.1, 0.15, etc.
Crosshairs accent segment color can now be customised. (small preview window actually shows wrong color, real color is in saturation slider bar in color picker)
Targeted enemy now has a marker above it.
Made new clearer targeting rectangle, and it can now be disabled with a corresponding option, leaving only name, marker and distance. Just in case it's too distracting.
Annihilator and Black Knight now have dynamic aiming correction.
VR scale is now customizable. 40 by default. Range is 0-100
Another pass on targeting, still not perfect. At some point I'll just make it from scratch.
Zoom is now can be called with "cycle zoom" native keybind.
If you have volumetric clouds and they only render in one eye, you can now use "Remove Volumetric Clouds" feature.
Version v1-11c
- You can now Enter and Exit VR manually with alt+num5 (this one not rebindable) in Mechbay. ALL OTHER AREAS DONT SUPPORT VR, so make sure to EXIT VR if you want to go to mechlab or starmap or use escape menu
- Another targeting adjustment
- Less chance of ending up stuck in VR after mission or tutorial (not including multiplayer)
Version v1-10c-NHP
- Fix for launch procedure, "Instant VR" is now toggleable
- Slight targeting adjustment
Version v1-10b-NHP
Mod release
Version 1-17i
You can now move in your seat, lean and your movement will translate into the game as it should.
A new "Tweaks" window which brings more settings for the mod and allows changing everything on the fly.
A blind fix for the mouse cursor running out of the game window.
A new time dilation feature. Additional 2x time multiplier so you can go across the map faster if you want to. Called it Neural Sleep.
Zoom window can now be switched between oval and rectangular.
Crosshairs weapon group PIPs are there and they are functional.
Crosshairs "distance-to" added.
Some adjustments to a targeting rectangle to make less parallax.
Fix for MercTech gyro hud bar overlapping.
Version 1-14d
FIX: Zoom can now be used again with standard "cycle zoom" binding which is default for controller players
Added a new gameplay setting called Multi-zoom. With it enabled you have 1.5, 2 and 3 zoom magnification. As controller players have to cycle through zoom levels by default, you can disable Multi zoom what leaves only 2x mode.
Zoom window is now adaptive to dynamic torso crosshairs so it remains mostly centered