There are now both Full and Lite versions of the mod with additional (optional) No Reverse versions for those of you who prefer just to hover in place.
How do I make it so that launching takes fuel again? The description marks it as an "optional" but it's unclear how this is done. Neither version appears to make a difference.
open the GCSPACESHIPGLOBALS.GLOBAL.EXML in a text editor and search for one of these parameters as they are all grouped together. HaulerTakeOffMod for example. My settings are:
There's something wrong with 4.5, ship won't stop if you release Shift or when you arrive to the destination using Pulse Drive, it just keeps going until you crash on the ground or the station!
Wow... just tried and removed. uncontrollable roll with this mod. Thought it took out the cheaty bits, but the steering is still automatic based on what is close to the reticle. Wish that HG would just let the user turn off all the automatic stuff, it's about the most unimmersive experience I've ever had flying in any game in over 30 years of PC gaming. The auto targeting...even when it's not on... is laughable. Good job with the mod, but not for me. I solely play in 1p, and seeing how this game treats each perspective completely different for every vehicle.... Try turning around in an exocraft in 1p then in 3p. And the Sub... OMG... it literally does what it wants... Sinks floats... literally no control over the thing. Then they gimped the users view control from the 1p perspective tying your head down to slow motion sickness levels with autocentering that drives your craft into the ground when you let off mouse look.. HG must have did this intentionally just to piss off the 1p players. The exocraft control is total garbage in this game.
It's not an easy recipe to craft. There are several elements of flight in NMS which have counter-intuitive settings that seem to fight against the driving / flight mechanics. All we can do is modify what is there are try to make some sort of sense of it.
153 comments
Also, Space Pulse drive does not lock onto your target.
Thanks
The description marks it as an "optional" but it's unclear how this is done. Neither version appears to make a difference.
HaulerTakeOffMod for example. My settings are:
<Property name="HaulerTakeOffMod" value="0.350000" />
<Property name="FighterTakeOffMod" value="0.350000" />
<Property name="ShuttleTakeOffMod" value="0.231000" />
<Property name="ExplorerTakeOffMod" value="0.175000" />
<Property name="RoyalTakeOffMod" value="0.350000" />
Game defaults are:
Property name="HaulerTakeOffMod" value="1.000000" />
<Property name="FighterTakeOffMod" value="1.000000" />
<Property name="ShuttleTakeOffMod" value="0.660000" />
<Property name="ExplorerTakeOffMod" value="0.500000" />
<Property name="RoyalTakeOffMod" value="1.000000" />
That should do it for you.
I went back to 4.4 it works perfectly.
It was the Maneuverability, if it goes over 100 it screws the ship while using pulse.
Sorry, the problem showed up exactly when I installed this mod, that's why I thought it was this mod's fault, weird coincidence.