#[MOD] [0.32] - NOTT - [NEW UPDATE]Cockpit enhancements / UI and HOTAS QoL
1991 messages · Page 2 of 2 (latest)
haven't tested the config stuff but tbh i probably won't be using it regardless, i mainly use it to change the aircraft MFD colors
weapon previews work
excellent !
and now to nuke Maris because why not
whats a good NO session without a few war crimes after all
even if it's just a freeflight map opened up for testing lol
The Gripen only has it in the hud cage and imo it was more annoying than useful in it
could we get this on the hmd? i don't find it very useful on a cockpit screen
looks cool though
sure ! I'll include a toggle, I didn't include it in this version because testing for compatibility with multiple screen format/resolutions takes time, but yeah its planned and shouldn't be that hard, just time consuming 🙂
imo you could possibly have it stick to the location of the weapon display, as those already are adjustable for different displays, and be able to offset it from it's original "sticky" position
incredible work as always
that's really clever, thanks for the idea !
i forgor how :>
Does the save and recall target group use the same keybinding process (keyboard)?
Where you have to check the keycode table
In the unity documentation file
yup !
I detail the process here : https://github.com/clumzy/NO_Tactitools?tab=readme-ov-file#how-to-setup-the-mod-to-use-your-hotas-and-keyboard
this is sick
An idea I had was the hover symbology from the apache
not sure what its called
The home plate where it shows you where you started and how to get back to it, just to help with situational awareness
not 100% on this one, compatable airbases are already shown as waypoints on the hmd and you can navigate really easily using the map
this would add more clutter
with the hmd I have to actively look down and lost the ability to control the aircraft
also this isnt just for airbases also just useful for peaking around hills and generally staying still
oh, do you mean this?
its like the cargo hook ui where its a top down view
you put down a mark and it shows you how you've drifted from that point
that's a really cool idea, I'll have to look into it
wonder if you could like force the cargo hook ui to show or something then place down a fake unit ?
I dont know how this mod quite works
or if you could just take the opposite of the horizontal velocity vector
that could work, although I'm not fond of hijacking existing game fucntions, I'd rather create a bespoke screen 🙂
does the program have access to like all your values like horizontal velocity and stuff?
Bepin is scary
you technically have access to everything ! sometimes its hidden away so you gotta search a bit, but its mostly regular c sharp
since you have access to the entire Unity library, once you have found your object, accessing and using its velocity vectors is just regular maths
you should try 🙂 I'd like to get a small tutorial for making basic mods out at some point
what language is it
same as Unity, C#
it took me a few days but if you've dabbled in typed object oriented languages before, adapting is really fast 🙂
and since you're always manipulating game objects, once you've got your basic syntax its just a matter of learning Unity development
maybe Ill try making it once you make that guide
I've just got an idea : this screen should show how many of each frame are already in the air
oh that's cool as shit
should this mod work fine with complete game overhaul mods?
how uh, does it handle new weapons
fallback to the full weapon display?
it should normally work as is !
I should try tho
you're thinking of Primeva 2082 ?
if the mod uses the same objects as the vanilla game there should be no issue 🙂
like, in the game code there's a "Weapon Slot" object, where my code gets the name and ammo of the weapon slot
oh yeah it hitches off that
all weapons are of the same type, so if the mod uses the same types as the vanilla game instead of creating its own it should work !
oh you mean there are new aircrafts ?
no
there's like a napalm bomb and stuff in 2082, currently disabled tho
and new chin turrets for the Chicane
and new gun options
new weapons and units should work fine
new aircrafts won't at this point, since the layout for new cockpit elements is specific to each aircraft
I'll try 🙂
ye, and there's no new aircraft in 2082
so that's fine
gonna be very excited to test the new features
I think QOL and NOTT conflict
both touch the HUD
oh
could you show me so I know where to look? a lot of people use this mod so a compatibility patch is in order
i don't think QoL should change much with the HUD, it's almost entirely gameplay changes
the only bit i can think of is disabling the targeting ring for laser-guided weapons and showing more decimals for climb rate and altitude
(Filename: D:/George/Documents/Code/clumzy/NO_Tactitools/NO_Tactitools/src/Core/Bindings.cs Line: 77)
InvalidCastException: Specified cast is not valid.
at NO_Tactitools.Core.Bindings+Player+Aircraft+Countermeasures.GetIRFlareMaxAmmo () [0x00074] in D:\George\Documents\Code\clumzy\NO_Tactitools\NO_Tactitools\src\Core\Bindings.cs:77
at NO_Tactitools.UI.WeaponDisplayComponent+LogicEngine.Update () [0x00029] in D:\George\Documents\Code\clumzy\NO_Tactitools\NO_Tactitools\src\UI\WeaponDisplay.cs:60
at NO_Tactitools.UI.WeaponDisplayComponent+OnPlatformUpdate.Postfix () [0x00001] in D:\George\Documents\Code\clumzy\NO_Tactitools\NO_Tactitools\src\UI\WeaponDisplay.cs:462
at (wrapper dynamic-method) TacScreen.DMD<TacScreen::Update>(TacScreen)```
getting this
the tacscreen never leaves the "boot" anim as a result
I'll test without qol
issue doesn't occur without QOL
thanks for the log, what was your loadout and plane ?
Chicane, 30mm Chaingun, ATP, Lynchpin, and IRM-S1s
that's good to know, thanks 🙂
you can find QoL in the 2082 server in #1337634794040983593
have to grab the beta tester role
george is already there
ahh
🥸
thanks a lot, I'll try and reproduce the issue right away !
a compat patch would be nice ye
This was nice to wake up to great work again!
the features all seem to work right tho
isn't that already in the map screen tho?
u can even see what aircraft the opposing faction has in the air
yeah it is, but a small number on the selection screen would do wonders 🙂
thanks, it means a lot !
I've reproduced the issue, it seems like the Chicane is the culprit, I'll look into it some more, thanks for the detailed report 🫡
when you ID the cause of the issue lmk
I might be able to tell you what else will break NOTT
thanks, I'll be sure to let you know
What if shorter aliases are used instead of actual names?
Are the names supposed to be like this?
Yup, these are the internal names used by the game
Weird lol
Didn't bother fixing the typos
I want my target recall/save to be "1"
Which field should I put it in?
I'm on keyboard btw
Its all there in the manual : https://github.com/clumzy/NO_Tactitools?tab=readme-ov-file#setting-up-keyboard-inputs
I've included visual examples too !
Not at all
Why would you need to change the target select input ? To answer your question, the name should be keyboard, and the input Alpha1
These are the shorter aliases 😭 I could create shorter ones, but it would be annoying to maintain, and players would have to focus on what the alias means instead of the action
What I did was type "Keyboard" into the controller name field, and then Keypad1 since that's the Unity code for it
It didn't work tho
Wait I see the problem
I should've used Alpha1
I could quickly make short ones for you
And the list could be exposed in configuration menu ig
Few weapons / systems have long enough names to necessitate an alias though
You're good to go then, enjoy 🙂
Big thanks for this!
Is anybody useful artificial horizon?
For what it is? I really interesting too know how I can use it!
Loadout preview interesting feature. I hope it will appear only once in start, because seems it don't give you good view too fuel, heat, throttle, in battle this info time to time valuable and you use it
But a radar jammer can just be RDR JAMM. or something
The loadout preview appears when switching slots, but I can easily add a toggle for it to only appear at the start !
Has the kW unit been added to the CM and Weapon display? Instead of the percentage
That is true, maybe I could selectively rename some of them. My other idea was dynamically removing the vowels from long words. Generally I don't like making "special cases", I like for everything to be handled the same
This one has slipped through the cracks, adding it on the todo (should be dead easy)
Well. I think it have some sense.
It could show you info about current state of allies power and predict faster what you should to do, should you make air superiority or make cargo delivery or etc.
From another side you able to see it on map in faction menu this info... So...
I think you should decide should implement it or it will be not so useful feature.
How to make it best way?
Idk, hard...
I think... Maybe move info in squares more in left side and in right bottom corner input number of airframes... Or... Make squares bigger, info inside them with same size and in bottom of square place number of current aircrafts in battle.
Ohh ok no worries, take it easy 😄
Have sense. Or place loadout info same way will be they are being only in map/camera/radar screen what will not make harder view into your current aircraft info
I understand, but sometimes you only have to adjust a few cases
Would you mind adding multiple group recalls into the todo?
@river kernel might have traced the issue
your plugin hardcodes not expecting an internal jammer on specific aircraft
the Chicane and Tarantula have an internal jammer in QOL
which seems to cause the issue, somehow
idk I'm not a developer
yeah if I force the vehicle to spawn with a defensive jammer pod it works fine
I come to this conclusion bc on line 61 you define this
var IRStation = (stationsObj as IList)[HasECMPod() ? 1 : 0];```
and HasECMPod is defined as this
public static bool HasECMPod() {
try {
return (
HasJammer() &&
((GetPlatformName() == "UH-80 Ibis") ||
(GetPlatformName() == "SAH-46 Chicane") ||
(GetPlatformName() == "VL-49 Tarantula") ||
(GetPlatformName() == "CI-22 Cricket") ));```
am I on the right track?
Ooooh
Yes
YES
There is a 99% chance you found the issue
I'm at a job interview, wish me luck chat
I don't understand fully what I'm reading here tho since I don't write code
I might, but with thorough testing beforehand, I feel like that could upset the balance of the game, making multi-role sorties that much easier to execute
but it looks like running HasECMPod skips HasJammer (?) if the aircraft is one of those 4, which means the ECMPod gets serialized later in the list?
i dunno
you'd have to tell me how it works
With pleasure
cool cool, ping me when you're avail
Hmm you got a point there
yeee ok so I see the issue
ECM Pods always init at position 0 in the array, IR dispensers then init in the next position, internal jammers after that
so if HasECMPod returns True but no ECM Pod is actually present, the array looks like [IRDispenser, InternalJammer], and thus the mod tries to assign InternalJammer to the actual IR dispenser display, and the mod zogging dies when trying to grab some data from it
meanwhile if there is an actual ECM Pod present, the array looks like [ECMPod, IRDispenser], and thus it grabs the correct object
am I insane in the membrane or
that's EXACTLY what's happening !
when there's an ECM Pod, Flares and ECM switch place in the array (this didn't happen before 0.31)
you should write code, you read it pretty well !
wait, isn't the 30mm chaingun a QoL mod weapon?
ah
ty ty
what were you thinking the issue was before I investigated it?
I knew it was related to the order of the countermeasures in the array, but I didn't have the root cause (having not used the QOL mod except for some small tests yesterday) so thanks a ton !
instead of hardcoding which planes have ECM pods, find a more programmatic way to deal with this possibility
fair enough ye
I imagine it must be possible to interrogate each object in the array as to what they are and then store its position as a variable for those functions so?
you could ! you could also check if an ecm pod is present in the array representing pylons
fair enough
I think the latter option might be less tolerant to pylon changes and what have you in the future
interrogation might be a better option
the problem with the interogation method is that by default this array is private
so you gotta know exactly what you're looking for
which makes it hard to poke around and see what's what
exactly, you gotta specifically ask for type X in position Y
thus why I have to determine which type is at which index beforehand
well you know what you're looking for, maybe you could try asking known good information from each object in the array, and if it outputs a reasonable response, we know what that is and implicitly what the other thing should be?
or do you not have a good way to catch an error by asking that information from something that doesn't have it?
yup 🙂
ahm
what I do is ask how big the array is
since you always have flares
if its of size 1 there are no jammers
the issue is that when pods are present the ir and jammer switch position, so I'll focus on finding a robust way to detect whether pods are present or not, instead of the quick and dirty solution I have today
that way it should be mod-proof 🙂
checking if an ECM pod exists on a pylon is probably the best option then ye
then if we get oddities like jammer only aircraft, figure out something from there
for now I can circumvent the issue by disabling the in-cockpit munitions display, right?
ah no that function gets called regardless, rip
wait, why is it displaying?
it shouldn't
what is displaying ?
in 2 modules ! the weapon display, and the individual CM selection
@river kernel loadout preview doesn't handle weapons with a loading stage properly, like the door guns on the ibis
the maximum cap changes depending on the ammo reserve
thanks for the heads up
I'll reproduce the issue and fix it 🙂
Do NO AA units have their own unique or typo internal names like the aircrafts btw?
Oh wait I can just check
I'm worried if the primeva 2082 mod might run into the same issue
And I have to dig through the code
Which I have 0 experience at
probably, since the munitions do too
how do i remove bepinex?
it literally does not exist anymor eon my computer yet it keeps opening
nvm i fixewd it
had to remove another mod and now ill reinstall this awesome one
The throttle bar in the mfds, can that have the percentage in it or would it be too small to be readable?
too small imo
chicane hud bug i spawned and the boot animation overlapped w the hud?
were the targets already selected when you spawned ?
that's "normal" behaviour, the bootscreen deactivates every element, before reactivating them once the animation is done
but the target screen doesn't exist when spawning, its created when first selecting a target
I'll add a check to deactivate it if its created before the boot animation is done, thanks for the heads up 🙂
I'm cooking up a hotfix for the update, but it won't come out till this sunday, I've got a busy week unfortunately
could a shutdown animation when turning off the aircraft's engines be possible?
hell yeah
You can already shut down some vehicles engines
yea duh, that's why i'm asking for a shutdown animation for the MFD
for whatever reason tho it's only possible to shut down the turboprops and turboshafts
Next update itll be all vehicles
i hear we're also getting engine startup sfx for jets like for tara and chicane
Oh like the ibis?
Peam
you're gonna have to help me understand this one chief
Grokipedia 
Hey, would there be any way to make it so the weapon selector automatically skips over fully expended weapons?
Also, how do you set hat controls?
I found a bug relating to the target recall feature, currently I've set it to "Alpha1" which is the "1" key above the "Q" key. I encountered it when I tried to set my aircraft's position to 1500 meters in the mission editor, when I clicked "1" it made a really loud noise akin to that when you select a target, prior to working in the mission editor, I played a couple NO matches and saved multiple groups with the "1" key
So I think the game thinks that I'm still in a regular NO match even tho I'm in the mission editor and tried to recall the group I've saved earlier
And it broke the "1" key, whenever I tried to insert any number that has "1" it just couldn't
I could try that yes ! However that would require rewriting the game's function, so I'll do it cautiously
However, I can still use my numeric keypad to insert any values that has "1"
oh that's interesting
I see the issue
Yeah in the meantime I'll use my numeric keypad
tomorrow is coding day, this wil be fixed, I'll add a check to the input functions to make them work only when in a mission
It's a minor bug right?
yeah, the game is trying to call a function on an object that doesn't exist in the context of the mission editor
its just a basic check 🙂
Awesome
I've tested it thoroughly on my machine and it works for others, but I'm always looking for more guinea pigs 🤓
Just got into a Chicane and this happened
what appears to be the issue ?
The giant diagonal line on the hud
oh yeah
what steps can I do to reproduce ? honestly I'm not sure it's my mod, I don't draw any line on the HMD besides the artificial horizon
if you could send me a pm with the logs that would be grand
does the line stay when you respawn ?
Yeah
And it's happening on all aircraft so I guess something else is messed up
A restart'll probably fix it
I'll check the logs once you send em to me, thanks for the report 🫡
I'll have to look into it, because normally every element I draw on the HMD are destroyed when the aircraft respawns
I can't find Player.log
Side note: the github says to input the hat switches as h_number_direction, but how do I know what the number is?
Also, is it case sensitive? And if so, caps or no?
you've got visual examples here 🙂
Mine just lists as POV Up
lower case 🙂
you could try h_1_up
not sure tho, I haven't seen this format before
I'll see if I can setup my VKB to output this
So uh, setting the things to h_1_dir caused the game to stop registering any input from my stick
sidenote, this has happened to me before I developed any visual element on the HMD, I'm really not sure this is related to the mod
h_1_up you mean ?
Gotcha, so just game
Yes
dir was placeholder for direction
I set the directions to h_1_up/down/left/right
kk lemme setup my stick and see if I can output the same format
And if I have them set like that, the game stops registering input from my HOTAS
Player.log isn't in the NuclearOption folder ?
my bad, it's in here
sorry, oversight on my part
I've corrected the README, thanks for the heads up 🙂
https://www.voidtools.com/
quick shoutout to my favourite software ever, lets you find everything on your computer in a flash
this has just been fixed 😄
entering inputs that won't exist for your joystick won't block it anymore, thanks for the report !
Alright sick
as for POV up, I'll need to run some more tests, I've never encountered this format before and I have trouble emulating it on my stick for now
I'll mess around with joystick gremlin
f1 just isnt working for me for some reason, trying to disabkle the tarantula horizon
Might need to change smth in the configuration file
I forgot the exact line, its on the github page
if you wanna configure which aircraft have access to the horizon 🙂
does this use the config menu?
just add a comment to the tarantula's line, the config files are in the mod folder !
nope, not this feature, that would have clutered the config menu
ah i see
So what does this do
this
its to configure this feature
dayum, you're one hell of a pilot, these maneuvers look pretty cool 🫡
If I didnt have such a wide display and could easily read the glass cockpit info I might try it
lots of cool tidbits that could still be useful to ya
here's the feature list 🙂
https://github.com/clumzy/NO_Tactitools/tree/main?tab=readme-ov-file#main-features
what have i possibly done to make it so pressing f1 doesnt open the config menu
mmmmh
this is an issue that pops up with bepin sometimes
this is a possible fix
fyi I'm still working on the update, skipping empty weapon slots is taking me more time than expected, the rest of the requests I've had since the 0.3 update are half done 🙂
Is there an option to keep the HMD on
Oh you mean the original weapon ui ?
Everything is configurable, you can choose which features you want 🙂
Features that add new controls work with keyboards, and most HOTAS, I'm still working on supporting more controllers tho
What would you see ? Maybe the capacitor's power output ?
yeah i was thinking the EW bar KJ
oh thats nice…
Doable 🙂
can I have 2 seperate controllers for CMs?
I could make each setting use its own controller, that's not supported atm
I'm finishing the next update, I'll squeeze that in
Would it be possible to move the minimap to the radar MFD? Or maybe just a way to toggle the minimap off in general?
They were experimenting with that a month or two ago idk how far they got tho
How would I install this mod?
Don't know how modding works for this game, some games its drag and drop, some workshop and some their own installers.
just dropping the files into bepinx folder is enough
Oh I need bepinx, I see.
yea
Well I don't know how to install that. Or even where to look.
https://github.com/clumzy/NO_Tactitools?tab=readme-ov-file#installing It's all there in the manual, see the top post 🙂
Thank you so much
how can i disable boot anims?
config manager
link?
i don't seem to be able to see the digital horizon even if i have the horizon enabled and the list shows up with it as well.
Have you restarted the game after activating the feature ?
yes
Could you dm me with the logs ? Has this happened recently or did the feature manage to work before ?
it hasn't worked yet
logs are here btw
are you running QOL mod?
no
odd
something weird is going on here
the aircraft display isn't loading
upload logs
even if it did it doesn't work anyway
upload logs
send the logs my dear sir 🫡
problem solved, i was a dumbass i put the addon on the wrong folder
happens to the best of us 😄
any chance loadout preview is being moved to the hmd soon?
it's useless for being so far from the actual weapon display
i disagree
I've had some personal stuff to deal with lately that kinda hindered my motivation for a while :/ I got some energy back so I'll do my best to get this update out ASAP 🦾
I've got a basic version of it tbh
where would you see it on the UI ?
of course the background can be set to semi transparent
I was thinking top right, below the existing weapon info widget
if you decided not to display it, top right corner
wdyt ?
Id want an option to not have it on the hmd
that's where i was thinking, but imo it's fine where it already is
wdym ?
for now its on the MFD and deactivable
I personally prefer it to be how it is rn and not on the hmd
the idea is to have the option to show it on the HMD 🙂
Ah okay so i just clik thst button
yup 🙂
Now if only unity config manager works
like with the weapon display, some users wanted keepp the original widget
what's the issue ? I can help
try this
I'm having trouble binding inputs for the tm warthog, I used joy.cpl to get the input numbers, but still no dice
Did you try using the internal binding menu to get the button number ?
Also what kind of button are you trying to bind ?
Can't as they are all names
like 'Thumb Slider Fwd'
Oof, that's a new one
Good call on using joy.cpl but I've found that indexes are not ordered the same for "non-generic" controllers
Example
Yeah, but after putting the correct number, it still doesnt work
I see
the Warthog manual also confirms they are correct
It's likely the buttons are not ordered the same in the 3rd party solution the game uses
Other users have had issues when using controllers with buttons that have individual names
Hmm, I'll keep playing around and see if I can troubleshoot it
I'm always trying to improve this part of the mod, but working with this 3rd party solution is hard, so while I hope to fix this ASAP, I can't guarantee an imminent solution 🙁
Unlike the game's code, which is pristine and soooo easy to work with 🙌
Thanks for trying the mod anyway, and I'll let you know if I find a fix, I have some ideas but nothing concrete atm
No worries thanks for providing us some much needed QoL features
have opacity turned up when not being used but still have it visible?
shorten the names maybe? have icons visible? some solutions for reducing clutter
Personally I'd place it in the top right corner, under where the existing weapon UI resides 🙂
yeah, with that in mind
Aight, thanks for the suggestions
Not sure about having icons for every weapon, but shortening the names that I can try
Hi thanks for this i was just going to ask for this
Did not work
İf the name is throttle hat left and throttle hat right
What do i write
Those are unsupported inputs for now sorry 🙁 I'm looking for a solution to support all input types, but it takes time since I need to "emulate" these inputs on my gear to test and the code handling inputs is complicated in many ways
Glad to hear it 😁 It gives me strength to work on the next update hehe
I'm having this problem with the chicane and the tarantula where the boot up animation doesn't play. I know it's a conflict with the QOL mod but I was wondering if there is already a fix for this?
the mod's confused about them having internal jammers, which they don't have in vanilla
You can in mod editor turn off booting screen
Next update, I swear I'm working on it but most of the tasks are much harder than expected, that plus lots of personal shi* going on 🙁
But it's coming
SoonTM
Hold on my mans weve faith in you
No rush, I was just checking to see if I missed an update or fix. Keep the great work coming my man. 🫶
If anyone is able to help out, I'm trying to install this on Pop!_os but I haven't been able to get the configuration menu to show up, and in the BepInEx folder there isn't a config folder/file at all, and the couple things I've tried haven't had much success getting it to work
I don't run Bepinex in Linux so I'm reading off of the docs, but have you already run the Bepinex script? Looks like it creates the config directory once its been run
oof, the last time I've used pop os was years ago, sorry I have no idea 🙁
I know some users of the mod run Linux lemme find em
@solid badge could help
I thought that that was done by launching the game itself which brought up the script. Also to keep updated I was having some issues with getting other things working so I’ve decided to distro hop to Ubuntu but haven’t tried doing it there yet
yeah that's how I believe it works
if u have installed BepInEx properly, the config folder appears automatically after running the game
note that u need the Windows version of BepInEx installed since it's a Windows game
there's some Wine instructions in the documentation too but i can't remember where exactly
Sounds good, I’ll run through it again and see how it works out
I've been working on some new customization options too 🙂
you can make the altimeter's color dynamic, and set the text color independently
this is working well now too
I'll try and make it look as vanilla as I can 🙂
Oh my gosh😍
could we get the option to not have the weapons display disappear, or just have it fade out when not in use?
This mod is the best. Any plans to make the map hideable or integrate it with the radar?
the vanilla elements or the added full loadout ui element ?
I'd like to ! but the map is a pretty complex object to handle so no immediate plans for now
loadout ui element
then it's already the case, it behaves the same way as on the cockpit mfd
Hey, I dunno if this has been brought up as an idea before, but maybe there could be something like, if you have a bunch of targets selected and go to fire laser-guided rockets, preventing the plane from firing more rockets than targets it can laser designate
Eg. the Cricket can designate two targets, but if you have five targets selected and pull the trigger, it'll fire five rockets. It would be nice to have a way to prevent it from firing those extra rockets
Has been discussed, and I am mucho in favor
Turns out, someone else has already made a mod for this, but it's also not up to date
It was moreso meant as a "smart weapon release" system, where it would essentially prevent weapons from being fired against invalid targets (firing AAMs against ground targets, firing at targets out of range, firing more laser-guided rockets than you can desigate, etc)
something i just learned is that if you use nott and spawn in an unarmed aircraft it floods the logs with nre's, just about all seven MB of this is from nott
nvm apparently i'm a fool who didn't know she had debug mode on
The next update will be on the 15th/16th, (almost) everything on my TODO has been done, with this next bug cleared I'll be ready to implement the new plane ASAP 🙂
this is what I've done already
nah you're right, that's a bug, the mod is trying to display the name of an inexisting weapon station
[Bindings.Player.Weapons.GetActiveStationName] NullReferenceException: CombatHUD or weapon name text unavailable; returning 'Unknown Weapon'.
so it keeps throwing exceptions, should be an easy bug to fix 🙂
compatibility with QOL mod is on the way too
last two items on the list are :
- skipping over expended weapons (not sure how to properly implement this one yet, lots of edge cases, I might skip it this time)
- ensuring the loadout preview handles weapons with loading stages properly
so an update on this one :
I think I won't support the QoL mod for the time being.
80% of the time spent working on the mod is spent making sure features work in lots of different configurations, and supporting a second set of weapons/platforms increases this time tenfold, especially considering that starting the game with the QoL mod adds 15 seconds, which really adds up overtime 🙁
I'd rather focus on the main game, because all this time spent testing features, making them work in the main game and seeing that they don't in the QoL mod has really burned me out tbh
sorry yall, this might change in the future but I'd rather focus on what I do best 🙁
You're all good, modding's a passion and hobby, sometimes those can be tedious.
VSCode is fired up, updating as we speak 😉
cant fly it with the mod on lol
that's normal 🙂
deactivate the weapon display and loadout display components and you should be good to go !
it breaks the game logic if it doesn't properly work pretty much
when the mod/game encounters the exception where the game doesn't know which part of the cockpit to draw on (this time, for the new plane), it fracks up the controls
working on it as we speak 🙂
there we go
.
New update : NOTT 0.4.0
Hello everyone, the mod has been updated for NO 0.32 🥳
It's mostly support for the new content, but I've added some cool smaller stuff and fixed some nasty bugs, enjoy 😁
Major changes
- Mod updated for Nuclear Option 0.32
- Weapon Display & Loadout Preview support implemented for the Brawler
- Unit Icon Recolor support implemented for the new ground units
Smaller additions
- You can now setup a different color for texts when configuring the MFD color
- Added a new alternative attitude indicator that changes color with the main MFD color
- Added support for weapons that reload to the Weapon Display
- The Loadout Preview can be setup to only show on starting up
- The Loadout preview can be sent to the main UI instead of the MFD
Bug fixes
- Added a check to ensure that custom controls aren't usable when not in flight
- Added a check to make sure targeting isn't possible if the plane hasn't booted (this only concerns you if you use the startup animation component)
- Fixed an exception where the Loadout Preview tried to lookup the name of an inexisting weapon slot when flying with no weapons
If you're installing this mod for the first time, you can find the documentation here.
As usual, feel free to report bugs (as detailed here) and make suggestions.
Cheers 🫡
[MOD] [0.32] - NOTT - Cockpit enhancements / UI and HOTAS QoL - NEW UPDATE
good call, lemme fix it
Advanced slot selection does not seem to be working correctly, idk if i done this incorrectly or that red text in the log has something to do with it.
oof, that's new
boot animation also doesnt seem to work for the new airframe also
and the loadout preview
actually advanced slot works now?
am i having a stroke right now
this wasnt working a second ago
okay figured it out, the mod doesnt like a first mission load
I've figured it out I think, for some reason Keyboard controls are now bugged
yeah its just on first mission load
if you unbind keyboard controls it works fine it seems
hmm, i loaded into another mission and my keyboard controls seem to work
yup, for some reason the keyboard doesn't seem to register when the game loads
that's only if you've setup a keyboard as an input method 🙁
for some reason it fuc*s with the MFD UI too
ah well, i can just exit the first mission and load another
well that will work for now I guess
I've found the bug but that will have to wait a few hours, I got work in a few hours, gotta get some sleep haha
the heli horizon seems to be no longer slightly transparent like the rest of the hud
I made it a bit more visible (60% instead of 40%) but I can turn this into an option easily, it'll come with the hotfix (for now its an identified bug and the transparency option, I'll work on the hotfix tomorrow)
Thanks for letting me know what you think 🙂
If you’re taking suggestions, is it within the realm of possibility we can change MFD behavior? In my case, I am interested in replacing the engine / hard point status MFD with the RWR map. Ideally, this would be the case when the targeting camera replaces the RWR
hotfix?
being tested as we speak
cool
.
New hotfix: NOTT 0.4.1
Smaller additions
- The transparency of the Artificial Horizon is now configurable
Bug fixes
- Removed leftover logging from debugging
- Fixed a bug with 0.32 where keyboards didn't properly register new inputs anymore
Let me know how it goes, and thanks everyone for your patience 🙂
Wooow. You done update in this day. So awesome. Thank you
my pleasure 🙂
clever idea, that could be done but I'm not sure it would work with every cockpit, they all have different layouts so you'd have to adapt the RWR screen for every situation, and since its an existing game object, I'm not too keen on modifying it
could the same solution maybe be achieved by adding a button to toggle the target screen on and off ?
with a small indicator added to the RWR screen reminding you that you have a target screen available
This makes an insane amount of sense
Maybe with that in mind, the map could potentially be implimented into the RWR to make it more of a situation display?
(It would also mean one less non-diagetic HUD element)
If you hate the map, you can manually hide it by using UnityExplorer and disabling SceneEssentials/Canvas/HUDCanvas/HMDCenter/LowerLeftPanel
There are some numbers next to the object names but I don't know if those change per runtime
i miss the map still showing accurate heading after you lost contact
ik it was a bug, but omg it was so busted in dogfights if you knew how to use it
impossible to hide
Y'know, I get the feeling that Smart Munitions Release is probably gonna be permanently deprecated, so I kinda wanna ask if you might be willing to integrate it into NOTT. Long and short of how the mod works, each missile will do a check on the target it wants to fire on and determine whether or not it's a valid target. Range, IR/RCS signature, IFF, if target is lased, DL package accuracy, etc will be used to determine whether or not to fire on a given target or skip to check the next target
At the very least the bit about lased targets would be nice
Lased targets are planned for the next update 🙂
I'm not sure I wanna automate the rest however, I feel like it could upset the balance depending on how hands off the system is
I mean, the point is mostly so that it doesn't shoot AAMs at ground targets just because they're selected and stuff like that
I see the idea, but this clearly favours mod users IMO
Fair I suppose
Prolly a bug
I'll do lasers, and gather some feedback 🙂
Alright
This is doable, but a LOT of work I think
I've got some ideas, but it'll have to wait a few days, I'm currently on holidays in Sweden with my family, until the 2nd 🙂
Northern lights hit different IRL ngl
A'ight fair enough
I feel like this is going to enter the territory of having an advantage over vanilla players in mp, if it's even mp compatible.
SMR being dead currently is purely from my lack of time and too many projects syndrome🥀
It personally read more as a QoL mod to me because the game is kinda stupid with things like being willing to shoot AAMs at ground targets just because they're selected but I guess I understand
the S3 used to be the best agm in the game lmao
Hello all 🙂
# New update: Version 0.4.2
## The Kestrel Patch
Major changes
- Weapon Display & Loadout Preview support implemented for the Kestrel
I want to send my warmest congratulations to @jovial kettle, @twilit dirge and @stable silo for achieving this M A J O R milestone in Nuclear Option modding !!!
You can download their awesome mod here (it's also on the Primeva 2082 server which you can join using this link)!
And of course, a merry Christmas to all 🫶
Both are working for me, which one is causing issues ?
Oh yeah, you must join the Primeva 2082 server first, lemme fix the post, thanks for letting me know
Fixed it 🙂
And as you said, very exciting. Big moment for NO mods
Nikkorap was kind enough to give me a heads up, so I got the patch ready a few days ago before going on holidays 🙂
mad respect to yall modders, making our experience better for the love of the game
Thanks, it means a lot 🫶
Do you know where the documentation of major features is? This thread is looooong
Hey ! Absolutely, it's all here : https://github.com/clumzy/no_tactitools
Lemme know if you have questions, I'll answer em in a few hours after getting some sleep 🤤
The first message of the thread has links to important sections too 🙂
my game is now behaving very oddly. the configurator thing isn't popping up when I press f1 anymore. it used to work and then stopped after I played a bit
and It even uninstalled game and reinstalled and its still doing this
these are the only mods I have
ill try those...
I only interact with Config Manager the "regular" way (adding and reading settings), so while adding some mods might cause some issues, nothing I do specifically causes this behaviour
I've noticed that sometimes the shortcut doesn't register the first time, I've tried reproducing the issue, but even without my mod it sometimes happens 🙁
Lemme know how it goes
That worked. Hopefully it stays fixed!
Thanks
Glad to hear it, enjoy 😄
Thank you sir 🫡
thank you for your hard work 🫡
how can I bind buttons to a mouse
I want to bind the mouse buttons, but what would be the controller name for the mouse inputs?
Found the solution!
Also I thougt contermeasure controls would activate the countermesure and not just switch to it
Mod developer coop job is awesome. Thank you for support kestrel mod.
Moders rules the world! 👍
Wow, you fixed it yerself, color me impressed 🤩 I didn't plan for the mouse to be used to add inputs but it turns out my code is more robust than I expected (remember kids, genericity is the name of the game) !
I found some old unity documentation on mouse inputs
That's what I tried to do at first, but I encountered desync issues
And mouse inputs are just numbers from 0 to however many buttons you have
Which means I'd have to touch networking code, which is an ABSOLUTE NO GO
I didn't expect ReWired to map them linearly internaly, for once its logical lol
Hell yeah 😎 Enjoy 🙃
I know nothing of modding in unity, but what about making the game do the weapon switch and activation in sequence
Basically like an input macro
This was my first thought
But the CM activation calls an RPC function (remote procedure call), I won't touch these (except for triggering other functions) with a 10 feet pole
The devs are kind enough not to obfuscate their code, so messing with some networked functions is a red line for me sorry 🙁
I should look into modding in my free time honestly, like doing something about how the free look binding works in-game. Or like how it doesn't work correctly on anything other than the default binding
To be more precise, when I did exactly what you described, it worked locally but wasn't reflected to the server
Networking is a mess :D
Basically what you are saying is CMs are synced between clients and the server and messing with it will be painful
Which mean I had to call the "networked variant" of the function, on the other side of the red line
exactly
I mean I could make it work, but the second an anticheat is deployed, the mod would prolly get flagged
Aah, okay
But another question about that. Is it intended that the switch happens only when the button is released?
Like if you press and hold the input the switch to flares doesn't happen for me
Yep, its to prevent an edge case : both buttons being pressed at once
But its a good comment, what I can do is trigger the switch with a "long press" with a very short delay !
Good suggestion actually, I'll implement it next update, thanks 🙂
You're probably right, but I like to act as if that were the case and keep everything client based for now, I have to draw a line somewhere
I think there is a built-in function in unity for that :D
If I remember correctly from my school days
The code is already there, it won't take more than a second 🙂
Btw isn't the edge case already handled in unity, like it will just switch to the last input
Because it will just get the onPress and ignore that it's still getting pressed
I might be wrong though
Can't use Unity standard functions unfortunately, I had to throw together some code to interact with the 3rd party solution used by the game (Rewired)
https://github.com/clumzy/NO_Tactitools/blob/main/NO_Tactitools/src/Core/InputCatcher.cs
Relevant part if you're interested !
Aah, that's why the game uses registry for saving mapping
Exactly
I hate that >:D
There is no onPress event right?
Thanks btw, now I know where to look for when trying to mess with free look inputs
Tbh I should prolly rename some stuff, this is old code 🙃
My variable names are confusing
onShortPress -> on release
onHold -> while pressed
onLongPress -> after a delay while pressed
Well, we're on equal footing, I don't understand golang 🙃
True. I first wrote this code for the target group recall feature, so calling it "short press" made sense at the time
Not so much now lol
Well long press with no delay is basically on press >:D
So no worries
I love crutches in coding
Why use new function when old function do trick ¯_(ツ)_/¯
I was wondering
does this mod have an option to add an indicator on the HUD target when someone is already firing ordnance at them?
hate sending missiles at something that's already going to die
good design principle, if someone makes a custom anti cheat it would get flagged if it did anything weird
working on a project too and I see you also had trouble with Rewired xd
wish there was a common library to add actions already
cuz I wanted to add new configurable hotkeys
oh, that is a MOST EXCELLENT IDEA
do you mind if I steal it ?
oh yeah absolutely
I'm still a noob when it comes to C#, but that's something I've wanted to do for some time
but ya know, impostor syndrome and all I never got to it
code's open, feel free to use anything you need 🙂
oh please add it
ty!
Many of these things are like "I would expect an aircraft from 2080 to be able to do this" and being able to get info from allies about who they've fired on over datalink is absolutely one of those things
for sure, and the info is already on the map anyway
thanks, this is going in the TODO list !
Now here's a question: will it only be visible on the TGP, or could there perhaps be some indicator on the HUD element to let you know it's been shot at?
Maybe something like this
hmm that seems like it could get cluttered quick
I like the idea but that would be too much of an advantage
are you able to invert the icons
I'm going for option 1
Option 2 is a Medusa job IMO
running in circles and doing callouts for your mates is a real thing so adding it to all units would make everyone's general SA better than your opponents' and remove this role from the Medusa (who's usually the one staring at the map)
I'd rather keep this as a QOL
left is a normal unit and right is a unit thats been shot at
idk if this is possible to do without some huge modificaiton tho
im just thinking adding anything extra around a targets icon is gonna get SUPER cluttered
yeah i already know if ive been shot at im dead
i don t need an additonal thing telling me
I mean this would make A2G way easier too
a team using this feature would waste way less missiles, this could snowball fast
I was opening Geogebra to whip up a graph for seeing how I could balance this based on number of units
and stumbled upon the file that started it all, the sim of the interception vector feature
[MOD] [0.32] - NOTT - Cockpit enhancements / UI and HOTAS QoL
holy shit math
what are the options?
Love our level of math tism in this server
just got home :^)
do y'all think a button to unmark targets that don't hav a known datalink position would be cheating?
not being able to mess around the target list easily kinda bothers me
i know you can do it from the map but it's slower than having a hotkey
Back to what happens when you don't follow naming conventions
Miku and Teto are functions
some flavour of having the info displayed on the MFD, with reduced accuracy depending on the number of targets selected (more targets, smaller range before the info is displayed) to balance it
that'd be a pretty good QoL
I like the idea 🙂
it is frustrating I agree
I'll try and implement your suggestion and see how it feels !
pretty easy change tbh, I've already coded all the functions needed 🙂
while this one could take a bit more time
perfect
yeah for me it's just knowing on the MFD that I'm not wasting missiles on a basically dead target
Guarantee you this will get turned down, but damn would something like this be welcome
Not entirely sure how it would work out with this specific method, though, cause pitch is also part of how missile types are easily told apart. Each type has a unique pitch to accompany their unique patterns
Although, I do have a request: the ARH tone contains the IR tone. I think that should be changed to avoid ambiguity, since you can't tell via audio whether you have an ARH or an ARH and an IR on you
I'd like to have more warning tones but I'm not sure it'd fit the mod's theme anyways
like, some kind of terrain avoidance warning
I actually like the idea 🙂
lots of unknowns (what happens when multiple missiles are chasing you, what about different types) but I will think about how to implement such a feature, no guarantees but I really dig the idea
a challenge design wise tho
Fair enough
oh I see, good observation.
I haven't replaced any sounds yet but I could try, maybe repitching one of the tones would suffice (which is believe is doable with unity functions without having to "replace" anything)
yes
and yes too
"Pull up, pull up"
I'll go for the Airbus warning lol
you could just keep the missile sfx, they're already good at differentiating
so pitch them based on their proximity /whatever I use as data but keep the same sound ?
pitch them based on ETA
not distance or speed
for sure
also, any possibility of this feature as a seperate mod? would love to use this with qol without the incompatabilities of the rest of the mod
Would be cool if we got all the Huds Xed out when close to ground
due to the ground avoidance
cool idea
now that I'm at a relatively stable state, I'd like to implement compatibility with the QoL mod once again, before implementing any new features, but this time in a more stable and future-proof way
people really enjoy it so I gotta meet the public where it's at
dunno if offiry's told you, but he's actually working on his own compatabilities with qol
or was, a couple days ago lol
oh, that's pretty cool, do you mean some sort of compatibility layer ?
This mod and qol being 100% compatible feels like nuclear option 2
its honestly not much to make it work I believe, just lots and lots of testing
which I HATE
yeah, load orders and such
Feel that
but, someone has to do it 🫡
Goat
don't tell the testing group but this is what development looks like 🧐 🧐
oh
I'll adapt my code, its easier this way around 🙂
I'll send him a PM, thanks for the heads up
I hope he's not saying my mod is shit hahaha
code's dirty in places tho
I could send it all to Claude Code but I don't like working with LLMs
i think the boys have shifted focus back onto the mod itself so compatibility efforts may or may not be a while
good for them
QoL is much more "professional" than my mod anyway, so I should be the one to adapt
i definitely wouldn't call you or your mod unprofessional, i love your attitude towards modding
that's really kind, thank you 🙂
If you need testers or to yell at Offiry, you're welcome in the p2082 server at any time!
I'll be sure to check in more often 🫡
thanks for the offer ! testers are always welcome 🙂
uh huh
for sure
seriously how many times have I crashed a Brawler by getting distracted from terrain when doing something
it's great how many cool features we've thought of so quickly
it'd add so much charm if every plane had different alarms too
@river kernel hello , i would like to ask if it possibale to make this mod comp with QOL ? because as for now not all aircraft Hud shows correctly , they stuck in loading phase
if there are a setting in this mod that could fix it or something
as i played most airctaft work correctly but not all of them
its been fixed 😉
I need to do some more testing, but it all seems to be working now
I'm also working on finer target list control :
- scrolling through your target list
- remove a target from the list
- keep only that target from the list
- the existing target remembering and recalling will be folder into this feature
- a function to keep only datalinked targets
- a function to keep only X closest targets if you have X ammo left
its going well 🙂
is there are any beta so i can use NOTT with QOL ?
using long presses it will all be bindable to a 4 way pov button (or whatever you want as usual)
we're already in the beta lol
the dll I have atm is not usable as is I'm afraid
wont be long tho 🙂
I'd rather ship the new feature I'm working on with the QoL compatibility, people will only need to update once
I'm also thinking of adding a small update checker that will display a message on the menu if a new version is out, ala Xaero's World Map for Minecraft if you've used it
i want to test qol later but it looks so different
No more infinite boot screen chicane?
in QoL mod ?
Yea with this and qol hopping into a chicane the boot is infinite it never switched over to your info screens
yup 🙂
YAY
Its good 🙂 Lots of new toys to play with !
hey, when do you plan to drop qol compat version? just eager to try 2 best mods together
it's usable with QoL but some features are broken, particularly the boot screen one for aircraft that originally didn't have an internal jammer
all I can I say is that the QoL fix is ready
oh and this too (except for a bug where the laser designator is black for the currently focused target)
so this is done too
now only testing is left 🙂
needless to say this is coming with all the bells and whistles 😎
works pretty good on keyboard too !
claude likes to make new functions that don't exist at all
Kept 4 data linked targets
cool
is that the remove unknown position targets thing??
yeah, they work well for autocomplete and building stuff from the ground (sometimes) but a lot of times you'll have to specifically tell it something's wrong
personally if I'm not interested in the quality of the code and it's a throwaway I like using them. some other times, if I know I can review & mold it to be what I'd have written anyways, fine. but not generally interested in fully generating & replacing the thinking process
Codex is quite decent, and every change is a pull request
Also you can give it env variables and secrets
sometimes it'll spot a bug, which is cool too
Yeah, but it's still unpleasant when it starts just making up shit and tries to gaslight you
yea
definitely
if you don't know how to fix the issues yourself it'll gaslight you forever
Especially if what you are doing isn't your main specialty
Today it tried to make me use bepinex 6, because plugin I made wasn't loading up
I had trouble with Bepinex 6 in NO
my plugin wouldn't get recognized for some reason
I don't know anything about modding, I'm a back-end dev
Also monkey patching doesn't exist in Golang so harmony was something new for me
it's pretty neat
Everything made me hate rewired though
Also there is a lot of hard coded stuff in Nuclear option
when I saw the Rewired crap I just backed off from adding hotkeys because I didn't have the time to go into stupid obfuscated code to figure out what was happening :^)
that's extremely annoying and I hope a solution comes out soon
like, values in the functions etc?
Like in camerastate
If (!Input.GetMouseInput(1) == true ...
And etc
ahhhhhh
My mod basically intercepts that one call in a class that freezes virtual joystick for free look
And swaps it with the rewired one
cool
I think there is a way to dump all rewired actions into a log
Well at least that what GPT told me
After that you can use GetInput("Free look") and for binded input calls
that's one thing I'd like to do at some point, some sort of theming for different platforms
nothing big for a start, different sounds, unique bootscreens and maybe different fonts
not for every aircraft tho, I was thinking in terms of supplier, with something like 3 differents companies with each their own themes
feel free to peruse
Ty!
pretty cool 🙂
yup 😄
the two items left are :
- fix a bug where the laser designator of the focused target in your list goes black
- find a way to select multiple targets at once without the sound triggering multiple times (my poor eardrums)
yeah, I only use em to add the tedious stuff, like registering new config options
or if I already have a "scroll target left" function, be my guest, give me "scroll target right"
oh I'm interested
Working with Rewired has been hard, lots of hours spent looking at code that looked like nonsense
Right now making a plugin that just dumps a log of rewired action names and their IDs
pretty cool
I'd like to integrate the inputs I've added to the real menu at some point
but I dread the time it will take
I saw some mod that used the modconfigmenu to read and input so you can bind it
But maybe Im confused
mod config menu uses standard unity inputs
so no button id above something like 20
and controller ids change depending on the order they're plugged in 😤
interesting
looks like it uses the Rewired Control Mapper
I think if you add Rewired actions it might get caught automatically by the mapper
interesting, thanks for the link
config manager still doesnt work for me, am i doing something wronmg
not that I know of I'm afraid 🙁
Is it never working or from time to time ?
I have to spam the shortcut a few times on my game sometimes
never working
Is it only doing that with NOTT loaded ?
Have you tried this btw 🙂
technically, you can tell the difference between IR and ARH but it's only because of a secondary, relatively high-pitched chirping tone
I do agree it becomes ambiguous when you have IR and ARH missiles tracking you simultaneously, but usually this isn't too much of a problem assuming you are given some sort of indicator as to the ranges of the incoming missiles
this is where I think the base missile warning tone (the rapid, soft beeping that persists until a missile's acquisition onto you has been fully defeated) could have pitch adjustment depending on the range of the nearest missile, and could be made a bit louder to be reasonably noticeable
i find it pretty easy to tell the difference between them
i think the initial tone the RWR gives matters more
IR missiles produce 4 relatively low-pitched beeps, while ARH missiles have the highest-pitched initial RWR tone in the game
.
New update : Version 0.5.0
Targeting List Control & QoL Compatibility
🚨 IMPORTANT 🚨
**The settings for some parts of the mod have changed with this update, so check Config Manager. **
Also the AA Unit Recoloring feature is being deprecated do to the release of a much better mod focused on icons (find it here), it is recommended existing mod users deactivate the feature.
New feature
- Target List Handling :
- Control and navigate through your target list
- Currently focused target is displayed on the targeting screen
- Target Navigation: Can be assigned to separate buttons
- Cycle through selected targets (Next/Previous)
- Save/Recall Group: Can be assigned to any peripheral button
- Long press -> Save target group
- Short press -> Recall target group
- Saved target group is reset on respawn
- Target Selection: Can be assigned to any peripheral button
- Short press -> Deselect current target
- Long press -> Keep ONLY current target
- Smart Filter: Can be assigned to any peripheral button
- Short press -> Keep only data-linked targets
- Long press -> Keep closest targets based on available ammo count
Smaller additions
- Compatibility restored with QoL mod
- The target interceptor is reset and stops working when you're being jammed
Bug fixes
- When targeting multiple units at once, the sound only plays once
- The interface sounds added by the mod now follow the audio settings when playing
- Fixed a bug where the Loadout Preview would always show on boot
- Applied MFD recoloring to dynamic System Status elements
- Weapon Display layout tweaks
As usual, feel free to report any bugs and make suggestions ! Expect a hotfix in the coming hours/days, I expect stuff to break 😉
o7
[MOD] [0.32] - NOTT - [NEW UPDATE]Cockpit enhancements / UI and HOTAS QoL
list empty? would also be helpful if position was proportional to weapon hmd location
or adjustable
you're pretty right, making it adjustable would prevent a lot of issues, like this one
what resolution are you playing at ?
I think I see where the issue may lie
oh I see yeah
what I can do is make it follow the actual widget by default
i adjust my HMD so it's more centered and better visible
see if you can grab these numbers somehow
and add a setting to allow the new indicator to be placed freely, relative to your screen center
then multiply the list position by whatever % the original was\
or something like that
yeah
as for why the list is empty, I could use a log 🙂
oh yeah, about logs
was getting a ton of spam erlier
i believe i was in slowmode
you're also welcome to throw your builds at us at primeva2082 if you'd like a testing group
you'll also be able to get early access to the builds yourself for future proofing
thanks 🙂
that's a pretty good idea !
thanks for the offer !
aight, its now fully movable (I have yet to fix the auto placement), and the transparency is configurable too
as for the exception I couldn't reproduce the issue but have added a null check where appliable
HUGE 🔥 🔥 🔥
I'm gonna grab some sleep, hotfix is on the way (not much to fix, I've added some null checks and made the loadout preview's location on the HMD editable), I'll release it first thing tomorrow !
for those who run into issues like this one, here's the latest DLL, let me know how it goes
Hey George, apparently there is a bug that occurs after changing the aircraft: booting screen is not booting, it appears after pressing esc, but weapon loadout is missing from hmd and screens
PS: so booting and weapon loadout preview works properly on 2nd respawn, 1st spawn: everything ok, 1st respawn: hud bugs out, 2nd respawn: everything works properly again
thanks for the detailed report, it helped ! I think I've pinpointed the issue, here's the latest fixed DLL
Thanks for the great work, will def try it later today
f18 betty: ‘roll right roll right!!!’
50…40…30…20…10….[Cancelled]
.
New update : Version 0.5.0.1
Hotfix 1
Smaller additions
- The Loadout Preview now follows the weapon panel's position when sent to the HMD
- It will stay in the top right corner if no weapon panel is present
- The element's position is overridable with settings in Config Manager if you don't like the default behaviour
- If the target list only has one unit left in it, it can now be deselected using the Target List Controller control for added consistency
Bug fixes
- Added some null checks where relevant in Interception Vector and Loadout Preview to prevent some nasty exceptions from spamming your log
- Improved the Loadout Preview reset conditions to fix a bug where your aircraft didn't boot when respawning after landing it and the Loadout Preview element displayed as an empty rectangle
A huge thanks to the Discord users who helped me pinpoint these bugs, you rock !
As usual, feel free to report any bugs and make suggestions !
o7
thanks @stray aspen & @hallow tusk for the reports, those pesky bugs should be fixed 🙂
for those of you who have downloaded the hotfix in the last hour or so, please redownload, a change didn't go through 😮💨
I'm trying to config the controls for my HOTAS controller, but I can't figure out how to register the buttons because they dont line up with the names of the buttons when setting up controls ingame
[Info : NOTT] [00:00:07] [IC] Controller connected: T.Flight Hotas One
[Info : NOTT] [00:00:07] [IC] Controller structure initialized for: T.Flight Hotas One
[Info : NOTT] [00:00:07] [IC] Registering button Hat 0 Up on controller T.Flight Hotas One
[Info : NOTT] [00:00:07] [IC] Unable to parse input code: Hat 0 Up
I cant figure out how to find the input codes i need to type into the config to get it to work
there are visual examples !
the process is kinda convoluted and doesn't work for all input formats but it seems like yours will work just fine, don't forget to restart the game after applying the settings !
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New update : Version 0.5.0.2
Hotfix 2
Bug fixes
- Fixed a minor bug where if you had the loadout preview open and on the HMD when disembarking, selecting an airframe with less slots would cause "ghost" labels to appear
- Fixed a minor bug where text from the loadout preview would clip through its box when on the HMD in specific cases
- Fixed a QoL specific bug where the loadout preview would clip with the always-on capacitor panel when on the HMD and aboard an ECM-less aircraft
As usual, feel free to report any bugs and make suggestions !
o7
This will be the last update to this thread, following the opening of the new https://discord.com/channels/909034158205059082/1457927084587483260 !
You are all kindly invited to join the discussion in this thread : https://discord.com/channels/909034158205059082/1457938330153910440
Congrats 🏆@jovial kettle🏆 for being the first poster in this thread !
how do i work this
like the mods working idk how to configure it and the thing on my top right is gone
ay @river kernel
btw its not urgent cuz im going to sleep real soon and im on my phone
Installation guide is here 🙂
https://github.com/clumzy/NO_Tactitools/tree/nightly?tab=readme-ov-file#installing
Btw we've now moved to the new thread over here : https://discord.com/channels/909034158205059082/1457938330153910440
Happens to the best of us, enjoy the mod 😉
Yea it feels nicer than vanilla
Also a compatible mod is the fuel endurance timer NOTT doesnt mess with it and fuel endurance timer doesnt mess with NOTT
Good catch, I'll add it, plus I love that mod 🙂
countermeasures dont work
I'm going to need a bit more details 😉
Have you followed all these steps ? https://github.com/clumzy/no_tactitools/#how-to-setup-the-mod-to-use-your-peripherals
idk everything else works just fine
Can I have the logs then ?
https://github.com/clumzy/no_tactitools/#reporting-bugs
As you should
You appear to be missing the relevant computer
but my flybywires fine
it says datalink faild
@river kernel awesome 0.6 update. Thanks a lot!
Aye, that's when the front of your platform gets blown off, I'll prolly add an option to make the original UI reappear in that specific case, although I doubt you'll live long enough to use your remaining ammo 😉
Thanks a ton nykey 🫶
Now let's all move back to the original thread 😤
https://discord.com/channels/909034158205059082/1457938330153910440
Is nott working
will nott disable multiplayer?
it will nott.
I thought any mods at all would disable multiplayer but having nott is so nice
not the case, you can use mods that do not cause issues with the multiplayer state of the client (e.g. things that try to give you infite ammo or teleport you around the map, general hacking etc will either just not work, cause you to desync, or autokick you if the server gets tired of your client sending errors)
but things like NOTT and many other mods work fine
e.g. I always play MP with the mods I made (NOBlackBox, NOFrameLimiter, NOCursorOverride), enabled
@river kernel startup anim is still my fav addon
Should be vanilla fr
i second this, when using the countermeasure buttons, it only selects that countermeasure and does not deploy it
unless that's how it's supposed to work
That's how it's supposed to work, for now 🙂
ah alright
is changing your selected target supposed to change the target you currently have designated?
because as of right now, it seems to just change which target has a green square surrounding it
Here's the info about this feature, there's more to this than a green square 😉
It doesnt focus when i select other targets
I've been testing it out on the convoy mission with the compass
Does this only work when i have just one target selected?
Wdym
I was under the impression that cycling the target and organizing the list would change which target you have designated
The feature lets you edit the list, but that's it !
Cycling let's you see the detail of any target in your list, pop it or only select this one !
what happens to this mod if i turn off the autopilot mod?
new questions go here 🙂 https://discord.com/channels/909034158205059082/1457938330153910440

