#[0.33] - NOTT v0.7 - Cockpit enhancements / UI and HOTAS QoL
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the F-35 and modernization packages for other fighters just don't have it
the wya mine works for now is it calculates the ratio between the vertical and lateral acceleration
it's not useful for most people, more useful for airliners or general aviation
well yeah exactly
it's useful for crickets and compass at low regimes
but once you hop in a proper airframe, the ratio of the lateral accel over vertical accel is negligible
also, for bank indicators, generally they're at the bottom to provide a ground reference during loss of orientation
and I have no idea how to do slip lmao
yup, I'm refining it tonight
it's been cool to work with it but it's hard to find proper info tbh
yeah I loaded up my MSFS Rafale and it's lacking it too
I'm at a point where I'm considering implementing a math parser so that everyone can plug in their own function lol
oh yeah, one big issue I had with putting it at the bottom is this :
it will always conflict with the SA/target screen
normal, if I long press, it properly switches
I press the dedicated switch SPD/MACH button, uh oh
if you press it in the autopilot ui ?
in NOTT or F8?
F8 !
same behavior
additionally it steps as if it was in knots still
and if I press SET... NOTT gives it M550 as a setpoint
good catch, this feature works well for me but in metric, so I believe the issue is with imperial units, that part of the code is a bloody mess tbh, it's long due for a revamp
I'll run some tests, thanks for the report !
np
it's fixed, thanks for the report 🙂
luckily aviation customary imperial has been treating my playgroup pretty well with that menu, it's slightly annoying that the button on the right makes you bank left but that is also going on the "pull request when things settle down" backburner and i really should just be pressing the bank number to set it to current anyway
I wish the game had a mixed mode like MSFS, that would be the dream
good catch, I never used it to specifically bank so I never caught it
you'd think positive numbers would be right bank, so i tried to change it in NOAP, but that makes the PID controllers really unhappy and breaks all autopilot (the 'invert' buttons there are more for dev tuning than end-user)
you know what, i'm right here, i have vs code open, a late night addled mind, and the logic for this is trivial let's do this
DON'T LET YOUR DREAMS BE DREAMS
this part of the code is an absolute mess
the visual and logic code is all tangled up
don't worry i've done worse, and it's worth at least setting up the dev environment because that's the bit that keeps making me put it off forever
hell yeah
550 mach
I'm getting ready for the new bomber as you can see
here's everything in their current state, I'm quite happy with the result, but I still need to figure something out for the antialiasing
you can select a max angle and the indicator adapts 🙂
this is sick
Very nice to have
I like it best at 45° since the needle points exactly to the ground, but I figured that some would like the extra precision
:D
what are the inward red chevrons?
They're from no-autopilot ! Collision warning !
ahh
i’ve never seen them even with gcas on
maybe it’s because i’m a weirdo with the throttle and fuel off in the hud
Maybe dumb and I don't know where to look and it's right in front of me but I looked at the instructions on setting up controls, how do I do it for HOTAS though? I click the buttons I want and it does nothing. Thanks in advance.
scroll down to the 'Rewired' binding options below the regular ones
Where is that at?
Oh in controls?
should be in the same bepinex mod configuration manager page you get to by F1
just lower
not at computer so cannot screenshot sorry
scroll down more until you see similar bindings
schneet
damn, visual studio got hands
.
New update : Version 0.7.0
The Lots of cool stuff update
Wow, I can't believe this one is finally out ! Sorry everyone for the wait but I believe the extra polish was worth it, I'll let you judge 👀
Also a huge thanks to everyone who's helped me with suggestions, references or reports 🙌
🚨 IMPORTANT : there have been some MAJOR changes in the settings, please reset (by deleting it) your config file🚨
New features
- "Meatball" ILS widget on the HUD
- Automatically appears when cleared for landing at a friendly airbase
- Configurable glide path sensitivity and HUD positioning/transparency
- Slip/Skid Indicator on the HUD
- Calculates lateral vs. vertical acceleration ratios
- Configurable sensitivity, smoothing and HUD positioning/transparency
- Configurable airframe whitelist
- Banking Indicator on the HUD
- Includes adaptive scaling and notches that adjust to your max bank setting
- The 45° max bank default is optimal
- Configurable HUD positioning/transparency
- Per-target Ammo Conservation Indicator on the Target Screen
- Shows a green dot below the target box on the Target Screen if the target is already being tracked by a deliverable
- Works with multiple targets, each target will have its own indicator
- Added a "Reset Cockpit FOV" button
- Adds a button that smoothly resets the cockpit's camera FOV to it's set default value when held
- Added a "Look at closest Airbase" button
- Adds a button that focuses the cockpit's camera on the closest airbase when held
- If cleared for landing at a runway, the camera will focus on the start of the runway instead
Smaller additions
- Fully revamped Delivery Indicators
- Improved the logic for MFD and text color editing, allowing more color combinations
- Custom Controls can now be bound and changed instantly
- All settings except for feature activation/deactivation are reflected either in realtime or rarely at aircraft respawn
- Added a compatibility patch for ThirdPersonHud mod to hide the Artificial Horizon line in 3rd person
- Added AA to most procedural UI elements
Bug fixes
- Fixed the reload percentage of the Weapon Display showing the inverse value
- Fixed some Weapon Display layout inconsitencies
- Fixed NOAutopilot menu bugs related to mach mode and bank angles
- Ensured no input can be used for more than one setting
- Fixed some lifecycle issues in InterceptionVector throwing Exceptions
- Fixed some coloring issue in MFDColor
- Many small things, too many to count
As usual, feel free to report any bugs and make suggestions !
o7
Here are the new features in action 🙂
[0.32] - NOTT v0.7 - Cockpit enhancements / UI and HOTAS QoL
Ooo good timing right before atf op
Found a small bug with the new version, I think related to how you can now change keybinds and such live (not sure if that needed a restart too before), and the keybind conflict feature
If you've bound a key to a certain action, if you then unbind/change it, you still can't use that key anywhere else until you restart the game as it keeps thinking it's still conflicting
e.g. quick example, let's say you'd bind look at nearest airbase to numpad1 and 2
even if you then unbind reset FOV or rebind it to something else, if you then try to bind look at nearest airbase to numpad 2 it'll say it's conflicting with something already
These are also accumulative in a session so if you were to rebind a key to a bunch of things, you can no longer use any of those as valid binds on any other NOTT action until you restart the game
I really like the idea of the reset cockpit FOV key as well, but I'm used to in other games some kind of (manual or automatic) way to fully snap back to default view position/zoom level, here you need to hold it down for quite a while (even on the max 300 speed) for it to zoom back, at that point it's quicker and less distracting for me to just quickly use scrollwheel to get back where I wanted
I'd love for it to be a "I press this button once and it just snaps back to default FOV instantly or very quickly, without needing to hold it down" so you just hit it to get back to default view and then not need to worry about it
Absolutely loving all your work on this and thank you for making the game so much more fun to use!
its always redcdommended to do a restart when changing keybinds
bepinex is very touchy with how it handles on the fly key changes, same thing with escape from tarkov
I'm aware but you're missing the entire point
it depends on how it's implemented and it can be made to work (seen it work just fine in plenty of other games too), evident as per here and it's meant to be a new feature:
All settings except for feature activation/deactivation are reflected either in realtime or rarely at aircraft respawn
rebinds absolutely work without needing to restart now, it's just the custom conflict resolution that has an issue
which is not a bepinex thing mind you, it got custom added to this mod in an update
Ensured no input can be used for more than one setting
poor George writing up neat changelogs just to have people ignore reading it
alright bro
this is also the behavior I was expecting to be possible, either instant or very very fast zoom reset, at least with the maximum configurable setting
for now I managed to get it somewhere i can have my finger on the stick so it's safe while I reset the zoom, but ideally I just want to press it once and get back to what I'm doing
upgraded, and the new functionality i've tested survived a major operation. glideslope widget worked fine, everything else i left enabled had no regression issues. congrats on a successful release, knock on wood! and thank you again from someone that can't live without it now lol
was the missile not tracking bug fixed?
oh my god is there a missile tracking bug in NOTT? i have been having kingpins and now SCYTHES go wandering
i posted a couple
Are you using the BetterIR mod? I haven't had any issues with it yet but that would make more sense to have missile tracking issues then NOTT. if you'd be willing to dm me a list of your mods (exact versions as well would be useful) I'll attempt to recreate the issue and send over any of my findings.
i'm not using a mod called BetterIR, but I am willing to DM you whatever might help sort it out, it's quite frustrating to have my kingpins miss, even in pve! and the scythe was a bridge too far! give me a moment
the specific instance of the scythe not guiding
thanks for the report, on it !
I'll make it a single action then 🙂
weirdly enough I only have sound for this video
i do like the smoothness of the reset though, that was a nice addition, i'd just like it to optionally be a single press, I think
as for the tracking bug, I still need logs 🥲
I haven't personnally encountered it so reproducing it is HARD
so whenever that happens, send the log !
that game was a few hours ago, would I still have the log? i played a few rounds since then
have you restarted the exe ?
multiple times, I think
then it's gone 😢
you have the current log, and the previous one is stored as well !
tragic, I will try to obtain both video and the log next time it happens to me
tbh i play a lot and it actually happens to me multiple times a day, I've just been avoiding figuring out who I needed to hand the info to... lemme play a few rounds and I'll get it, or kitanai will perhaps get it
thanks a ton btw 🙂
this has been fixed !
Does it happen in SP too or only on servers/MP?
what was the reasoning behind the default craft the slip/skid indicator is enabled for, btw? i had never heard of the indicator or the concepts of slip/skid, so I'm just curious
I think I had it happen to me on the reprisal mission in SP when it first came out, but I spend the vast majority of my time in MP these days and haven't seen it happen in SP for a while
I'll try and come up with a mission that can reproduce the issue with certainty
basically it measures your lateral forces (accel), in my case I divide it by the vertical forces so that it scales to it
Yea was just curious since then we'd have an overlap (both having done SP, with servers wouldn't know if we played on same)
This might really not be that helpful, but I haven't had this after 100+ hours (been using NOTT pretty much all along) and I also often have a bunch of mods active (more when doing SP, less on servers) so if you have a brief modlist of what you use (if it's long can DM too) I could tell you the differences like which mods I don't have
It's really not that great but thought maybe it'd be ever so slightly helpful that it could point to specific other mod interactions
never had it either 🙁 I mean some missiles do lose tracking but that is a skill issue on my part lol
Forgot to do reply on this for the above
oh
O nvm yea that works
Yea I haven't used Yappinator, Detailed Climb Rate, and Smart RWR
i hear it affects performance pretty badly but i'm not too worried about that as long as I can play
smart RWR is too cool not to have, for me
smartrwr eats at performance
Last one seems most likely to be possibly involved in any way
unless it causes this issue, then I suppose I could go without
I had the issue before I had smart RWR, though, for sure
Not even of course that you should disable it but it might help with pointers on what to focus tests on
could be my mod too, but all I do with missiles is check when they start/change target
originally I was thinking of bringing up the problem in general mod talk
so i personally have no idea what is causing it and would not necessarily suspect NOTT
I was thinking even if it's not one mod in specific but potentially some interaction between them, even if very unlikely
i will play for a bit and return with a log and a video
thanks a ton 🙂
I'm not ruling it out either, I did have an issue at some point where missiles would run straight for point 0.0
and it was a failure that cascaded up to them, but this release has been exception free in my limited testing
yup, the missiles are not cached, so every frame Smart RWR looks for every missile in the scene, and Unity search functions are performance killers
no
.
New update : Version 0.7.0.1
Hotfix 1
🚨 IMPORTANT : for those who have had issues with bindings, please reset (by deleting it) your config file for the fix to properly apply 🚨
Minor changes
- The "Reset Cockpit Camera FOV" button only needs to be pressed once
- The Slip/Skid indicator now accounts for forward acceleration in its calculations (ball offset = lateral accel / (forward accel + vertical accel), clamped to the max offset defined by the sensitivity setting)
Bug fixes
- Fixed a bug where cleared inputs would not properly unregister
- Fixed a bug where pressing the reset button in Config Manager for custom inputs would not clear properly
As usual, feel free to report any bugs and make suggestions !
o7
If you've downloaded in the last hour, please redownload, as small fix didn't make it in, I updated the release 🙌
pushed a small change to the release just now, nothing major it adds deceleration at the end of the "Reset Cockpit FOV" routine, update if you want it 🙂
naturally I can't get the guidance bug to happen at all today but if it's one of those bugs that runs away when you look for it, i'm okay with it personally
will remember to get a log and video next time I spot it either way
I asked for it for the rotarywings.
well, then would you be able to explain the reasoning? i'm just looking to learn
is it less useful on the fixed wings?
The slip/skid indicator is used for turn coordination, it’ll tell you where and how hard to yaw to track on your turn path. Helicopters can easily sideslip in straight flight and I thought it’d be useful.
also it’s in the apache’s hmd :3
i did assume it was likely a helicopter only thing until i was looking in the config and noticed it on the vtols as well, that's mostly what prompted my question up there
i turned it on for the rest of the craft since there's free space on the HUD and i suspect it's something useful to some degree in all of them
(plus it's neat!)
sideslip and bank indicator is in pretty much every aircraft ever, although not so often on the hud
that was the impression I got from wikipedia, and was why I asked, really
sounds like something that should just be enabled by default on all craft like the new bank indicator?
slip indicator on the backup mfd in everything would be good
my breaker trips consistently its totally not unrelated
breaker ?
.
New update : Version 0.7.0.2
Hotfix 2
Bug fixes
- Fixed an issue with the Slip/Skid Indicator not destroying itself on respawn
As usual, feel free to report any bugs and make suggestions !
o7
does the destroying itself solve the issue of stuck UI elements?
İs this all out
yeah my circuit breaker its one of those super sensitive ones forced onto buildings by regs
and it cant handle a freaking 2070S
aye, it is 🙂
oof, I feel ya
I upped my max power draw before getting my 9070XT, praise PALA
I'm curious if a certain functionality is possible from how mods' keybinds work - is it possible for them to detect when you're typing in chat to prevent those keybinds from activating?
Regular/vanilla game keybinds already do that, but I'm not sure if this is in any way exposed or feasible
doable ! I can detect when the chat is on and prevent inputs from registering 🙂
Currently, if you bind say X to an action in a mod like NOTT, if you then open chat to type something to the team and use the letter X, it'll toggle that functionality
good catch !
That'd be absolutely amazing!
I have a last hotfix planned so that's perfect
I'll forward this to the autopilot mod as well since on your end it's just mostly cosmetic stuff really but toggling/changing autopilot functions suddenly while typing is not ideal 🤣
The new hotfix is to improve the slip/skid ball's behaviour, it behaved a bit too much like a ball in a vacuum instead of a fluid
so I replaced the first order filter with a second order filter, it feels SO MUCH better
.
New update : Version 0.7.0.3
Hotfix 3
Improvements
- Improved the Slip/Skid Indicator's calculation to make it behave more like a physical indicator
- The Smoothing setting has been renamed to Damping, which approximates the time the ball will take to travel from one end to the other
- Default parameters have been tweaked to be more sensible and take into account the more extreme manoeuvres the game's airframes can pull
Bug fixes
- The custom inputs using the keyboard or the mouse won't be triggered anymore when the game is paused or the player is typing in the chat bar
As usual, feel free to report any bugs and make suggestions !
o7
im gonna be getting a 5080 soon
so
ill need to switch rooms and everything
we're using the same functions, at this point I should spin off the custom inputs into its own thing
Absolutely amazing, thank you as always!
Bro how many amps are yalls breakers??
20
20 is average for US homes iirc. If people's PCs are trailing breakers then there's something else going on.
At most a pc pulls like 5 amps lmao
Im sorry to hear about the loss if your kidneys 🫡
Unless ur that one person with an Intel Pan Fryer™ CPU and a NVIDIA Portable Geothermal Heat Generator™

15 to rezi outlets, or 1500 watts after the derate
😭😭😭
Single channel kidney for the dual channel ram
UMM WHY IS MY POV THE PILOT ON THE RIGHT ON IBIS?
ITS SO BADDD
im so unused to this
is this because of nott
i think i very vaguely recall that being a QOL change?
it certainly is not NOTT
well they have a discord, you can ask them questions about it
yept thanks
I also remember reading that in QoL
lol, that is NOT(T) something I would do
no that’s where helicopter pilots sit
but yes that’s not a nott thing
i love this
i do NOT(T) want that either
QoL mod
biggest misnomer of all time, should just be renamed to Primeva 2082
Real
at least their discord is named accurately? might be too late to easily change what the mod is known as tho
feel like as soon as they started adding bits and pieces that made it incompatible with the vast majority of multiplayer servers it became the opposite of QoL...
sounds like a fun mod in any case
well, part 2 of nicely asking good modders if they can make a tutorial on getting started with modding NO
There is unfinished "guide" started by me on Primeva2082 server. It may or may not guide you where to start with modding
awesome! I'll check it out
@hybrid needle has been working on a guide as well 🙂
it won't teach you how to code, but it will help you setup the environment and all !
here ya go, might not be up to date, I'll let them give more details 🙂
once you get the environment set up, it's mostly a matter of figuring where in the game's logic you have to insert your code
like for example, if you wanted super accelerated weather changes, you'd find the function where weather is updated, and add extra code / replace existing code to trigger changes more frequently
is this the guidance bug? i got the log for it this time
fired two volleys and it appeared to happen to some extent with both, the second was just to see what would happen
it's hard to tell on the second one because the other target was very out of the cone, at which point many rockets launched would be fired at the secondary target that's not in their FOV and they just kind of dumbfire, at least I get that very consistently even in vanilla, and the few that launched towards the target you're directly looking at did start to home which were roughly 50% of the ones shot at it, completely in line with having 2 targets of which one is not in the cone (and then when swinging towards the other target, for a bit neither of them were in a cone so all of those became just dumbfired)
yeah, the second volley is much more vague
yea just trying to play devil's advocate with that one
but to me that first volley for sure should've attempted to seek
i did think they would try to guide even if they were out of the cone to some extent
the first volley was just super weird for sure
i will hold onto the log for that
yea indeed, I'm trying some quick mission editor scenario and in that first scenario they definitely look like they should've attempted to go there
like that second target that's further right and a bit further back is still in range (7.2km) and almost that entire volley is within the arc circle, at least some of those should start to home towards it yet none do
doing some tests here at roughly same-ish range with 3 targets, I can fire with the arc being like here and you still see many of them (I'd say for most part towards 2 of the 3 targets) start to home towards them
(after this screenshot only like 2 that you see there travelled forward without any direction change)
i really don't use lynchpins very often in serious combat these days, so i'm not certain about some situations
yea I find it a bit harder to judge as I also don't use them a lot and find that their homing is also just kind of bad, even if they're guided towards a stationary target, far enough away, launched without any sideways momentum, pointed directly at target, some just still miss
but that's another issue altogether 🤣
having the guidance issue with kingpins a couple times in one day was pretty frustrating but i wanted to get footage lol
right they're just tough to use but it's kinda fun to spam them too
but still it really does feel like the targeting bug as if it just ignores that you've had targets there, at least on the first volley
yeah!
i think this means i can reinstall the mod that makes the rocket targeting more intelligent, so there's that at least
was real worried it was that one
O the LaserRocketFix one? Where it only fires as many rockets per fire action as lased targets
yeah, it's nice, although it's one of those things that feels a little too strong sometimes
so long as I don't play pvp I do whatever lol
I feel like it's just very fitting because of the futuristic setting, the amount of micro you'd need to do otherwise is a bit too insane, especially without NOTT's target recall feature
Surely the onboard firing system would be smart enough to be like I'm about to fire 8 rockets for you on this trigger pull, of which 4 will guaranteed just go to narnia, let's not do that
yea I think that just rewards teamwork and is nice for sure
send it away 🙂
sorry, you will need to explain some more, I think, I've just got a text file here, you want a specific section of it? how can I identify it?
i did make sure to quit out immediately after the events happened, so it should at least be pretty close to the end
sorry, that was a leftover message 🥲
ah that makes more sense
let me know if I should direct that over to someone else as well or if more information is needed about my setup
Thank you for the heads up, man! 🫡
But yeah, I´m still working on the guide, at a reduced pace nowadays given that I´ve got several other things filling the bucket of my available time
Nonetheless tho that´s the most up-to-date version publicly available, and George did indeed give a good description of what it covers thus far
well that's better than nothing! 😄 I like it
how did you enable the weapon hud outside of the cockpit again? like this ting
tried to change some stuff in config but i dunno what it is
ok i might be blind, i think this is it
yeah I was loading NO up and trying to remind myself/find it in the NOTT settings, but those are the settings I use
it's frequently useful to be able to glance down to see what my countermeasure situation is without switching my CMs, because with my setup I cannot switch to flares without using flares lol
so I have em both enabled
whereas i keep it on merely because i lack memory and to some extend object permanence
yep I've tried turning off the vanilla HUD and I struggle not to look for it when I need it, it's the same for me to some extent
i'm trying to get more used to using the NOTT weapons display in particular because it's a bit more useful, but it's difficult when it isn't visible somewhere on the MFDs at all times
hi george
laser warning system for chicane
please and thank you
tells you when non aa ground units are targeting you
is that knowable without mods? like is there some way to tell when you're being targeted by something without radar, let alone targeted specifically by a laser?
yeah the game can determine when youre being looked at
well sure the game can
the ai ground units targeting code iirc is "finds target, begins turning, readies to fire"
but i think most of NOTT is easier/different ways to understand things you can already know via vanilla means?
well you can just look at them
we can see how george feels about it, it sure would be helpful to know when a tank is about to blast me
i like the unique icons on the RWR you gave in your example, too, those are neat
are the enemies even using a laser? because if not, and they're just using datalink, then you can't get any info
they gotta range you somehow
no they dont actually "lase" you according to the code but that was the best idea i had for how to tell you a tank is imminently about to blow your shit smoove off
it's true that we have the ability to zoom way the hell in and observe the enemy ground units' turrets if we're really on top of things, and I do that all the time with the targeting camera
they would realistically need to probably pulse you at least a flash to get a range i think
idk im not fulda tank commander
see
Either GHPC or Steel Beasts are good for those, if you are interested 👌
(Steel Beasts might take you one kidney though)
i don’t even think you can still get steel beasts personal edition
at least one lase to get range, or get it from radar
it’s 2070, you’re not going to be using passive rangefinders when everything has lasers
Oh, @umbral stirrup feature request for next big release
you know how losing your nosecone makes your entire mfd bluescreen?
what if the backup attitude indicator didn’t bluescreen, or if after bluescreening it alone played the boot screen animation and came back?
I dig the mockup, I've been wanting to work on that screen tbh
if it makes a unique audio tone when it happens, that would also be very helpful! it can be hard to keep track of what has line of sight on me when I am flying through the buildings in port maris/feldspar
how are you swapping the MAWS sounds?
#1466478023879688213 message this seems to be the file I have, but be warned that the mod author and others say it has a pretty bad effect on performance
i personally am okay with the trade-off but i know not everyone will be
right
the mod author plans on releasing a fixed version at some point
to answer your question @north hedge, the autopilot component simply won't be loaded
so it wont stop it from working?
oh, it'll stop it from working !
I only provide a front for the autopilot
but the logic is from qwerty's mod
sorry, it will stop the autopilot functionality from working, but the rest of the mod is fine
Correct
Just one last question, I've changed it back to having the vanilla weapon selector that appears at the top of the screen but it still comes up with the modded one when I switch between weapons in the bottom middle of my screen, what part of the config do I need to change to turn that off?
you gotta turn off Loadout Preview - Enabled
where and how did you do it
??
where is this
in Config Manager 🙂
So, I've decided what the next major feature will be !
Per-platform presets
be it visual or functional
the presets will be in JSON or equivalent, I haven't decided yet
ooooh
does that mean we’ll go to one cfg file for the mod that lists all the features and settings for each aircraft?
Oh @umbral stirrup you know how we have all the softkeys when we bring the map up into view on the HMD?
:>
or maybe if the map view is up the mfd hat could highlight all those softkeys instead of doing target management
press and hold left and it snaps to the left softkeys, press up or down to move through the row of keys, press in to activate that softkey and move the cursor into that submenu, press and hold right to exit the submenu
then i wouldn’t need to touch my mouse at all even to change hud modes
@umbral stirrup could this be possible?
most modern military craft are hardened against electromagnetic pulses like those generated by nukes, so no, that wouldn't happen
not realistically anyways
it’s a game and it’d be a cool and interesting visual effect
half the game is made of handwavium anyway
why don’t all aircraft have active phased array radars with a scan width of 170°, for example
o yea I started using this mod btw since a week or so now to see if it causes the guidance to stop working, it hasn't yet at least! just one extra little element tested that you were using
I like the mod's idea but I'll probably stop it because the performance hit is there (where I'd normally drop to around 60 FPS with ~40 players it's now down to more like 30), and while I find the custom sounds really cool unfortunately it has a huge issue where it doesn't care if a closing in missile is actually locked on you or not and plays the sound anyway, throwing away all advantage and instead misleads you (you hear gradual pitching up, and then suddenly it pitches up way faster panicking you only to realise nope it's another missile going near you that's not for you)
can't wait for it to get its fixed release as well though!
and a range of 300+ km
yea I agree some stuff just has to also feel nice and fitting for gameplay fun
I think it'd be cool to see effects of the thematical endgame weapons of the game so you can feel the grand effect more like that
https://discord.com/channels/909034158205059082/1480947619919298734 it actually got fixed yesterday morning
wtf what a timing 😭 I just came to this server to have a look at all the mod updates after not checking for a couple days
thank you!
seems fine to me but I was tolerating the previous version too
you can be caught in the cone of a missile radar and get RWR pings IRL but the mod behavior isn't realistic
yeah, momentary glitch effect, crash, and then playing the boot animation would be good for the effect of ‘this is a nuke with a big emp’
yea the performance drop alone is not that bad for me (would be worth the extra feature) I just found it a shame with the sounds not caring when a missile is coming for me or not, not sure if that was a skill/conflict issue on my end or not
well yea but big point is pretty sure it downgrades from vanilla where you don't have that happen which is a rather big annoyance
radiation effects don’t affect gameplay because with bombs of this size the prompt radiation blast is smaller than the fireball anyway, and you can’t really simulate ARS or cancer in a game this fast-paced and have it be fun
i actually never noticed it starting up the noises on missiles not intended for me, that's odd
so then you’ve only got like - geiger clicks or a radiation trefoil if you’re on the ground in a nuclear crater
hm interesting and good to know, I should maybe look more into it (and just also try the fixed version anyway) as it might've been some bug/conflict on my end
when flying over hectic battles, it can go wooooOEEEEUEUUWooooooEEEEEEEoooooooooOOOOOooEEEEEEUUIIII basically because you have that scythe/scimitar slowly rising from quite a while away but then other missiles are launched like 6000m under you targeting entirely different planes but because they're closing in towards you it'd just act like those were about to hit
i believe there was some very strange behavior for the first few seconds that radar missiles were launched, but it would even out once they were moving - i did notice that, and they were always missiles intended for me
i don't immediately recall if i noticed it for IR missiles too but it's brief if so
yea I think this is mostly like say a scimitar being at 50km beeping at me, but then an enemy plane flying within like 7km but 5000m beneath me shooting at someone far behind me when they launch a scythe or something it'd think oh that's about to hit me
strange, it doesn't sound like what I am talking about
and yea was not sure about IR as those are quite brief anyway
it might actually also have been influenced by how I usually fly medusa and am intercepting all scythes/scimitars going for friendlies so they suddenly change course to me
so there's more changes of what does or doesn't come to me
i don't know how it would interact with HOJ, you were playing on one of the servers with that in place?
yep some servers that are still not updated and have HOJ still
i play medusa the same way, but i wasn't experiencing it
that may not have been tested at all
with the mod
oh interesting, yea that's good to know at least so it's neither intended nor has to be this way
I'll do more testing with the updated version, thank you greatly for the input!
might make sense to ping the author of that over here, but you're talking about the previous version anyways
yup ideally I'm not bothering them about some edge case that's possibly related to an older server + newer client
george the goat
also super random but found it funny that it happened like 10 times now that I had an idea about a mod suggestion, go into that mod's channel, and see you suggesting/talking about it like 2 hours before, so sometimes I'd just look up at where you talked here in mods and get some great suggestions to try 😂
lol, i find myself wandering the mod forums pretty often, there's so many interesting ways to change the game without it really making it unfair
not everything stays in my game, but it's all interesting to try
yep love the tons of nice accessibility/UI stuff
big fan of many of the audio things too
i wish there was a mod that added interesting rumble for my controller
yea really helps you set up a personalised way to process information feedback, everyone's different with it
ooh that could be a great source of feedback as well!
i wish the game would talk back to my hands
really helps to personalise and offload it so that you're not overwhelmed by just one type of sense
but for now that is the domain of hotas
imagine lil rumbling haptic feedback under keyboard keys
now that would be interesting, different amounts of rumble under different keys
was just checking the new version out and seems to have mostly solved FPS penalty and:
it is practically the same mod just more robust for fps and a reworked priority system
and by reworked i mean it never existed and is a miracle the game did it itself
it's perhaps possible I was experiencing some edge cases based on that and it was erroneously switching between which missile to focus on when multiple were inbound
iirc george popped in once when that mod was being talked about and said it was paying attention to all projectiles/missiles on the map? something along those lines
have you experienced more loss of guidance to launched stuff recently?
that was the cause of the performance issues
ah yea that makes sense so that might've been the cause to both kind of
no, there was about a week where i was experiencing it annoyingly often, and then it happened to me twice in one day and I caught both on video, but i haven't noticed it since
oh yea very weird, I'm really hoping it might've been some weird edge case of something on servers / game versions (on either server/client) / weird interaction between various mods that got resolved after certain mod updates
and that it'll not come back
it's been happening for quite a while, ever since the brawler update, for me
oh wow
but it's been happening a bit differently over time
so i am not certain it's the same exact issue the whole time
like i first experienced it in reprisal on the first day
I thought I got a bug with deselecting targets sometimes (NOTT's deselect current target/all except current target) randomly
turns out since I have that function bound to MMB, my new mouse is a bit more trigger happy with sending an MMB so when I super rapidly and eagerly scroll in and out to zoom to select targets to jam when juggling, I'd accidentally keep sending MMBs deselecting stuff 🤣
i usually create my own problems with NOTT, particularly with countermeasures, but george is innocent in all of it afaik
some of it is from the game itself for sure
yep
damned click and hold delays...
and the way some sort of game logic is tied to fps
these two things are frustrating sometimes
yea one big downside of mouse stuff, with lower FPS = faster camera movement
thankfully with head tracking i don't seem to experience any issues there, that sounds unpleasant
yep I heard as long as mouse is not involved that's all ok, and pretty sure mouse virtual joystick got fixed with that too
and well my keyboard adjustments are also unaffected which is my main precision control at least
yeah GAS is lovely
I need to wait for it to be fixed though
but the audio pack I have is wonderful
I've had this issue as well. Does it happen when you fire missiles with your RWR triggered?
you mean the varying RWR sounds that seem to suddenly swap as if the closest missile heading for me is much closer than it actually is?
it's not related to me firing a missile at least because most of the time I fly medusa without firing missiles when it happens
Yeah, like an R9 fires on you, you notch it and fly towards the launcher, after it fires on you again the old missle still triggers the pitch change?
Guess it's more clear with IRs. After you flare the one going for flares still triggers it?
Hmm not sure if it's subsequent firing of something far, I mainly remember it happening when there's say 1 or several still pretty long range-ish coming towards me and suddenly it sounds just as if there was one like 2-5km away
then switches back to oh nvm the closest is way further still
IRs are trickier because they're far more a one off thing, fast, easy to predict and preflare/avoid
and I don't generally do like a fly over directly over a ton of them to have that trigger back and forth
Ok yeah, different problems it seems. Mine is super predictable
could just be that I didn't really notice it as I avoided those situations more
like on medusa where I'd far more often have (S)ARHs going for me for any reason I'm very far up and not at all close to get any IRs as I don't want to need to worry about those too
and then on anything where I do runs where an IR would come for me it's usually a one off and very minimal (S)ARHs going on me as I'd just avoid exposure by flying low/behind terrain
Yeah I bomb lob so very different situations.
@stray mango sry for not headed to your thread
And sry for clogging yours George
i am extremely confused lol
hey guys, does anybody know if this a fuel indicator in green and range in blue?
fuel time remaining and range, yes
it didnt make sense, i just figured out that that fuel time is in minutes lol
thank you
How do you actually read how much fuel you have left? because on the pic you have almost a full tank yet it says that you only have 24 seconds left?
or is it 24 minutes?
I guess it changes based on your current throttle?
it’s hh:mm by default, and it changes based on throttle wait actually it’s fuel consumption.
it's hh:mm
Also yes
@naive fox @fast palm not quite correct
the module measures your fuel consumption and depending on your settings adjusts the average fuel consumption over X amount of time
I typically have it set lowest possible so it only calculates between the last measurement and current measurement
this gets you the predicted runtime till tanks empty
that would be a terrific idea, I'll see what I can do
I kinda dig the idea tbh, I'll need to learn Unity proper to integrate some shaders, so why the hell not 🙂
aye, the old version of @stray mango's mod would search for every missile objects at every frame, which is VERY costly. Search and reflection functions in general are a performance hog, I've had to implement my own caching mechanism to avoid some of these pitfalls
no harm done 😄
it seems to work much better now! smartrwr is a really excellent mod now, i love the way it plugs into one of my senses to tell me how much danger i'm in from IR missiles in particular
to every other modder, feel free to steal this, I commented it on purpose 🙂
https://github.com/clumzy/NO_Tactitools/blob/main/NO_Tactitools/src/Core/TraverseUtils.cs
that's really cool !
information bandwith is such a cool concept
i was a big fan of the changes to the ingame audio that allowed me to understand more about what my plane was experiencing, as far as speed and i think AoA go? always enjoyable when I'm in an ifrit
really looking forward to rumble being present on my controller too, someday
that's the thing that felt the most next gen for me with the last console gen
being able to feel when I went over a bump on the road in gta felt insane the first time
i look back at my first mods and realise I truly had no idea what I was doing lol oh well theyre pretty ok now
I feel ya, sometimes I look at old parts of NOTT and you can almost see the dust and cobwebs lol
i rewrote noblackbox completely from scratch 2 or 3 times already, my spaghetti refining process is getting good
4th time will be due i think
still a great mod growing pains lol
screenshot of appreciation for NOTT bank and slip indicators, which i didn't think i wanted but now appreciate so much
X at 0, Y somewhere in the 300s-ish, transparency 0.5 to fit in with the heading indicator
glad to see it 🙂
PLS LOOK INTO the flight model of the chicane changing when using hotas
this is not right
weirdly it corrects when i alt tab
ignore the damage in that screenshot lol
what's not right
this being flying straight
What of that because everything looks normal for you being at the tilt you are based on the horizon
im flying almsot 45 degrees with a 9 degree tilt to go forward
i can only think its related to NOTT since its the only mod i have and nobody else has said anything about it
I'm not seeing where it's at 45 degrees unless you're talking about the slip indicator
I'd guess that's more an issue of the slip indicator being tuned for fixed wing aircraft so it might be detecting your velocity vector not being aligned with the waterline
no its flying like that
ius been doing that for a while
one of many reasons i dont play on hotas
A video may be more helpful than the screenshot because the picture looks like it's doing what I'd expect it to be doing on a chicane
the velocity indicator doesn't show forward flight
it shows a crab to the left
need video
does it also happen when you turn off the noautopilot integration
Do you have some logs ? 🙂 I'm sorry that is happening, but I'll need a bit more info I'm afraid.
The sideslip indicator represents the lateral accel/vertical accel (including gravity) ratio (the ball's position itself is the opposite of this ratio), unless vertical accel is nearing zero, in that case the ball will slam in the direction opposite of the vertical accel, since that's how a ball in a fluid would behave in that situation
And the entire thing is smoothed using a second order filter
In any case, the next update's major feature will be per-platform settings, I do agree that the slip indicator's tuning needs to be adapted to the current airframe
It’s not related to nott, my chicane flies straight.
Step on the ball to centre it. Make sure you’re not sending antitorque from stick twist if you’ve got pedals too.
Quick question about the Camera Tweaks, specifically the Cockpit FOV. Is there a way to set a default FOV, or is that in another mod I should download?
Ideally, I would like all my cockpits to stay "three mousewheel clicks further than default". Is that behavior controllable in this mod? I do see there's something called "Reset Cockpit FOV - Speed" but I think that's not quite it. Any suggestions are welcome 😁
You can set the default FOV in the vanilla game settings
Oh. Ma. Gawd.
Thanks
Yee np, It's under the "gameplay" tab
How do I fix the wiggling of the hud when maneuvering with the in third person? Also is there a way to have just the mini map, weapons and radial menu on in the hud as a simpler option instead of the whole hud that moves around when looking?
are you referring to some sort of mod that makes the HUD appear in third person?
I totally forgot i said this in the wrong post
np 🙂
I'd like to make the map a bit more minimalist at some point
before that I have other plans 😉
roll indicator just doesn't show up for revoker, is that just me?
yeah, you need to enable it in the cfg file for the aircraft you want it in
and then restart nukop
video starts with hotas plugged in and no inputs, then gets unplugged and switches to m&k and no inputs
no other mods
this morning I had an issue where my craft were all yawing to the right with no wind or input visible ANYWHERE in my steam input/NO calibration/even the craft control surfaces
your issue looks identical
i fixed it by restarting my whole computer, but it was very spooky for a little bit because i'm working on configuring a controller i got over the weekend
do you have it with the fixed wings too or just the chicane
oh interesting
ive never tried it with fixed wings
i wouldnt be able to tell a difference though
i mean i was having it while driving down the runway
also this is consistent for every time i try for me
it was unmistakeable
you just look at your heading and it goes to the right
it feels like all the FBW trimming is just off bc it also yaws like crazy from torque
much much more than usual i can whip it wayyy harder
and have to give much much more counter torque when taking off
grabbing a clip of the evil and right-yawing revoker atm, but unfortunately the log is gone
i think this is what we are supposed to get, it's in appdata
evil right-yawing revoker with no input visible anywhere (my yaw is on right stick X)
i checked my steam calibration settings as well and didn't see anything that could be causing this, but you can see that the revoker itself isn't doing anything that should result in this behavior! i picked the revoker because it would be a lot easier to tell than the ifrit
youy can turn on debug visualizations to show input too
oh yeah I should have done that
i think what i showed is sufficient but you're right
is yours showing input?
no but thats because it is very obvious and id also need to be in 3rd person
easier to see it in first
i think it's pretty weird that restarting my computer fixed it when restarting the game did not
so I have absolutely no clue where it's from
wouldn't have guessed it could perhaps be NOTT, but your issue is the same and I remember that weird brawler bug a while back
so george does occasionally do things that can cause strange behavior
bc somehow a hud mod changes the flight controls
modding do be like that sometimes
Thanks for the log ! I'll have a thorough look at them 😤
This is one pesky bug.
was that the right log type?
Player.log would be even better 🙂
Player.log, found in [your user folder]/AppData/LocalLow/Shockfront/NuclearOption/
😭😭😭
?
lol it happens i understand
Perfect
sweet
I'll do my best to reproduce it !
the brawler one was funny though because it was literally the first time I flew it and I was like "why can't I take off what the HECK"
the current steps are simply: plug in a hotas
For reference what's your controller ?
Any software you're using, such as Joystick Gremlin ?
Aye, so pure unadultered vkb input
yes
and ofc its only present in NO and such ive tested other games and test software yada yada
Hahaha, that's kinda normal with a brawler tbh
for me this morning it was happening with an ordinary controller, not HOTAS
but who knows if it is the exact same bug
yeah, it is not happening for me every time, I restarted my computer and it magically went away
for me on the other hand it is consistent every time i use hotas
but it was consistent when I restarted the game, until I did that
It's not supposed to, the only component that interacts with inputs is the one that reads Rewired's current state, and it's obviously read only, and linked to Rewired's main loop
i believe i sometimes see people asking about similar issues in https://discord.com/channels/909034158205059082/1253252343596580884 so this may even be a vanilla bug, which is why I didn't think to mention it in here, but if jane only has the problem with NOTT installed, it's reasonable to wonder
Aye for sure
I'm afraid I don't have enough info in this one, seems like you started a game and instantly left
i did exactly that yes
I'm afraid I need one where the bug happens in flight
it happens from the moment you spawn in
Oh okay good to know !
Just to be sure, does it also happen with only one controller plugged in ?
Could you maybe send your NOTT config file ?
I'll apply the same config to try and reproduce the issue
You can find configs in the Bepinex folder
yeah few mins
Thanks a ton, I know I'm asking for a lot but the more info I have, the better I can fix the issue 🙂
Since I don't have the issue myself, any fix would be a shot in the dark
one of these
thanks a ton 🙂
enough people in my sphere of influence have asked about it i might as well post here: a really popular positioning for the slip and the bank indicator is over and under the compass tape at the top of the HUD. however, the bank indicator underneath sometimes interferes with e.g. crane hook or other HUD elements; if it could be mirrored on the vertical axis, letting us position it above the bank indicator and compass tape, that would be really cool
Where is the most updated version?
it can be moved around! in the nott settings menu, f1
it can, but aesthetically it would be easier to read as the top arc of a circle instead of the bottom arc, and i'm hoping that it's a simple enough mathematical transformation that it would require a minimum of adjument
i already adjust it to right under the compass tape
that indicates that a hostile airframe has came within 10km of your airframe, dont remember how to turn it off of the top of my head
In the f1 menu as all things
ive looked there but cant find it
this one
Means you’re within 10 km of a hostile aircraft. Look for the inverted triangle.
It’s not the nicest sound but it’s different enough that you know what it is and you get used to it, ime.
And it’s useful.
@umbral stirrup I’m assuming it’d be difficult to add a CCIP reticle for the rocket pods?
That can be done, consider it on the roadmap 👌
You can change the sound 🙂 I want to revamp them at some point
does this mod have a feature where you can select units then save them and recall them later with a keybind? i cant seem to figure out how to use it
Yup 🙂
Gimme a sec
thanks
-# (would be sick if you could save multiple groups at once and load them separately 😉 )
No problem !
This has been a common request but I'm not fond of the idea : one group is convenience but multiple groups would be pushing it IMO
I fear this would create gameplay discrepancies between mod users and vanilla players
i see the use as say you have some rockets agm 48 and agm 68 on a brawler you can assign the armoured targets as 1 group the slightly less armoured as another and the weak/low priority ones as another so you can pop up over a hill fire off on the first group switch to the second fire on that then switch to the final one and use those rockets
i feel like thats the case already though as even small stuff like the fuel readout is an advantage knowing how long you can actually go rather than guessing
That's true, but at most it smoothes the skill curve, after a while you get a feel for fuel usage, same for intercepting
While having multiple groups clearly gives mod users an ability others don't have
its not much of one id say the same as having a fuel time readout would give you
its just saving you a little bit of time and having to take your hands off the hotas (if you have one) to open the map and select your targets vs jsut hit a button
I definitely think it'd be massively pushing it way further than any other functionality, something like a fuel gauge you can effortlessly get a good feeling for very quickly where it's 0 effort to constantly accurately know
multiple group selections completely bypass not just simply opening map and clicking a button or two, we're talking about selecting exactly the right targets regardless of where they are, if they're moving around or not, identifying them, not misclicking selections, and such groups could be very far apart on the map spread out so it also bypasses needing to zoom in (to click more accurately when many icons are bunched up and/or changing filters) and zoom out, moving map around, zooming in again etc
It's the main reason I didn't bring it up despite constantly thinking about it
i pretty frequently do crazy stuff that would be very, very difficult to do without the existing save group feature, let alone what I could do with more
The other mod out there atm that can do just this with multiple groups that I tried out earlier absolutely trivialises jamming for example across the entire map, as a lone 4 jammer medusa could juggle jamming 20+ targets with basically full uptime
yea even just the one recall is crazy, crazy good, and personally find it a great limit
i saw that and was like "hmmmmmm" and have yet to try it
maybe I should make sure to enjoy UNLIMITED POWERRR at least once before the update nerfs medusa into the ground
oh it's insane, I got them on F keys so can just hit F1 and now I cancel all stratos, F2 to cancel other half of stratos, F3 and cancel bolts on a closer range bombing run, F4 to cancel bolts elsewhere on a close run, F5 to jam their fleet as someone's arriving there
you can comfy spend all the time you need during downtime to set up groups fidgeting between detailed unit selections in crammed areas
i've only recently been using NOTTs group recall to jam 8 targets very easily
but even like if you just do bombing runs and say you want to take out 3-4 groups of 3-4 AA sites near-ish each other and you go from A to B to C to D, it helps so much that you can select site 1, then site 2 etc, without worrying about accurate targeting while flying with very little time before you're already at the next place
medusa is very strong even if you limit yourself to 4 targets lol
yea I've been spoilt by basically starting the game from start with that recall feature
someone hit me with the knowledge about using the specific targeting bind rather than clicking targets on the map with my mouse like, yesterday
and for me it's a good limit in the mod because it doesn't allow you to seamlessly swap back and forth between two selections, you can only return to one selection but then need to untarget and re-select the other selection
and i was like "where has this been for the last 1000+ hours why did nobody tell me"
it is so much easier to target missiles on the map now
yea all those various ways are great, love NOTT's selective untargeting too instead of only going from last selected, or the unselect everything except current target etc
yeah untargeting the first target is awesome in so many contexts
targeting missiles when you want to target the launcher...
really nice to have a button to handle that
I still laugh so hard about how meanwhile the vanilla default bind for KB+M has select and deselect target on I think enter and backspace
I actually couldn't come up with a worse targeting system even if I could spend all weekend, it's perfectly placed to be least convenient
fitting in all of NOTT's fancy targeting stuff is pretty difficult for me on a controller, i made some serious attempts at one point, so i had to pick the most important stuff
this would be something I could do more easily on hotas or keyboard
yea more groups would be especially rough
inb4 voice command and just yell GROUP ONE
oh yeah voice attack exists...
hmmm....
one thing that has been growing on me that I initially thought might be WAY too strong is the suggestion in here a little while back about letting us know somehow when ground units are bringing their turrets to bear on us
this is something that wouldn't really matter too much to actual planes/jets, and they are what matter in real fights
but for chicane enjoyers in pve? godly, especially with all the jank NO does for optimization
i hate that ground units have actual wallhacks
whatever they do to determine whether or not they can see my chicane definitely can see through walls and the ground just a little, i think the terrain visuals do not perfectly match up with the way the raycasts work for them, somehow
yep! i have that on my thumb hat, up long saves it, up short recalls it.
i feel like they simply use lower LOD terrain mesh as most of the time it works good enough and only sometimes it fails to do it properly
still much better than SPAAGs in helicopter battles in WT where they are able to actually shoot through smaller mountains though, XD
Yeah, it's not a problem at all 99% of the time, but I have to be very aware of the issue when I'm going through the streets of a city, for sure
Especially if the mission maker has included tanks... They'll have their turret aimed right at me when I go around a corner and I'll die with no counterplay, it sucks
what mod is that?
it is pretty strong by the sounds of it, but the moderators will make an issue of it if they feel that it is an issue, i suppose
Here is the steam input setup I use for one-button flares and jammers. The start press switches to the intended CM with the key bound in NOTT, and then steam fires the commands in order with the delays necessary for it to work. Ignore the button chords, those make the buttons do other things with a modifier held.
The logic dictating the delay timing isn't something I gave a whole lot of thought to, but it appears to work if I do it like this. There are differences in how this trick will perform on very large multiplayer servers due to NO's click and hold delay nonsense or something, so you may have to adjust the timings to taste and computer/server performance in different environments.
I play in PVE on large dedicated servers most of the time, and haven't had issues lately even when the performance gets very bad, so these might be usable for me all the time. @slate brook
I see a middle ground here
how about being warned when you're targeted, except you only get a general alert ?
like with Yappinator when you're being targeted
that way you'd still know when things are getting hot, but that advantage "dissolves" when confronting large groups since you don't know what's the most urgent threat
i think that would help a bit depending on how it was done, an audio warning would be perfect for me but some people might prefer something on the HUD or even the MFDs
i have found that the little green dot on the target cam doesn't help prevent me from firing on things that have already been fired on, so certain things have difficulty reaching my awareness, for example
I was thinking both
that's good to know, do you think an option where target boxes "blink" when being locked on would help ?
if it happened with the target boxes on the HUD, I think that would be plenty for me, though the blink rate would be tricky to get just right I bet
personally in many situations once I am going into range and preparing to pull the trigger, I don't look at the target cam unless something prompts me to
to be fair I'm not sure I want to add this info to the HUD, I like the idea that this info is a conscious thing you have to actively think about doing
that's fair
adding it to the HUD would add it to your general "mind model" of the combat zone
it might help if the boxes on the target cam blinked, it might be enough
hard to say without experiencing it
and I fear it would take away from the fantasy of interacting with a cool machine
I'll try both 🙂
And in any case, I could try and add some optional audio feedback to let you know one of your targets has been locked on
yeah, if there was some sort of mild, unobtrusive sound for that, that'd be interesting!

the lines would be very helpful but it might be too much I guess
i get so tired of being sniped by tanks with wallhacks in cities lmao
I like the mockup, you might have convinced me to at least try 🤫
This is similar to what EOD does, actually. If an enemy is looking at you directly you get a laser warning as their targeting computer rangefinds you and does the ballistic compensation.
is this mod compatible with the other QoL mod by offiry?
From my experience yes!
I am having some trouble spawning the VL-49, and im wondering what is happening on some of the mods i have installed. where the issue is
Hey, what appears to be the issue 🙂
does this mod add the custom gun sight thingy thats like way better
and is mod manager needed to change parameters or do i need to edit in the text file
ah nvm there is a "how to configure" section i just cant read
many such cases
pretty sure its qol
anyways great mod I am enjoying it alot
now i just have to get used to using it lol
there's an independent version of it too that I use when not using QoL (so when playing on most servers)
it's over at the primeva discord: #1436134603277602827 message
I am not using any sound mod, but i think i isolated it to the customweapons mod. not sure which file (DLL or NOBP) is the route of the issue. but when i uninstalled them both from the NOMM, everything else seemed to function properly.
but to answer the question, I was not able to spawn as the tarantula and eventually anything else on terminal control. whether it be from the beginning of the match or an hour in. wasnt sure what was happening
in single player or multiplayer? as host or client? there are vanilla bugs that can make spawn points unusable in multiplayer as clients, everyone seems to experience this from time to time and it can happen immediately upon mission start, I am not sure single player is free of the issue tbh
sounds like your issue was more constant than those infrequent issues, though
out of curiosity which custom weapons mod do you mean?
single player lol, i don tthink im good enough for multiplayer plus my kids are running amok all around me ahaha. And the custom weapons mod i found on one of the YT videos I watched with some supposed super Dynamo. ill try to find link and post it
I dont even know how to make the super dynamo appear anyway, im convinced its completely broken now. I think the read me text file said it could be thinking back to it now
https://drive.google.com/drive/u/0/folders/1o62qbSzUM_CGuJ44CQjlMIQxjMsppXuo
multiplayer is astonishingly casual on most pve servers and you can blend right in as long as you're not hurling nukes around! don't hesitate to jump in and witness the spectacle
i'll take a look at the google drive and see if it's anything i know of in a little bit
https://discord.com/channels/909034158205059082/1485141053769126029 looks like it's this mod based on the google drive
multiplayer pve is very chill its like singleplayer but your team arent ai that fly straight to their death
Ill give it a try tomorrow when im back home! thanks fellas. and i see that now, the cursed weapons. I will just leave it be for now. would have been cool to see the big dynamo, more so to laugh a tthe ridiculousness of it lol
there is an updated pack not sure if big dynamos there but theres other stuff https://discord.com/channels/909034158205059082/1485141053769126029
okay so on the github it recommends the vanilla plus icons
which I am looking through the configs for
what is the difference between all the configuration colors?
Enemy AA units
Enemy Player Names
Enemy Player Names (MAP)
Enemy Units
Friendly Player Names
Friendly Player Names (MAP)
Friendly Units
Colour of name on HUD vs icon on HUD vs them on map, if you hover over the texts it shows a little description in the settings
Enemy AA units is just a blanket colour for all hostile AA units you see while looking around on HUD and on map icons
bug report: bank off in NOTT AP interface appears to set it to 999° instead
thanks for the report, will look into it 🙂
stuff is staying on despite me turning it off
It'll clear the next time you change aircraft, I think it has to do that to "refresh" the interface
Update might have broken it
yeah its just broken
1 am
KAR and BOTE compatability would be so so so nice
Er, doesn't seem that way. Most of the panels for the LCV-25/45 seem broken, and the tanks don't swap to the camera when you select a target
seems intermitant, the Tula-stuck bug seems back too
race condition?
it works more often than not for me
i think its related to having the weapons on the mfd
yup !
but you can disable that specific component (then restart the game) while you wait 🙂
what setting is that?
and since that seems to not be working on aircraft rn either (the gleep glorp probably changed smth) it works
oh does it need a restart? i thought it was just a respawn
full components need a restart 🙂
so that they won't be patched
but that is due to change !
With MiG-15 too
Godsleed
Hey is it possible to change the default green for the HUD aswell as the MFDs?
HUD, yes
MFD, no
in fact this is how i found the mod
Nono you can already change the MFDs, I'm talking about the HUNo matter what you change the HUD, not the MFD will stay the default green
Heres what I mean
oh, whoops
other way around
Yeah
@umbral stirrup , is there any chance you will add keyboard bindings like NO Autopilot?
It helps with the streamdeck
Nevermind, I ended up finding the solution to my own problem. 😅 This mod is simple but amazing, it solves several of my biggest gripes with vanilla without changing too much.
Note to anyone who gets confused like me by this part of the instructions: press F1. Maybe this could be worth a mention in the docs for people who are new to NO modding like I am.
They're already here I believe 🙂
Just bond your keyboard like you would your controller !
Thanks for the kind words 😇 Do you think I should maybe put more emphasis on this point ?
Oh I mean separately 👉🏽👈🏽 . I do weird stuff with my controls.
Perhaps! Maybe this:
Open Configuration Manager (press F1)
where can i get the dll file? too much yap on the github
https://github.com/clumzy/NO_Tactitools/releases
Here are the releases !
Contribute to clumzy/NO_Tactitools development by creating an account on GitHub.
Caution : the mod is not yet compatible with KAR/BOTE, I'm working on it but its taking more time than expected :/
@umbral stirrup for KAR and BOTE I think the issue is fairly easy
most KARs don't have a flare or jammer countermeasure equipped and that causes NOTT to fail to load
similar issue to QOL initially
Nott works perfectly with bote and kar btw
not perfectly i beleive it works fine with bote but kars screens dont work
they do
they do not if you select a target it does not zoom in or even display it
here is footage of it zooming in and displaying it
a picture of it not infact zooming in
I got the same issue
maybe we both are just unlucky
either way let's just wait for new patches
I'm sure it's already getting looked into it
i also had issues with NOTT + kars
(that's the only video I took of it before I disabled it)
iirc I couldn't see my throttle at all with both kars and botes until I tore NOTT out, and my setup requires NOTT for countermeasures so it was an issue for me
but it has of course already been acknowledged by george that the issue is being worked on
didn't feel the need to say anything
Hey guys does anyone knowhow to get the fuel time remaining and range back? for some reason it doesnt appear on my aircraft anymore
tried deinstalling qol but its still missing
check your config
wrong mod
that's in autopilot
though autopilot has integration with NOTT so maybe you're aware
absolutely right lol
i had it deinstalled to try use NOTT with the F16 mod (still didnt work)
but yeah, the range indicator is back
and thx too, appreciate it
hi george, are you planning for the fb1 release regarding compatibility
yuuuuup 🙂
Hey, what happened to the controls to save and load target groups?
here ya go 🙂
Oh I see
Almost done with KAR/BOTE btw, Aryx's platforms are next, but in their case it's mostly layout stuff
Nice
Side note: I think the purpose of those bindings would be more clear if you referred to them as TMS (Target Management System)
oh it's the actual name of the thing haha
good to know, I see no reason not to change it ! thanks !
Yep yep
Hey btw, is there a way to disable the fuel time indicator? It seems to be conflicting with the one from autopilot
not mine I believe 😉
some mods don't show in config manager, you'll have to toggle it with nomm or just go into bepinex/plugins folder and remove it manually
Ah, that's it
LETS GOOOOOOO
Ive missed this mod so much while playing with the f-16
when is KAR/BOTE/MiG-15/F-16 compatability
F-16/Mig are done, as is 90% of KAR !
Welcome back
for those who can't wait, here's the WIP DLL !
EXPECT BUGS !
Working :
- F-16
- MiG-15
- Most of KAR
Not working (for now !):
- LCV25 (KAR)
- LCV45 (KAR)
- UGV (KAR)
- All of BOTE
The non working vehicles are likely stemming from the same bug, so once I figure that one out it's all good
Mig and F-16 still dont have aerodynamic, but dont haste, make a perfect dll)
Does anyone know where the data for the customized controls lays in the config files? are they somewhere in the dll? Im just curious if the controls we set for all the MFD, etc will stay between versions of No Tactitools
i installed the new dll that was sent here earlier and I got the same config
nothing changed
Plugin .dll's don't get modified during runtime, they don't store anything like this
The plugins folder thus stays static normally, configs are in a separate config folder that stay untouched when changing plugins so as long as new version of a mod doesn't require a different config structure, it'll load and keep your existing old configs (sometimes a mod might change the config structure a lot and even require wiping existing config but a mod would tell you about that in an update)
NVM! Tried today with Thirdperson hud and now F16 can fly!
custom controls are in the config found in the config folder of bepinex
hell yeah 😄
p.s.s. It can fly without TPH too now lol
spaghetti code of early modding!
tph ?
Third person hud?
third person hud
oh yeah haha
also, any ideas why f16/mig lost any capability to fly and any aerodynamics?
i feel like its going to be the funniest stupid reason
like coconut.jpg levels
it's usually stupid stuff like that !
but in that case the reason was that the fallback destination for visual elements NOTT adds did not exist on the new planes 🙂
really?
im still crashing trying to take off
Try reinstalling and replacing the dll after that
check what version you have. if you didn't get the preview linked above, that may be why. also be suire the viper mod is up to date
will the mod work after update
Just assume no, and panic
It will
hey btw am I crazy or did you remove the recoloring AA units on the map?
Still in
why do my aircraft break apart when i fly them with qol?
Hey, idea, could it possibly be made so that the aircraft will prioritize lasing whatever unit is highlighted with the TMS?
(Also maybe making it so that the highlighted target is shown by name on the HUD instead of the most recently selected one)
I'll look into it !
I'll do my best 🙂
It’s all fixed lol
I updated to NOTT latest and it fixed
I honestlu love the target management system in NOTT. It's really useful, and I honestly feel like at this point I should just unbind the deselect target button and rebind it to the TMS click instead, since that's used to pop targets
from now on, if anyone has compatibility issues with NOTT, disable this
@umbral stirrup can u pin this pls?
i've been informed that people cannot pin messages even in their own threads
i can back this up, as i have a thread, and cannot pin messages in there.
That's the one 🙂 Aye, I'll ask a mod !
thx
@tardy osprey do you think you could pin this 🙂
thx
Ayyyy man is an official dev now
Congrats on becoming an official dev!
Look at my George dearest with the fancy blue name 🥺🥺🥺🥺
congrats! what will be of the mod now?
Will see
Hey everyone 🙂 Thanks for the kind words, I'm so so so happy to have this opportunity 💖
So
What is your first dicree?
So what comes next for NOTT ?
As you can guess, I won't be able to contribute to the project like I used to, for obvious conflict of interest / time reasons. However I'll do my best to keep it up to date with the game !
I started a big code revamp for NOTT before I got onboarded, which I might complete on off-hours, but for now I'll stay on the backburner.
However, the project is open source, so contributors are more than welcome, if anyone wants to become the mod's main dev feel free to contact me !
I sure you should use special UI space in Alkyon to place there CM and weapons
It will be there 🙂
But after that, I'd like for a new maintainer to take over the development of the mod
i think you need an open source license for it to be open source
otherwise it's just source available and copyrighted or whatever
MIT license. Works like a charm
I just set it up !

the GNU General Public License works too
just talk them into being allowed to mod the game on payroll time 
I'd say as long as it's kept it's compatible with the latest versions of the game, I'm satisfied. It already has more than enough features and I'm not really sure what else could be done at this point besides refining existing features (like my request to have the currently selected unit highlighted on the HUD and be prioritized for lasing)
my hope is really just that the mod remains compatible with the game, in my case largely because I (recklessly?) got used to the countermeasure features present in the mod
beyond that, I was hoping they'd hire you in the first place lmao go apply your efforts to the game instead for sure
Whoa. CONGRATS! It’s well earned. Especially with your attention to balance with NOTT. It was clear how much you respect the intent and spirit of the game.
Thanks everyone, honestly it still feels like a dream
oh, and the mod is ready for 0.33 btw 😉
yay!
the settings will be saved right?
No waaaaaay
Bossman George is a dev now!!
Congrats dude
Now add aimbot to all the guns
Nah I am kidding lol
if (true)
enemy.IsKill()
there ya go 😎
😭
Congratulations man! Good luck with having access to official dev tools
hey im kinda stupid and dont know how to open the configuration manager
can someone help me i have no clue how to do that
F1
oh ok thanks
Hey, maybe man can get some of these things implimented into the proper game (eg. the delivery indicators)
im aware its now on the backburner due to you becoming a dev but maybe something for more precision drops of crates/units as trying to drop a unit onto an objective or a naval supply crate on a ship can be kind of hard
Bro just became employed and people are already hitting him with feature requests. Don't do that.
That is how fun projects like this die.
.
New update : Version 0.7.1
Nuclear Option 0.33
Major updates
- Mod updated for NO 0.33
- AB-4 Alkyon support implemented
- Modded aircraft
- Aryx's F-16M support implemented
- Aryx's MiG-15 support implemented
WIP
- Support for KAR partially implemented (UGV & LCV are missing), BOTE support to come some time later
As usual, feel free to report any bugs and make suggestions (although considering recent events, I can't promise anything) !
o7
Since I'll probably be resting when the update drops, here's the patch in advance !
As mentioned before, NOTT features and reworks went on the backburner lately, so this one is all about ensuring the mod works for the Alkyon, and Aryx's aircraft 🙂
this will have to go through Mitch but there are some features I'd like to pitch 🙂
bro im suggesting not requesting i dotn expect anything i suggest to be added but i would like it
i even acknowledged that its now on the backburner
its cool, suggestions are fine, but MegaShiny has a point, the vast majority of my coding time will be/already is spent on the game, so for now I'd rather temper everyone's expectations and settle on guaranteeing continued compatibility and major bug fixes 🙌
as said im not expecting anything to be added its a nice bonus if anything does get added that i suggest under normal circumstances let alone one where someone is working on a game and a mod
sure, I just wanted to clarify, you're good 🙂
is there some type of lengthy showcase for this mod anywhere
did you make the artifical horizon on rotary smaller? its really hard to see
it seems it was a bug?
weird
@umbral stirrup Congrats!
You should see if you can convince Mitch to give us more control options
how to show the top left weapon/countermeasures menu again?
also congrats on becoming official dev ^^
oh okay i figure it out i had to enable the 'cm weapon display vanilla ui' ^^
oof, this one slipped throughb the cracks, I'll look into it
[0.33] - NOTT v0.7 - Cockpit enhancements / UI and HOTAS QoL
Notice : there's an issue with the NOAutopilot integration, I'll have to rework it as soon as I have the time !
are there plans to integrate this and noautopilot to the base game?
He cant.
Not unless mitch has a different idea of what nuclear option is
Yeah autopilot completely trivializes sea-skimming
sea skimming is only viable because of the unrealistic radar mechanics
using autopilot to trivialize seaskimming is more work than just seaskimming properly in the first place regardless
glad that it's updated tho, the lack of auto-jam threw me off
(thought we were posting in the autopilot mod thread lmao oops)
We are not starting that again
especially not here
ok sure
NOTT still causes vanilla aircraft to not have aerodynamics
I tested it with the compass, it only flew after I removed NOTT
even with the newest version?
Yep (downloaded using NOMM)
Sad because I really like NOTT and now I can’t use it 🙁
try grabbing the newest version from this thread and not the mod manager
there might be something going on with the version of NOTT that is available from the mod manager...
NOMM updates on an hourly basis
Its a bug with its NOAutopilot integration. I fixed it locally but since the code on the github is not up to date with the released version its missing other stuff from 0.7.1 and is just 0.7.0.3 with alkyon support and the NOAutopilot fixed
but sounds like something's going on
Doesn’t work with the latest version NOTT either
Just tested it and my compass ran off the runway
do you also have autopilot installed?
NOAP and NOTT currently conflict
interesting, I am not experiencing issues
i have had both installed since last night, before autopilot updated, and didn't have problems
wiki comes first
lemme try the new version of autopilot
autopilot updated and moved stuff around internally. NOTT is not updated for those namespace changes
It works fine for me
I find that it was Autopilot on top of NOTT that was hindering the aircraft's ability to fly
If you downgrade NOAP, won't it just unload itself because of the errors?
yeah the solution there would be to not use autopilot
george might not get to fixing that for a while
Not a big deal tbh
yep, the new version of autopilot breaks the game
tragic
confirmed on my end, can't take off with the alkyon with autopilot updated
guess I go without auto-jam for now
I can send you a fixed NOTT version if you want
please do, but actually, just post it in here
i seriously doubt george will care
you can just DM him lmao
I already did
did he say not to? woah
technically he put it under MIT license yesterday so anyone can do whatever they want with it
then just put it in here
note that it is 0.7.0.3 with the alkyon support and NOAP 5.0.0 fixed not 0.7.1 with a fix
in other words, the modded aircraft will not work? is that all that is missing?
probably, I didn't feel like going through the decompiled code to find out what else changed
the modded aircraft won't work no
not a problem on my end, but good to have that made specifically clear in here near the download
that'll help anyone who really wants auto-jam or whatever for the moment
you can add a minimum altitude feature, so altitude can be controlled by autopilot, but up to a point.
