About this mod
A flight overhaul mod covering many aspects like low flight/underwater/hover/reverse, 3rd person ship camera, loot attraction boost, etc.
Prepare to fly differently and more freely.
- Permissions and credits
- Changelogs
(Currently only one version, see comments for additional versions by community members such as NooBzPoWaH. Hopefully I'll be able to do more soon)
Be prepared to fly differently.
A lot of tweaks have changed how certain things feel, such as braking when flying towards the planet (especially from warp).
Features:
- Low flight including Underwater (recommend slow entry)
- Ability to reverse and hover including pointing straight down without auto corrections
- 1x/2x/5x/10x Pulse jump speed options
- Maneuverable boost and pulse jump cruise
- Warp in slightly closer to planet
- Can engage warp closer to station
- Boost distance near anomaly reduced to station distance (can boost while closer to anomaly)
- Lower takeoff height and reduced delay before input
- Optional: 5% Total fuel cost per launch (10% in survival), 1/5th the vanilla cost (10normal/5survival launches per fuel capsule)
- Increased allowed landing angle
- Increased max landing speed
- Increased shield recharge rate
Increased delay before recharge to balance (from 3 to 5 seconds)(was made redundant)- Optional: Removed auto speed brake
- Adjusted collision distances (reduced distance)
- Increased responsiveness of 3rd person camera follow
- Combat loot range GREATLY increased, hopefully no more missed rewards for combat (space/atmo ship battles)
- Adjusted freighter entry beams slightly (less fighting to access middle pads)
Compatibility: Edits done to GCSPACESHIPGLOBALS.GLOBAL
Suggestions: Suggestions for changes or different versions are welcome. Just be aware they may take a bit depending on what is going on.
Known Issues:
(MAY BE FIXED) When flying around at higher speeds near the ground/underwater you may pass through the ground.
I believe it is caused by the way the game loads terrain, and the main reason they kept you so far away from it instead of fixing it with a rough projected collision instead of none-till-loaded (collisions generally take extra processing power even when not being impacted).