#[MOD] [0.32] - NOTT - [NEW UPDATE]Cockpit enhancements / UI and HOTAS QoL

1991 messages · Page 2 of 2 (latest)

river kernel
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I expect some bugs, these last features open up a bigass can of edge cases, everything works on my machine but expect a hotfix in the coming days.

solid badge
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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

river kernel
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those were a pain to figure out

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nights upon nights starring at my screen

solid badge
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weapon previews work

river kernel
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excellent !

solid badge
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and now to nuke Maris because why not

river kernel
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whats a good NO session without a few war crimes after all

solid badge
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even if it's just a freeflight map opened up for testing lol

stable silo
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The Gripen only has it in the hud cage and imo it was more annoying than useful in it

hallow tusk
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could we get this on the hmd? i don't find it very useful on a cockpit screen

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looks cool though

river kernel
hallow tusk
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incredible work as always

river kernel
stable silo
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i forgor how :>

visual marten
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Does the save and recall target group use the same keybinding process (keyboard)?

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Where you have to check the keycode table

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In the unity documentation file

stable silo
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this is sick

meager rapids
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An idea I had was the hover symbology from the apache

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not sure what its called

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The home plate where it shows you where you started and how to get back to it, just to help with situational awareness

hallow tusk
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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

meager rapids
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also this isnt just for airbases also just useful for peaking around hills and generally staying still

hallow tusk
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oh, do you mean this?

meager rapids
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its like the cargo hook ui where its a top down view

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you put down a mark and it shows you how you've drifted from that point

hallow tusk
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oh

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still not 100%

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oh well, going to be togglable by client anyway

meager rapids
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thats why I wanted to suggest here

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not for a basegame feature

river kernel
meager rapids
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wonder if you could like force the cargo hook ui to show or something then place down a fake unit ?

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I dont know how this mod quite works

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or if you could just take the opposite of the horizontal velocity vector

river kernel
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that could work, although I'm not fond of hijacking existing game fucntions, I'd rather create a bespoke screen 🙂

meager rapids
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does the program have access to like all your values like horizontal velocity and stuff?

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Bepin is scary

river kernel
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you technically have access to everything ! sometimes its hidden away so you gotta search a bit, but its mostly regular c sharp

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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

river kernel
meager rapids
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what language is it

river kernel
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same as Unity, C#

meager rapids
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oh c#

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idk c# noele

river kernel
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and since you're always manipulating game objects, once you've got your basic syntax its just a matter of learning Unity development

meager rapids
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maybe Ill try making it once you make that guide

river kernel
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I've just got an idea : this screen should show how many of each frame are already in the air

unreal roost
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oh that's cool as shit

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should this mod work fine with complete game overhaul mods?

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how uh, does it handle new weapons

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fallback to the full weapon display?

river kernel
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it should normally work as is !

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I should try tho

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you're thinking of Primeva 2082 ?

river kernel
unreal roost
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ye

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define objects

river kernel
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like, in the game code there's a "Weapon Slot" object, where my code gets the name and ammo of the weapon slot

unreal roost
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oh yeah it hitches off that

river kernel
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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 !

unreal roost
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uhh

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maybe

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unsure

river kernel
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oh you mean there are new aircrafts ?

unreal roost
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no

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there's like a napalm bomb and stuff in 2082, currently disabled tho

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and new chin turrets for the Chicane

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and new gun options

river kernel
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new weapons and units should work fine

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new aircrafts won't at this point, since the layout for new cockpit elements is specific to each aircraft

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I'll try 🙂

unreal roost
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ye, and there's no new aircraft in 2082

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so that's fine

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gonna be very excited to test the new features

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I think QOL and NOTT conflict

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both touch the HUD

river kernel
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oh

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could you show me so I know where to look? a lot of people use this mod so a compatibility patch is in order

twilit dirge
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i don't think QoL should change much with the HUD, it's almost entirely gameplay changes

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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

unreal roost
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(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)```
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getting this

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the tacscreen never leaves the "boot" anim as a result

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I'll test without qol

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issue doesn't occur without QOL

river kernel
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thanks for the log, what was your loadout and plane ?

unreal roost
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Chicane, 30mm Chaingun, ATP, Lynchpin, and IRM-S1s

river kernel
unreal roost
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you can find QoL in the 2082 server in #1337634794040983593

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have to grab the beta tester role

twilit dirge
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george is already there

unreal roost
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ahh

river kernel
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🥸

river kernel
unreal roost
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a compat patch would be nice ye

fallow hornet
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This was nice to wake up to great work again!

unreal roost
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the features all seem to work right tho

solid badge
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u can even see what aircraft the opposing faction has in the air

river kernel
river kernel
river kernel
unreal roost
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I might be able to tell you what else will break NOTT

river kernel
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thanks, I'll be sure to let you know

dense warren
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What if shorter aliases are used instead of actual names?

visual marten
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Are the names supposed to be like this?

river kernel
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Yup, these are the internal names used by the game

visual marten
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Weird lol

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Didn't bother fixing the typos

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I want my target recall/save to be "1"

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Which field should I put it in?

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I'm on keyboard btw

river kernel
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I've included visual examples too !

visual marten
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My target select is left mouse button

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Do I have to change it to "1"?

river kernel
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Not at all

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Why would you need to change the target select input ? To answer your question, the name should be keyboard, and the input Alpha1

river kernel
visual marten
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What I did was type "Keyboard" into the controller name field, and then Keypad1 since that's the Unity code for it

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It didn't work tho

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Wait I see the problem

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I should've used Alpha1

dense warren
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And the list could be exposed in configuration menu ig

visual marten
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It works now

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🙂

dense warren
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Few weapons / systems have long enough names to necessitate an alias though

river kernel
royal wyvern
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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

dense warren
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But a radar jammer can just be RDR JAMM. or something

river kernel
visual marten
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Has the kW unit been added to the CM and Weapon display? Instead of the percentage

river kernel
river kernel
royal wyvern
# river kernel I've just got an idea : this screen should show how many of each frame are alrea...

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.

visual marten
royal wyvern
dense warren
visual marten
unreal roost
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@river kernel might have traced the issue

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your plugin hardcodes not expecting an internal jammer on specific aircraft

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the Chicane and Tarantula have an internal jammer in QOL

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which seems to cause the issue, somehow

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idk I'm not a developer

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yeah if I force the vehicle to spawn with a defensive jammer pod it works fine

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I come to this conclusion bc on line 61 you define this

  var IRStation = (stationsObj as IList)[HasECMPod() ? 1 : 0];```
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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") ));```
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am I on the right track?

river kernel
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Ooooh

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Yes

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YES

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There is a 99% chance you found the issue

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I'm at a job interview, wish me luck chat

unreal roost
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I don't understand fully what I'm reading here tho since I don't write code

river kernel
unreal roost
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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?

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i dunno

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you'd have to tell me how it works

river kernel
unreal roost
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cool cool, ping me when you're avail

unreal roost
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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

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am I insane in the membrane or

river kernel
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that's EXACTLY what's happening !

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when there's an ECM Pod, Flares and ECM switch place in the array (this didn't happen before 0.31)

river kernel
solid badge
unreal roost
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ye, but it gets initalized correctly in NOTT

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more or less

solid badge
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ah

unreal roost
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shows up as 30mm autocannon iirc

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something like

unreal roost
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what were you thinking the issue was before I investigated it?

river kernel
unreal roost
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np

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how are you planning on solving the issue?

river kernel
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instead of hardcoding which planes have ECM pods, find a more programmatic way to deal with this possibility

unreal roost
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fair enough ye

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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?

river kernel
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you could ! you could also check if an ecm pod is present in the array representing pylons

unreal roost
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fair enough

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I think the latter option might be less tolerant to pylon changes and what have you in the future

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interrogation might be a better option

river kernel
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so you gotta know exactly what you're looking for

unreal roost
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which makes it hard to poke around and see what's what

river kernel
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exactly, you gotta specifically ask for type X in position Y

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thus why I have to determine which type is at which index beforehand

unreal roost
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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?

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or do you not have a good way to catch an error by asking that information from something that doesn't have it?

unreal roost
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ahm

river kernel
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since you always have flares

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if its of size 1 there are no jammers

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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

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that way it should be mod-proof 🙂

unreal roost
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checking if an ECM pod exists on a pylon is probably the best option then ye

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then if we get oddities like jammer only aircraft, figure out something from there

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for now I can circumvent the issue by disabling the in-cockpit munitions display, right?

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ah no that function gets called regardless, rip

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wait, why is it displaying?

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it shouldn't

river kernel
river kernel
unreal roost
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oh, it takes a full game restart for that switch to work

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gotcha, nvm

unreal roost
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@river kernel loadout preview doesn't handle weapons with a loading stage properly, like the door guns on the ibis

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the maximum cap changes depending on the ammo reserve

river kernel
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I'll reproduce the issue and fix it 🙂

visual marten
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Do NO AA units have their own unique or typo internal names like the aircrafts btw?

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Oh wait I can just check

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I'm worried if the primeva 2082 mod might run into the same issue

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And I have to dig through the code

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Which I have 0 experience at

solid badge
stable silo
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how do i remove bepinex?

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it literally does not exist anymor eon my computer yet it keeps opening

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nvm i fixewd it

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had to remove another mod and now ill reinstall this awesome one

stable silo
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The throttle bar in the mfds, can that have the percentage in it or would it be too small to be readable?

unreal roost
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too small imo

fallow hornet
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chicane hud bug i spawned and the boot animation overlapped w the hud?

river kernel
fallow hornet
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Yea

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Might’ve caused it

river kernel
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but the target screen doesn't exist when spawning, its created when first selecting a target

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I'll add a check to deactivate it if its created before the boot animation is done, thanks for the heads up 🙂

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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

solid badge
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could a shutdown animation when turning off the aircraft's engines be possible?

meager rapids
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You can already shut down some vehicles engines

solid badge
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for whatever reason tho it's only possible to shut down the turboprops and turboshafts

stable silo
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Next update itll be all vehicles

hallow tusk
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i hear we're also getting engine startup sfx for jets like for tara and chicane

stable silo
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Oh like the ibis?

meager rapids
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Peam

river kernel
river kernel
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oh

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yeah, peam

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(thanks Wiktionary)

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(donate to Wikipedia)

meager rapids
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Grokipedia fuckingthing

rapid maple
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Hey, would there be any way to make it so the weapon selector automatically skips over fully expended weapons?

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Also, how do you set hat controls?

visual marten
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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

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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

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And it broke the "1" key, whenever I tried to insert any number that has "1" it just couldn't

river kernel
visual marten
river kernel
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I see the issue

visual marten
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Yeah in the meantime I'll use my numeric keypad

river kernel
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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

visual marten
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It's a minor bug right?

river kernel
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yeah, the game is trying to call a function on an object that doesn't exist in the context of the mission editor

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its just a basic check 🙂

visual marten
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Awesome

river kernel
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I've tested it thoroughly on my machine and it works for others, but I'm always looking for more guinea pigs 🤓

rapid maple
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Just got into a Chicane and this happened

river kernel
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what appears to be the issue ?

rapid maple
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The giant diagonal line on the hud

river kernel
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oh yeah

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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

rapid maple
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Not sure, tbh

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This didn't happen before

river kernel
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if you could send me a pm with the logs that would be grand

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does the line stay when you respawn ?

rapid maple
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Yeah

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And it's happening on all aircraft so I guess something else is messed up

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A restart'll probably fix it

river kernel
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I'll check the logs once you send em to me, thanks for the report 🫡

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I'll have to look into it, because normally every element I draw on the HMD are destroyed when the aircraft respawns

rapid maple
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I can't find Player.log

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Side note: the github says to input the hat switches as h_number_direction, but how do I know what the number is?

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Also, is it case sensitive? And if so, caps or no?

river kernel
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you've got visual examples here 🙂

rapid maple
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Mine just lists as POV Up

river kernel
river kernel
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that's a new one...

rapid maple
river kernel
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you could try h_1_up

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not sure tho, I haven't seen this format before

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I'll see if I can setup my VKB to output this

rapid maple
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So uh, setting the things to h_1_dir caused the game to stop registering any input from my stick

river kernel
rapid maple
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Yes

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dir was placeholder for direction

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I set the directions to h_1_up/down/left/right

river kernel
rapid maple
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And if I have them set like that, the game stops registering input from my HOTAS

river kernel
rapid maple
river kernel
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my bad, it's in here

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sorry, oversight on my part

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I've corrected the README, thanks for the heads up 🙂

river kernel
rapid maple
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Alright sick

river kernel
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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

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I'll mess around with joystick gremlin

stable silo
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f1 just isnt working for me for some reason, trying to disabkle the tarantula horizon

meager rapids
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I forgot the exact line, its on the github page

stable silo
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does this use the config menu?

river kernel
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just add a comment to the tarantula's line, the config files are in the mod folder !

river kernel
stable silo
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ah i see

grand zephyr
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So what does this do

stable silo
river kernel
river kernel
grand zephyr
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If I didnt have such a wide display and could easily read the glass cockpit info I might try it

river kernel
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lots of cool tidbits that could still be useful to ya

stable silo
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what have i possibly done to make it so pressing f1 doesnt open the config menu

river kernel
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mmmmh

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this is an issue that pops up with bepin sometimes

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this is a possible fix

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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 🙂

grand zephyr
river kernel
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Oh you mean the original weapon ui ?

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Everything is configurable, you can choose which features you want 🙂

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Features that add new controls work with keyboards, and most HOTAS, I'm still working on supporting more controllers tho

stable silo
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can this screen beu sed for something extra

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in medusa

river kernel
stable silo
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yeah i was thinking the EW bar KJ

polar bramble
river kernel
grand zephyr
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can I have 2 seperate controllers for CMs?

river kernel
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I'm finishing the next update, I'll squeeze that in

lethal shoal
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Would it be possible to move the minimap to the radar MFD? Or maybe just a way to toggle the minimap off in general?

fallow hornet
potent oracle
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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.

marsh moon
potent oracle
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Oh I need bepinx, I see.

marsh moon
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yea

potent oracle
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Well I don't know how to install that. Or even where to look.

potent oracle
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Thank you so much

fallow hornet
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how can i disable boot anims?

unreal roost
fallow hornet
unreal roost
rigid basalt
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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.

river kernel
river kernel
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Could you dm me with the logs ? Has this happened recently or did the feature manage to work before ?

river kernel
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logs are here btw

rigid basalt
unreal roost
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odd

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something weird is going on here

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the aircraft display isn't loading

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upload logs

rigid basalt
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even if it did it doesn't work anyway

unreal roost
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upload logs

river kernel
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send the logs my dear sir 🫡

rigid basalt
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sometimes it does, sometimes it doesnt

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yeah i will

rigid basalt
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problem solved, i was a dumbass i put the addon on the wrong folder

river kernel
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happens to the best of us 😄

hallow tusk
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any chance loadout preview is being moved to the hmd soon?

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it's useless for being so far from the actual weapon display

river kernel
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I've got a basic version of it tbh

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where would you see it on the UI ?

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of course the background can be set to semi transparent

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I was thinking top right, below the existing weapon info widget

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if you decided not to display it, top right corner

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wdyt ?

stable silo
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Id want an option to not have it on the hmd

solid badge
river kernel
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for now its on the MFD and deactivable

stable silo
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I personally prefer it to be how it is rn and not on the hmd

river kernel
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the idea is to have the option to show it on the HMD 🙂

stable silo
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Ah okay so i just clik thst button

river kernel
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yup 🙂

stable silo
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Now if only unity config manager works

river kernel
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like with the weapon display, some users wanted keepp the original widget

river kernel
stable silo
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It just doesnt come up

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But i havent needed to use it so i havent bothered to fix it

river kernel
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try this

earnest fern
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I'm having trouble binding inputs for the tm warthog, I used joy.cpl to get the input numbers, but still no dice

river kernel
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Also what kind of button are you trying to bind ?

earnest fern
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Can't as they are all names

river kernel
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Oh I see

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What kind of names ?

earnest fern
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like 'Thumb Slider Fwd'

river kernel
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Oof, that's a new one

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Good call on using joy.cpl but I've found that indexes are not ordered the same for "non-generic" controllers

earnest fern
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Example

river kernel
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Yeah I see the issue

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The buttons have a number on joy.cpl ?

earnest fern
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Yeah, but after putting the correct number, it still doesnt work

river kernel
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I see

earnest fern
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the Warthog manual also confirms they are correct

river kernel
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It's likely the buttons are not ordered the same in the 3rd party solution the game uses

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Other users have had issues when using controllers with buttons that have individual names

earnest fern
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Hmm, I'll keep playing around and see if I can troubleshoot it

river kernel
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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 🙁

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Unlike the game's code, which is pristine and soooo easy to work with 🙌

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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

earnest fern
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No worries thanks for providing us some much needed QoL features

hallow tusk
# river kernel

have opacity turned up when not being used but still have it visible?

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shorten the names maybe? have icons visible? some solutions for reducing clutter

river kernel
hallow tusk
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yeah, with that in mind

river kernel
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Aight, thanks for the suggestions

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Not sure about having icons for every weapon, but shortening the names that I can try

lilac mountain
lilac mountain
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Did not work

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İf the name is throttle hat left and throttle hat right

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What do i write

river kernel
# lilac mountain 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

lilac mountain
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Awww

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Shucks

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Thanks for the mod though

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Love it

river kernel
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Glad to hear it 😁 It gives me strength to work on the next update hehe

lilac mountain
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Ooo

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Update

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EAT EAT EAT

jade ether
#

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?

solid badge
royal wyvern
river kernel
#

But it's coming

#

SoonTM

dense warren
#

Hold on my mans weve faith in you

jade ether
severe shard
#

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

lethal shoal
river kernel
#

I know some users of the mod run Linux lemme find em

#

@solid badge could help

severe shard
#

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

river kernel
solid badge
severe shard
#

Sounds good, I’ll run through it again and see how it works out

river kernel
#

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 🙂

fallow hornet
hallow tusk
lethal shoal
#

This mod is the best. Any plans to make the map hideable or integrate it with the radar?

river kernel
river kernel
hallow tusk
river kernel
#

then it's already the case, it behaves the same way as on the cockpit mfd

rapid maple
#

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

gaunt rapids
rapid maple
#

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)

turbid glacier
#

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

river kernel
#

oof

#

thanks a ton for the log !

turbid glacier
#

nvm apparently i'm a fool who didn't know she had debug mode on

river kernel
#

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

river kernel
#

[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 🙂

river kernel
#

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
river kernel
# river kernel compatibility with QOL mod is on the way too

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 🙁

potent oracle
#

You're all good, modding's a passion and hobby, sometimes those can be tedious.

river kernel
#

VSCode is fired up, updating as we speak 😉

stable silo
#

cant fly it with the mod on lol

river kernel
#

that's normal 🙂

#

deactivate the weapon display and loadout display components and you should be good to go !

stable silo
#

???

#

how does that POSSIBLY make the aerodynamics not work lol

unreal roost
river kernel
#

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

river kernel
#

.

New update : NOTT 0.4.0

➡️ DOWNLOAD LINK

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

unreal roost
#

zip file generates wrong again, augh

#

it's fine

#

I can work around it

river kernel
torpid shale
#

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.

torpid shale
#

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

river kernel
#

I've figured it out I think, for some reason Keyboard controls are now bugged

torpid shale
#

yeah its just on first mission load

river kernel
#

if you unbind keyboard controls it works fine it seems

torpid shale
#

hmm, i loaded into another mission and my keyboard controls seem to work

river kernel
#

yup, for some reason the keyboard doesn't seem to register when the game loads

torpid shale
#

preview and boot animation also

#

the custom mfd colors work

river kernel
#

that's only if you've setup a keyboard as an input method 🙁

#

for some reason it fuc*s with the MFD UI too

torpid shale
#

ah well, i can just exit the first mission and load another

river kernel
#

still not ideal 🥲

#

and the game will throw exceptions at ya

torpid shale
#

channel your inner duke nukem

#

so far it hasn't thrown any more exceptions

river kernel
#

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

stable silo
#

the heli horizon seems to be no longer slightly transparent like the rest of the hud

river kernel
#

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 🙂

quick igloo
#

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

light latch
#

hotfix?

river kernel
light latch
#

cool

river kernel
#

.

New hotfix: NOTT 0.4.1

➡️ DOWNLOAD LINK

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 🙂

royal wyvern
river kernel
river kernel
#

with a small indicator added to the RWR screen reminding you that you have a target screen available

pine tangle
rapid maple
#

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)

lethal shoal
#

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

light latch
#

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

rapid maple
#

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

rapid maple
#

At the very least the bit about lased targets would be nice

river kernel
river kernel
rapid maple
#

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

river kernel
#

I see the idea, but this clearly favours mod users IMO

rapid maple
#

Fair I suppose

river kernel
rapid maple
#

Alright

river kernel
#

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

rapid maple
#

A'ight fair enough

jovial kettle
rapid maple
#

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

stable silo
#

the S3 used to be the best agm in the game lmao

river kernel
#

Hello all 🙂

# New update: Version 0.4.2
## The Kestrel Patch

➡️ DOWNLOAD LINK

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 🫶

ashen lance
#

the link is broken

#

sounds very exiting though

river kernel
ashen lance
#

second one

river kernel
#

Oh yeah, you must join the Primeva 2082 server first, lemme fix the post, thanks for letting me know

#

Fixed it 🙂

ashen lance
#

hell yea, cant wait to see the new plane, even better with this mod

river kernel
river kernel
ashen lance
#

mad respect to yall modders, making our experience better for the love of the game

lusty sigil
#

Do you know where the documentation of major features is? This thread is looooong

river kernel
#

The first message of the thread has links to important sections too 🙂

river pelican
#

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

river kernel
river pelican
#

Yep. Those are the steps I followed. it worked for a moment

#

and then stopped

river kernel
river pelican
#

ill try those...

river kernel
#

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

river pelican
#

That worked. Hopefully it stays fixed!

Thanks

river kernel
#

Glad to hear it, enjoy 😄

jovial kettle
river kernel
#

Thank you sir 🫡

jovial kettle
#

thank you for your hard work 🫡

hazy crown
#

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?

hazy crown
hazy crown
#

Found the solution!

#

Also I thougt contermeasure controls would activate the countermesure and not just switch to it

royal wyvern
#

Mod developer coop job is awesome. Thank you for support kestrel mod.
Moders rules the world! 👍

river kernel
# hazy crown Found the solution!

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) !

hazy crown
#

I found some old unity documentation on mouse inputs

river kernel
hazy crown
#

And mouse inputs are just numbers from 0 to however many buttons you have

river kernel
#

Which means I'd have to touch networking code, which is an ABSOLUTE NO GO

river kernel
hazy crown
river kernel
#

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 🙁

hazy crown
#

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

river kernel
hazy crown
#

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

river kernel
#

Which mean I had to call the "networked variant" of the function, on the other side of the red line

river kernel
#

I mean I could make it work, but the second an anticheat is deployed, the mod would prolly get flagged

light latch
#

ahahahahah

#

this game is never getting an anticheat

hazy crown
#

Like if you press and hold the input the switch to flares doesn't happen for me

river kernel
#

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 🙂

river kernel
hazy crown
river kernel
hazy crown
#

I might be wrong though

river kernel
#

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)

hazy crown
#

Aah, that's why the game uses registry for saving mapping

river kernel
#

Exactly

hazy crown
#

I hate that >:D

hazy crown
#

Thanks btw, now I know where to look for when trying to mess with free look inputs

river kernel
#

Tbh I should prolly rename some stuff, this is old code 🙃

river kernel
hazy crown
#

I don't understand c# anyway so it's fine :D

#

I'm a golang dev

river kernel
#

onShortPress -> on release
onHold -> while pressed
onLongPress -> after a delay while pressed

river kernel
hazy crown
#

Only the onShortPress is misleading

#

Everything is fine

river kernel
#

Not so much now lol

hazy crown
#

Ah yes, naming conventions

hazy crown
#

So no worries

#

I love crutches in coding

river kernel
prisma wing
#

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

unreal roost
prisma wing
#

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

river kernel
#

do you mind if I steal it ?

river kernel
#

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

river kernel
prisma wing
rapid maple
#

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

river kernel
#

for sure, and the info is already on the map anyway

rapid maple
#

Case and point

#

It's literally already sent over datalink

river kernel
rapid maple
#

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

stable silo
#

hmm that seems like it could get cluttered quick

river kernel
#

I like the idea but that would be too much of an advantage

stable silo
#

are you able to invert the icons

river kernel
#

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

stable silo
#

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

river kernel
#

yeah for sure

#

but for real this has to be balanced in some way

stable silo
#

yeah i already know if ive been shot at im dead

#

i don t need an additonal thing telling me

river kernel
#

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

ashen lance
#

holy shit math

prisma wing
ionic hornet
prisma wing
#

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

hazy crown
river kernel
# prisma wing what are the options?

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

river kernel
#

I like the idea 🙂

river kernel
#

I'll try and implement your suggestion and see how it feels !

#

pretty easy change tbh, I've already coded all the functions needed 🙂

river kernel
prisma wing
#

perfect

#

yeah for me it's just knowing on the MFD that I'm not wasting missiles on a basically dead target

hallow tusk
#

thoughts?

rapid maple
#

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

stable silo
#

Speaking of tones

#

IR growl/beeping audio for having it selected?

prisma wing
#

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

river kernel
#

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

rapid maple
#

Fair enough

river kernel
river kernel
rapid maple
#

"Pull up, pull up"

river kernel
hallow tusk
river kernel
#

so pitch them based on their proximity /whatever I use as data but keep the same sound ?

hallow tusk
#

not distance or speed

river kernel
hallow tusk
#

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

fallow hornet
#

Would be cool if we got all the Huds Xed out when close to ground

#

due to the ground avoidance

river kernel
river kernel
#

people really enjoy it so I gotta meet the public where it's at

hallow tusk
#

dunno if offiry's told you, but he's actually working on his own compatabilities with qol

#

or was, a couple days ago lol

river kernel
fallow hornet
#

This mod and qol being 100% compatible feels like nuclear option 2

river kernel
#

which I HATE

hallow tusk
#

yeah, load orders and such

rapid maple
#

Feel that

river kernel
#

but, someone has to do it 🫡

fallow hornet
#

Goat

hallow tusk
#

don't tell the testing group but this is what development looks like 🧐 🧐

river kernel
#

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

hallow tusk
#

no, only his own code 💔

#

such is offiry

river kernel
#

code's dirty in places tho

#

I could send it all to Claude Code but I don't like working with LLMs

hallow tusk
#

i think the boys have shifted focus back onto the mod itself so compatibility efforts may or may not be a while

river kernel
#

good for them

#

QoL is much more "professional" than my mod anyway, so I should be the one to adapt

hallow tusk
river kernel
jovial kettle
#

If you need testers or to yell at Offiry, you're welcome in the p2082 server at any time!

river kernel
#

I'll be sure to check in more often 🫡

#

thanks for the offer ! testers are always welcome 🙂

jovial kettle
#

We have free labour

#

And cookies

prisma wing
#

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

proper fossil
#

@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

hallow tusk
#

it is not compatable with qol

#

it is going to be compatable soon

proper fossil
#

as i played most airctaft work correctly but not all of them

river kernel
#

its been fixed 😉

#

I need to do some more testing, but it all seems to be working now

river kernel
#

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 🙂

proper fossil
#

is there are any beta so i can use NOTT with QOL ?

river kernel
#

using long presses it will all be bindable to a 4 way pov button (or whatever you want as usual)

river kernel
#

the dll I have atm is not usable as is I'm afraid

river kernel
#

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

prisma wing
#

i want to test qol later but it looks so different

fallow hornet
#

No more infinite boot screen chicane?

river kernel
#

in QoL mod ?

fallow hornet
#

Yea with this and qol hopping into a chicane the boot is infinite it never switched over to your info screens

river kernel
#

yup 🙂

fallow hornet
#

YAY

river kernel
stray aspen
solid badge
river kernel
#

oh and this too (except for a bug where the laser designator is black for the currently focused target)

river kernel
#

now only testing is left 🙂

#

needless to say this is coming with all the bells and whistles 😎

#

works pretty good on keyboard too !

hazy crown
prisma wing
#

is that the remove unknown position targets thing??

prisma wing
#

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

hazy crown
#

Codex is quite decent, and every change is a pull request
Also you can give it env variables and secrets

prisma wing
#

sometimes it'll spot a bug, which is cool too

hazy crown
prisma wing
#

yea

#

definitely

#

if you don't know how to fix the issues yourself it'll gaslight you forever

hazy crown
#

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

prisma wing
#

I had trouble with Bepinex 6 in NO

#

my plugin wouldn't get recognized for some reason

hazy crown
#

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

prisma wing
#

it's pretty neat

hazy crown
#

Everything made me hate rewired though

#

Also there is a lot of hard coded stuff in Nuclear option

prisma wing
#

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

prisma wing
hazy crown
#

Like in camerastate
If (!Input.GetMouseInput(1) == true ...
And etc

prisma wing
#

ahhhhhh

hazy crown
#

My mod basically intercepts that one call in a class that freezes virtual joystick for free look

#

And swaps it with the rewired one

prisma wing
#

cool

hazy crown
river kernel
#

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

river kernel
prisma wing
river kernel
#

oof wrong file

river kernel
river kernel
#

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)
river kernel
#

or if I already have a "scroll target left" function, be my guest, give me "scroll target right"

river kernel
hazy crown
#

Right now making a plugin that just dumps a log of rewired action names and their IDs

river kernel
#

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

hazy crown
#

I saw some mod that used the modconfigmenu to read and input so you can bind it
But maybe Im confused

river kernel
#

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 😤

prisma wing
#

looks like it uses the Rewired Control Mapper

#

I think if you add Rewired actions it might get caught automatically by the mapper

river kernel
#

interesting, thanks for the link

stable silo
#

config manager still doesnt work for me, am i doing something wronmg

river kernel
#

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

stable silo
#

never working

river kernel
#

Is it only doing that with NOTT loaded ?

river kernel
winter raptor
# rapid maple Although, I do have a request: the ARH tone contains the IR tone. I think that s...

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

solid badge
#

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

river kernel
#

.

New update : Version 0.5.0

Targeting List Control & QoL Compatibility

➡️ Download here

🚨 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

hallow tusk
#

or adjustable

river kernel
#

what resolution are you playing at ?

#

I think I see where the issue may lie

hallow tusk
#

oh, 1920x1080 lol

river kernel
#

what I can do is make it follow the actual widget by default

hallow tusk
#

i adjust my HMD so it's more centered and better visible

hallow tusk
river kernel
#

and add a setting to allow the new indicator to be placed freely, relative to your screen center

hallow tusk
#

then multiply the list position by whatever % the original was\

#

or something like that

#

yeah

river kernel
#

as for why the list is empty, I could use a log 🙂

hallow tusk
#

oh yeah, about logs

#

was getting a ton of spam erlier

#

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

river kernel
river kernel
#

thanks for the offer !

river kernel
#

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

river kernel
#

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 !

river kernel
stray aspen
#

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

river kernel
stray aspen
lethal pelican
pine tangle
river kernel
#

.

New update : Version 0.5.0.1

Hotfix 1

➡️ Download here

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 🙂

river kernel
#

for those of you who have downloaded the hotfix in the last hour or so, please redownload, a change didn't go through 😮‍💨

upper harbor
#

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

river kernel
#

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 !

river kernel
#

.

New update : Version 0.5.0.2

Hotfix 2

➡️ Download here

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

#

Congrats 🏆@jovial kettle🏆 for being the first poster in this thread !

indigo flare
#

how do i work this

#

like the mods working idk how to configure it and the thing on my top right is gone

indigo flare
#

ay @river kernel

#

btw its not urgent cuz im going to sleep real soon and im on my phone

river kernel
indigo flare
#

Dw i figured it out and found it

#

I was too stupid to find it lol

river kernel
#

Happens to the best of us, enjoy the mod 😉

indigo flare
#

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

river kernel
dreamy jolt
#

countermeasures dont work

quick igloo
#

What a helpful bug report

#

Lemme just fix countermeasures for you rq

river kernel
dreamy jolt
river kernel
indigo flare
#

smol proplem

#

cant see wepon wen blu screen

#

(i tanked a ram45)

stable silo
quick igloo
#

You appear to be missing the relevant computer

indigo flare
#

it says datalink faild

royal wyvern
#

@river kernel awesome 0.6 update. Thanks a lot!

river kernel
# indigo flare it says datalink faild

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 😉

river kernel
fallow hornet
#

Is nott working

fallow hornet
#

will nott disable multiplayer?

marsh moon
fallow hornet
#

I thought any mods at all would disable multiplayer but having nott is so nice

hexed night
#

e.g. I always play MP with the mods I made (NOBlackBox, NOFrameLimiter, NOCursorOverride), enabled

fallow hornet
magic pecan
#

Should be vanilla fr

timid fractal
#

unless that's how it's supposed to work

river kernel
timid fractal
#

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

river kernel
#

Here's the info about this feature, there's more to this than a green square 😉

timid fractal
#

It doesnt focus when i select other targets

#

I've been testing it out on the convoy mission with the compass

timid fractal
river kernel
#

You mean the camera focusing ?

#

I've kept it vanilla

timid fractal
#

Wdym

#

I was under the impression that cycling the target and organizing the list would change which target you have designated

river kernel
#

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 !

timid fractal
#

Ohhh okay

#

Thank you

old flax
#

what happens to this mod if i turn off the autopilot mod?

river kernel