No Man's Sky
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ChristianWidjaya LittleEvo 1800PETMEDS

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  1. christianwidjaya
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    Check changelogs for patchnotes. My mods "always" targets latest experimental branch as the latest MBINCompiler designed to do (AMUMSS). So bug reports must be confirmed into the latest experimental branch.

    There's LUA script for the cruisemode only in case you feels that the combat is too hard, or just not suit to your liking. DIY (Do It Yourself) and compile it manually.

    This affect only your experience, where someone in your group aren't using this won't take effect.
    Best paired with Balanced Ships, where it makes AIs becoming exactly perfect copy of B class maxed phasebeam fighter build. (S pre-waypoint)

    Important before making request:
    Balancing is done with Balanced Ships mod (linked in desc/above) in CruiseMode variant. NOT going to take any request/feedback to "balance" the non-CruiseMode variant, and if you install or merge anything (including mods) that conflict with this mod or tampers: SpaceShip Speed, Spaceship Spawning, Ship Weapon Damages (any of it, NPC or yours, even if it doesn't touch any of these files), Ship's Upgrade Stacks (Yes! including overloading tech!), AI timers (combat), Shield Regeneration, Damage Received (includes asteroids and ground!), or even class balancing (changes Balanced Ships) will not count into consideration of balancing (and probably feedback) and never will!. Again the mod are made as is, if you feel it need improvement and wanna give feedbacks / suggestions, it has to be that "vanilla cruisemode" state with all Add-on installed.

    Edit: in 1.4.3, I posted boost speed cap for AI and lower the ceiling for player boost speed in cruisemode. The reason I lower the boost speed further is because using Waveform engine from expeditions breaks the clipping mechanic, again! I had to nerf boosting max speed to make sure it doesn't clip, so I hope you guys know why I nerfed the boost speed again.

    On Waypoint, this makes the space combat difficulty options become useless as it straightlines all spawns to one type (otherwise it's hard to know which spawn which). The combat damage aren't changed, but the space combat is. Keep that in mind when using this mod.

    After 11 December 2023, I decided to make it even more like ED: AI deals less damage to players but has more bulkier HP (5x compared to older builds), resulting in prolonged combat. Player regeneration also being lowered to a fifth from before, resulting in very scarce regen unless you manage to kill a ship (considering to get removed as well). Tried 15x but it was hectic, too long to kill one ship.

    Please post a reply in terms of feedbacks. I appreciate it.
  2. thelionzheart1
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    Great mod, however the only thing that I find odd is how insanely fast you can enter a planet's atmosphere. It totally kills the realism/immersion.
    1. christianwidjaya
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      Actually in Elite Dangerous it has the same thing, except that you start to get frictions as atmosphere gets denser.

      Can't change anything about that due to game engine limitation. The best it could do is to half your current speed and that's it.
    2. thelionzheart1
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      I just got my first Sentinel Interceptor (Class B) today and decided to take it out for a spin fully modded... Yikes it took like 5 minutes to kill one enemy during a Freighter Raid mission on the lowest difficulty setting (Weak enemies). I'm not familiar with how space combat is in Elite Dangerous, but I am familiar with Star Citizen, and it doesn't take much damage to destroy a ship (realism), but hitting the target is very very difficult.

      I understand it's close to impossible to integrate realistic dog-fighting in this game and why you chose to make the enemies have so much HP to extend the fights, but with this mod it seems like if you don't have the best meta DPS setup the enemy ships are major bullet sponges.

      With that said, I'm going to have to revert back to vanilla, BUT I really really love the cruise control and ship handling in your mod. I went ahead and created a pak file with your LUA file but it's giving 3 warnings that say the following:

       [NOTICE] ORIGINAL(integer) and NEW(float) values are mismatched types
      Is this bad? Not sure if it's safe to use the pak if it gives these warnings.
    3. christianwidjaya
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      That's alright. It means it has difference between float (decimals), and integer (solid numbers). That been said, I provided the description that this mod was made with a maxed B class ship with BalancedShip mode installed, so unless you have an B class ship with full upgrade or even S, you shouldn't try enabling the full mod.

      That been said, this mod was made to counter the low difficulty stuff the game has.

      And yes, in elite dangerous fights one-on-one takes 2-10 mins, depending on the difference in power.
    4. thelionzheart1
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      Noticed you updated BalancedShips and this Mod, I'm going to give it another try and see how it feels! I'll also give some feedback at the end of the day.
    5. christianwidjaya
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      Remember that you need a new ship or a ship upgraded after you put the balancedships mod on to test it out.
    6. thelionzheart1
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      I've already had your BalancedShips mod installed for a long time now. But I found my Interceptor before you added them to BalancedShips today. The HP on enemies is way better across the 3 in-game difficulty settings now that's for sure. I have only one critique about the actual combat though.

      When dogfighting, If I were to fly forward and follow an enemy, within seconds they will quickly do a 180 turn and boost right past me every time and it will become a very long jousting experience. I'm only able to get off a few hits doing this. So I tried something different. Reverse in a straight line kiting them as they slowly move towards me. I find myself doing this 99% of the time because it's the most efficient way of dealing constant damage. I feel like this wasn't intended and I'm just abusing the new enemy AI. If you were somehow able to nerf enemy turning speed so that it takes a little more time for them to turn back and come at you it would overall feel much better, because why is it enemy AI can do 180 turns, but we have to do much slower arching turns. BUT maybe I'm wrong here and it's just my ship that is the problem and it doesn't have enough maneuverability. I'm in a fully upgraded Class B Sentinel Interceptor with Vanilla stats.

      How are your fights typically? I think it would help if either of us perhaps uploaded a video of a fight.
    7. christianwidjaya
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      Well I probably have to nerf the ai a bit. The thing is that AI ships have the same stats as players. Though the problem may lies in the instantaous response from AIs. Like they can act in instant response to your movement.

      Hmm, I'll try nerfing it a bit. Need to add delay to their actions (5 sec should suffice, right?)

      Edit: I finally found the problem. It just my old script suddenly stop working because the new game update changed the parameters. This is why my parameters didn't get applied. Some new parameters are out as well. Gonna need to merge both changes hold on.

      Edit 2: decided to revert the logics to vanilla but several params for tanking shots etc and attack time (15 second of barrage now)
  3. Gui1803
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    Hi mate

    When I tried to merge some mods together with yours using RealisticSpace_Cruisemode_Elite_Dangerous_Edition.lua I had some errors due to line 4:
    Error:
    Starting to process script #1/1 [[___ChristianWidjaya_RealisticSpace_Cruisemode_ED.lua]] {[[NOTICE]] Selene detected @ line 4, col 1:
    [[notice[mixed_table]: mixed tables can lead to bugs]]
    ^^^^^^^^ Done running script internal code in 0.001 secAuto-combine flag detected CONTAINER_type is [Mixed]

    [[ERROR]] NMS_MOD_DEFINITION_CONTAINER is not a pure 'Dictionnary'. Please correct your script!

    Ended script [[___ChristianWidjaya_RealisticSpace_Cruisemode_ED.lua]] in 0.236 sec

    Line 4:
    ["MOD_AUTHOR"] = "ChristianWidjaya","Gumsk","1800PETMEDS"

    Got help from @Wbertro on Discord No Man's Sky Modding to change to:
    ["MOD_AUTHOR"] = "ChristianWidjaya, Gumsk, 1800PETMEDS"

    Wbertro's explanation: the strings "Gumsk" and "1800PETMEDS" became indexed entries in the CONTAINER table instead of being part of the string assigned to MOD_AUTHOR

    I'm just letting you know in case anyone has any issues with this. o/
    1. christianwidjaya
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      Oh ty. I forgot to change the lua lol.

      Gonna reup shortly. Sorry for the inconvenience.
  4. sivart212
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    Thank YOU!  I was looking everywhere for a cruise control mod and found this.  I never messed with LUA scripts or anything even remotely close to that but I managed to add your  StandaloneCruiseMode script to my game and its GREAT. 

    I do have a couple questions though.  If I change the values for {"MinSpeed","0.01"} to lets say 20, will that turn off hovering?   I dont mind hovering in space but I'd rather not hover in the atmosphere unless I'm in an interceptor.

    Also, is there something to tweek that would prevent speed losses when manuvering?  I kinda wanna just set a speed at like 50u and be able to turn without losing speed.  If not then thats fine, its SO much better than having to keep pressing W to keep up a decent speed when even flying straight!!

    Edit: Just noticed my ship is at least 100u faster than before while flying in atmosphere.  What values can I change that will be more like vanilla speeds?  I quite literally only want cruise control :)

    Thanks again
    1. christianwidjaya
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      Yes, adding min speed will turn off hovering. And no, there's no option to limit the speed loss on manuvering. Tried everything in my arsenal and the game limitation doesn't allow it. This cruise control we speak of is technically "delete friction" in the space instead of adding a cruise control to begin with, so yeah.

      Hmm, If you wanted vanilla so much, just keep the avoidance (the crash mechanic), falloff and brake (the delete friction or auto braking) only. The rest changed speed and stuff.

      Though, I'd recommend to keep using it because, if you realized, it actually fix the asteroid collision that was "automatically" dodged by the vanilla game. It limit boost speed and stuff so it never goes past the speed where it would clip into asteroids.

      Hope it helps.
    2. sivart212
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      I have no idea where those are or how to delete, I found where it says "Avoidance" but not falloff or brake, except for the instances where its shown under each of Control or ControlHeavy, ControlLight things. 

      I'll probably just keep using it without modifying it when I play solo but when I play with friends I found its easier to remove the cruise control mod so I'm not faster than them... thats why I want to keep it vanilla speeds :)
  5. timberrino
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    Space combat is still pretty easy with this mod (Cruisemode) and the Balancedship mod, mostly because my squadron ships instakill others in just a few sec. I do notice that pirates and sentinels do a lot more damage to me, they are really dangerous now but at the same time fights are over in seconds just like before. Did I miss something? Is there any version that increases their hp a bit more?
    1. christianwidjaya
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      Nope. I was thinking to make a longer fight mode but it breaks nexus pirate hunting missions. In fact that you need to finish a wave less than a minute as game limitation irks me (i tested it in previous updates that this actually triggers errors before, either the pirate doesn't spawn as intended or breaks coop missions if you took it together). I mean i could have just shrink their damage by ten times and make their hp tenfold to make this longer, but again, it breaks nexus missions.

      All I did here just to simulate a single player's ship stats at B ish. I could make it S for deadlier ones but I think people would only complain with their C-A class ships.

      Edit: Ah f it. Gonna try making an experimental branch that tries to mimic ED combat entirely and scrap NMS based combat logic, lowering their damages by 5x and increases their health by 5x. This is merely experimental branch so I don't know if this is good enough. Since there's too many branches, I think i'll delete the cruisemode and keep the cruise+alientech merged at once. Remember that this is merely experimental and I need feedbacks. Feel free to reply here, and I hope this satisfy you

      On personal note, if it breaks missions, then that's not my issue. Take it with HG

      Edit: Personally tested and now became the main branches. The only known issue right now is that you cannot use this in public parties on nexus pirate hunts, or playing in a party with someone without the same version of game and mod, or it will break the ship combat. If you only play solo then this mod helps.
  6. deleted119963083
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    Simile, Jack.
  7. iSinterra
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    Is it supposed to be that the cruise mode doesn't work with alien ships and that they are so slow now? Boost speed max was 2600 before, now it's 1080... 
    1. christianwidjaya
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      it's intended. Read the description on why cruisemode nerf boost speed due to asteroid hit detection. It's on all ship, not just alien ships.
    2. iSinterra
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      It's strange, because my robot ships have their boost speed almost doubled. Before 2700 and now 4600. That's why I'm asking... But 1050 is kinda slow to fly in space... don't know if I can live with that.
    3. christianwidjaya
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      Different speed aren't supposed to happen tbh. maybe a bug happened, but before, I tested with some planes to make sure that you can't clip into asteroid (technically passing through asteroid) by boosting. I'll definitely give it another check, but the cruisemode variant does limit speed. If you prefer the old engine system, then use non cruise variant.
  8. avrorestina
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    Hello, I saw the changes made to the starship-type spawn rate, where you said that it is related to our character race. I would like to use your mod but I just don't want this one exact changes, but okay with others. Is there anyway I can disable it?
    1. christianwidjaya
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      Our character... what? It adjust the spawn based on NPC pilots, lets say a vykeen, they tend to bring fighter ship... korvak, tends to bring scientific ship... geks, tend to bring hauler ship. It didn't adjust based on your race, it adjust based on NPC's race, and thus system with dominant race like vykeen system will spawn lot of fighters in the station so you can easily buy them. Idk why you want to disable a good addition, but it's in SolarGeneration addon (with changes to asteroid too) so you can technically not to install it. However, it's a good addition to begin with.
    2. deleted119963083
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      !--@\-\/@---o   
      []
  9. hdida456
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    does all ships smap only the laser beam ? no turret mod or any other weapons ?
    1. christianwidjaya
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      My mod changes the logic of NPC of a parameter called : LaserHP, it is the parameter where NPC is going to shoot laser instead of photon cannon when it goes below HP threshold. I made it so that it's on 100, allowing them to fire from 100% HP straight away, replacing photon cannon instead. I never changed anything else about the weaponries, so if they have them and is using them at the original, then they will.

      Hope this answers.
  10. WorvernScar
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    i like this mod, especially the cruise control and hover mode, but i already lost my ship twice due to 2 accidental 'boops' with space stations cause the auto land failed to engage. Can't say i enjoyed either moments. It is definitly more in line to ED, but yeah. I'll just tolerate the og flight mechanics to save my sanity.
    1. christianwidjaya
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      Wait, did your ship blows in one hit? What class and what type? Did you used balancedship mod?
      https://www.nexusmods.com/nomanssky/mods/1637

      I tested it with my rig and it reduces like 40% hp. If it deemed to be too strong, i can tweak the values down.
      Let me know if you need anything.
  11. Syzzle07
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    You're probably aware of that, but BOUNTYGUN1, BOUNTYGUN2, BOUNTYGUN3 doesn't exist on PROJECTILETABLE.MBIN, so the LUA doesn't do any changes with those SKW, I don't know if that's fine or if it was a change you intended for the mod, since you wanted to increase the DefaultDamage of them.
    1. christianwidjaya
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      Welp, more redundant scripts. Older version had them, and this mod script was made for a long time. I'll do check again of what they got renamed into, or if they are straight being deleted without replacement later.