No Man's Sky
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WinderTP

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  1. WinderTP
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    Hello there.

    I will no longer be accepting any bug reports regarding broken mods without using the AMUMSS lua script

    Please use AMUMSS before confirming the mod is broken and reporting as such, thank

    Read Preliminary Actions for mod Issue Notices (PAIN) before reporting any mod issues.
  2. heping4hao
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    Hi, just wanna say I'm loving this mod so far definately makes exocrafts more worth using, I was just wondering is there anything I could change in the .lua script to make it so that it goes up steep hills without the need to boost like in vanilla? As I've noticed that when I'm not using the boost when using the roamer it stuggles to climb steep hills compared to vanilla, not that its a huge issue was just curious if there was something I could adjust to fix that to keep the momentum going I'm new to using scripts so wasn't sure, it happens with both the .pak and .lua files.
    1. WinderTP
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      idk make em go even faster I guess
    2. heping4hao
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      Yeah that's sort of what I'm trying to fiure out how to do, the tech upgrades alone don't seem to affect how it climbs steep hills much (without using the boost that is). Was mainly just checking if one of the .lua entries could be changed to make it NOT slow down to a near full stop when going up hill so it doesn't lose momentum while boost is on cooldown and which entry that would be?
    3. WinderTP
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      There's prolly params related to friction or speed, search "friction" or "speed" in the vanilla exml and see if anything comes up
    4. heping4hao
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      Yeah I thought that too at first, but then thought it wouldn't make sense since when testing w/o the mod in vanilla the issue went away. So I did some more digging and testing and I think I've found the cause to the problem which was strange since the line of code didn't seem to have anything to do with the situation. 

      Here's what i found below testing the .lua file using process of elimination. Using AMUMSS.

                              {   
                                  ["SPECIAL_KEY_WORDS"] = {"Name", "MED_BUGGY"},
                                  ["INTEGER_TO_FLOAT"]    = "FORCE",
                                  ["VALUE_CHANGE_TABLE"]     =
                                  {
                                      {"UnderwaterEnginePower",                "4"        }, --- <<< Cause.
                                  }
                              }  

      After a bunch of testing and removing lines of code to see which one was affecting the incline/friction problem eventually I came across one line of code next to the arrows that I noticed after removing I'm able to drive steep mountains/hills much better (when not using boost) and it doesn't come to a complete stop when trying to go any higher (within reason of course and when not using boost) anymore, it's weird though considering I wasn't even anywhere near water, at least none that I could see in front of or around me...

      Hmm I wonder if there's a bug in the game itself that affects exocraft underwater stats just from being within a certain radius of water or deposit of water underneath you on a mountain for instance or something... strange.

      --EDIT-- 
      - Added thoughts - 
      Or maybe HG applies UnderwaterEnginePower modifications when you're on dry land in some way when climbing hills/slopes at certain angles to slow it down for more realism or something along those lines instead of using new coding to save time for instance... I dunno just a thought..
    5. WinderTP
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      That's cool
    6. heping4hao
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      Yeah the momentum is so much better now, even when removing the entry from other tyred exocrafts makes a huge difference in consistancy.

      EDIT - Btw do you know the vanilla default was for below?{"UnderwaterEnginePower",                "4"
      Still sorta new to all this so unsure how to check vanilla xml files myself.
  3. thr0ttl3j0ck3y
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    HAHAhahahaHAHAHA Oh, yeah this is the one. Shoulda known, Your jetpack is my favorite too. 
  4. AzurexV8Rain
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    Is there a version of this that doesn't add the custom models? I like the normal look of the exocraft but I wish they were faster like they are with this mod
    1. WinderTP
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      install the mod and find out
  5. Naidrox
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    yo my dude, wanna update that AMUMSS script for Prisms? Or is it good already?
    1. WinderTP
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      If the lua script doesn't get updated along with the main file, it's usable on latest. So it good
  6. Majeck
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    Hey, thanks for the mod! I have a question or two...
    - Does this add any uniqueness to the different exocraft? Right now they're pretty much the same as far as speed goes; just curious if you varied the speed increase by type or anything.
    - Is there any chance you'd make a version with a bit less increase? Maybe cut most of the speed changes by half? Not a big deal either way, just a suggestion.

    Thanks for making NMS even better!
    1. WinderTP
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      1. I increased the Nomad and Pilgrim a bit more than I did for Roamer, and although the Colossus got I think a lot more increase in percentage I think it's still the slowest in terms to top speed, acceleration, and boost.

      2. There is a AMUMSS lua script available and you can change the number to whatever you want, I really just pretty randomly multiplied the numbers for this mod so it's not meant to be very balanced or precise.
  7. WinderTP
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    Remind me to make a AE86 replacer for the Roamer later
    1. WinderTP
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