#[0.33] - NOTT v0.7 - Cockpit enhancements / UI and HOTAS QoL
2631 messages · Page 3 of 3 (latest)
if the community enjoys it then why not, this is not a mitch or george thing
hmmm, i used to sea skim easily before autopilot too, but it needs constant input. now i can sea skim 100+ km and go grab a coffee or something lolll
yeah I mean autopilot allows that sort of thing, but once you figure out how to utilize zoom during seaskimming it becomes very easy to do while also playing the game the entire time
if someone wishes to kill ships in a way that doesn't involve playing the game that's like
their choice, I guess
just wasn't something I needed
auto-jam is great though!
as i said, restrictions can be added to an official autopilot, such that sea skimming is not entirely automated by the ap.
like a minimum altitude for the ap
and gcas has saved my medusas a few times
water tides can be added later by the devs too, that'd be awesome
also imagine the amount of autopilot users afking or not paying attention that you can farm kills off.
someone will just modify it to not have a minimum altitude
right that was my thinking lol
you can't really get rid of it
which is fine
i am talking about an official implementation
official implementations can be modded
if you mean that the official implementation should be less capable than the mod that exists, then like, I guess?
i know, but they wouldnt implement such a thing unless there's maybe anti cheat in place?
there should never be that sort of anti-cheat in NO
poof go all the mods
right
i dont understand
minecraft is a good example probably idk
nuclear option has all its code accessible and possible to be modified, all the anti-cheat is community made and enforced atm
if they make it so that you can't make that sort of mod, something has gone wrong
and any other things inside the game can be modded too, this really isnt a valid argument for not implementing ap, come on.
as i told you, the devs can make it less capable, and allow the server owners to disable it entirely too.
i think mitch's reason is that it would be awkward for controller
yeah dude my knowledge ends here, but hopefully you got my idea.
i understand, it's just incompatible with the sort of modding environment we're in right now
some server owners do in fact forbid autopilot
so that choice has been made before
i noticed, but i dont know if it auto detects it
haven't tried
yeah I've never played on graywar, so I'm not sure how it works
probably just can't connect? unsure
they cannot detect it (probably)
is qol working yet?
ty
might take a bit
best wishes to the modders
i know wasnt sure how much of code wizards these guy may be figured id ask instead of blindly trying
i figured you just searched QoL and got this thread
really wish offiry would change the name of their mod
tbh yes i did
this thread sees more "general mod discussion" than the actual general mod talk thread
im new to the modding on NO
but i wish offiry would stop causing stuff like that to happen
what's wrong with 0.7.1?
currently breaks the new bomber (maybe other stuff too) due to a bug with the NOAP integration it has
you can use it just fine if you dont have NOAP installed tho
anyone had an issue with heli engines not starting with NOTT enabled?
i haven't had any issue with it
If you were asking why I didnt fix 0.7.1
He didn't release the code for it (yet?)
So its just the autopilot mod that breaks it?
as far as you can tell?
the autopilot mod moved code around with the latest update, NOTT still expects it in the old locations causing errors
As far as I can tell thats the only issue with it. After fixing that it worked as expected again
hey yall 🙂
first thanks Skorpnok for all the help !
second, I'm uploading the DDL as we speak !
.
New update : Version 0.7.1.1
Bugs fixed
- Fixed NOAutopilot integration
As usual, feel free to report any bugs and make suggestions !
o7
ty!
Thank you George, greatly appreciated
auto
hey i installed this last version and it seems to have the same problem with modded aircraft as before but disabling the cm and weapon display didnt seem to fix it
check that your autopilot is also updated just in case
which aircraft was it ?
it was the f-16 but i updated autopilot and it worked
the aircraft itself gets some crazy oscillations but i believe its local to that specific mod
fly-by-wire systems got changed to account for high altitudes so now Aryx has to re-tune the fly-by-wire all over again
We need a mod that puts aircraft themes on a cooldown instead of once-per-mission
is it just me or does all flight assist off plane behaviour get changed by NOTT even without NOAP
i was experiencing some very wobbly FBW behavior tonight and i'm going to figure out which mod it was in the morning, but i'm not sure if that's the sort of thing you might be talking about (i really hope it isn't NOTT causing it)
It is wobbly behaviour in the flight assist off vortex and compasses
this is what I was experiencing
it'll probably be twelve hours or so before i can figure out what mod was causing it
but i noticed it in the medusa, ifrit, and possibly even the chicane
ah no
my issue is specifically flight assist off behaviour stability after i begin manouvering
interesting
i didn't notice that specifically but my controls were pretty off as you can see
i had the medusa wobbling without nott
actually the only mod running was thirdpersonhud
ahah! and people have been so certain it's a mod issue!
i was vaguely suspicious of vanilla causing it
they messed with the high altitude FBW again this patch or something and this could be a side effect
i'll have to do more science in the morning and come back to the discord with the results, it seems pretty easy to test
there's going to be a lot of weird issues this update...
seemed very consistent if keyboard steering at high alt
yep saw two people yesterday after update right away mentioning medusa is incredibly wobbly
it's incredibly easy to test whether it's a mod issue too so not sure why people blamed it on that so quick
to confirm just went and opened a NO instance with no mods (even bepinex completely removed), pure vanilla, put a medusa up at ~9950m atl with 600 airspeed in a mission editor and hit play, and could basically immediately reproduce this (but when trying the same on an unmodded instance of previous version of NO, it was all absent)
it can stabilise somewhat if you fly fast enough (>8-900km/h on medusa) in a straight line, but can quickly develop and keep oscillating indefinitely from even small adjustments, and if you go a bit slower like ~600 in your video it goes absolutely crazy while it didn't before
Also importantly set wind speeds and turbulence and such all to completely off to make sure it's not that causing/amplifying things
Made a report on it because didn't find one yet https://discord.com/channels/909034158205059082/1493895948177375294
The difference when comparing 0.32 and 0.33 (both unmodded) side by side with this is immense
Thank you for this, and for making the bug report. It drives me crazy when I go to ask about issues like that in askforhelp and general and people just go modsmodsmods! Like. Do these people not play the game? Argh.
Hey I noticed that the boot screen for the Alkyon refers to it as Fastbomber1. Is that by design?
That's the name being pulled by the Aircraft's function I use to dynamically populate the boot screen
Ah, I didn't realize it was done that way, I thought you set the text yourself
you recommend using vanilla icons plus for coloring enemy AA, but what makes vanilla icons better for that?
More color customization in general
ah cool, I think I'll go back to using NOTT's feature for it because its config file allows me to specify what vehicles should count as AA
btw, this is the reason I have this request
This'll happen if targets are too far apart, which can be problematic when trying to figure out which target on there you want to deselect
Tarantula weapon/CM display seems to be missing
weird, it's working here, have you maybe toggled the screens by accident ?
I don't understand how NOTT could affect flight code
basically, it runs into a problem somewhere before the aerodynamics get initialized, so the aerodynamics never get a chance
Think about it as lego
You make aircraft step by step, but then you are missing a piece and go searching for it whilst the build is only halfway through
does anyone know what setting causes the bore sight targeting be still on while in the map screen? like if I want to target something on the map with the targeting button while still having my bore on a completely different target it ends up targeting two different things at the same time so I either have to move my bore off or look in a different direction first so that I don't target twice at the same time.
This seems like something to post in #ask-for-help or maybe #1125322697317040160
nvm it's being caused by the 3rdpersoncam mod and not NOTT like i thought
Either this mod or its dependency "NOAutopilot" are apperently forcing terrain avoidance, taking my stick from me.
Can anyone tell me what option there is to disabled that?
NOautopilot and it's gcas
NOAP. F1 menu, disable gcas option.
appreciated
uhh which GCAS and how do they even work?
They got double negative statements as their options
that is very confusing
those are for the hud overlay, to disable GCAS you can use backslash key by default
to disable on start there are some more settings lower down
I wanna bump this, cause I think it is kinda important
Does anyone know if the Fly Up and auto pulling up is coming from this mod? Or have i just never noticed that before? I just installed NOTT as my first ever mod and am actively seeing that Fly Up feature now
installed with NOMM?
it's NOAutopilot
NOMM automatically installs it as a dependency
you can just disable it or find the config menu and turn off GCAS
Literally just found it :D thanks though
np!
Isn't there also an option to adjust it as well?
Idk about anyone else, but I find it very useful, especially when flying using solely instruments.
I turned off GCAS but its still there
Maybe trying regenerating your config file for NOautopilot.
also could be the "show GCAS chevron with GCAS disabled" option still enabled as well
Oh that might be it
I don't use the GCAS itself but I do make use of its warning
from my very limited testing, turning off GCAS seems to stop the plane from auto avoiding (taking control over the plane), while still giving you a visual warning to pull up (useful when flying over water)
GCAS is a feature from NOAutoPilot. I do too many low level shenanigans so I have it off by default. MFD switch short should pull up the autopilot window, then the MFD navigation hat short to move around and toggle it off. Remember to press MFD switch short again to get your target management features back.
In my experience no, but I think the NOAP hud layer is on the same layer as the fuel and throttle and I keep those off.
It has it's own toggle you can turn off.
Has anyone already written here that the Alcyone's horizontal stabilizers don't work because of this mod?
Yes plenty, and it's been fixed long since: #1457938330153910440 message
When running into issues with a mod, first thing you should do is update it to latest as there's a decent chance it's been fixed since
this has issues with the chimera cargo plane it stops it taking off (theres an EA version in the f16 channel)
same issue the f16 had lol
it's also kinda funny that even without nott it can take off at like 120 km/h and flip
its meant to be stol because the exhaust from the engines help give it more lift
ah that makes sense
still funny that a cargo plane can damn near do a loopty loop straight off the ground
also it lifts up at 180 kmh
takes off like an ifrit
(4 jacknifes and 20% fuel and 2 jammers)
i had 40% fuel, railgun, chaingun and 68s
i may have had the radome cant remember and i realised that that weighs like 17 tons lol
Flight assist is off by default... again
i guess that's how it is for all modded planes
minus kestrel i think
The kestrel is also from a different group of devs
I'll put a patch ASAP 🙂
thanks for still putting these patches out even tho your a dev!
@bleak pier check pins btw
please fix the incompatibility with https://discord.com/channels/909034158205059082/1497065625997283428
gotta rework the cockpit of the Chimera a bit to make it work, normally I replace System Status with the new info, but here its too small 🙁 I'll prllly make a patch that deactivates the buggy features for unknown planes as a quick fix until I get to it
all my plane's monitor's are js stuck the booting stage but when i eject they suddenly boot up
if you need me to add an extra LCD area for it I can do that
Don't worry, keep on making your great mods, I'll handle the patches 🙂
Could I get a log file maybe ? 😄
I'm seeing a bug where I can't read any of the weapon descriptions when I'm changing them in the drop down menu. Anyone else experienced this?
this is the NOTT thread :p
but to answer it, i think those jsut dont have a description
Yeahhh they do. It's mainly the weapons I care about though. I still haven't memorized ammo amount or what exactly each one does
does this mod affect gun aiming? or is it just skill issue
skill issue (but also theres a bug wit hfps affected bullets so #1496867175804174426 )
@umbral stirrup Could we get an update to the mod (or the game) that’ll reboot the backup mfd inflight if the nose comes off and all the mfds bluescreen?
🥺
It doesn’t, but the gun pippers in nukop are kinda ass
are there any news about a compatibility update?
i cant get NOautopilot to work with nott
Update them then
They have been updated for a while now
unupdated noTT caused my airplane to lose pitch authority (can't takeoff) lol
the new cargo is still misisng, but the rest should work fine 🙂
aaah the MC260? so that's why. So you gotta update your mod with each of new airplane releases? Why? How?
It's actually hilarious cause the game aerodynamics are loaded after HUD elements. And won't just skip a HUD element if it can't find it.
So if the hud elements fail the physics of the plane just don't load up at all or incorrectly.
yep you can fix this by disabling the cm display in the NOTT config
check pins to fix
ohhhhhhhhh that's actually funny ngl 😂
ty
yw
im not sure if this is NOTT or NOAutopilot (the only 2 mods i have installed), but ever since installing them i've noticed my heading indicator always being down/left of center, or rather down/left of where i think it's supposed to be...anyone else notice this?
edit: must have been the wind
also whats it mean when an aircraft makes a beep and the triangle flips over?
edit: found that too by...reading the readme....who'da thunk?
Unit marker distance indicator
Changes HMD marker orientation for enemy air units when within a configurable distance threshold
The enemy unit's icon points downwards when the enemy unit is under the threshold
The speed at which the icon rotates when crossing the threshold indicates the enemy unit's speed
Optional “near” sound cue
ig its helpful for knowing at a glance when it's within some desireable range like to fire IR missiles or smth
i think i've run into something sorta like that
crashed head-on into a vehicle depot's tower while landing (it was obscured by trees) and the runway outline stayed in place on each subsequent aircraft i got
still the best mod in the game tbh
honestly should be stock
at least for hotas users
https://www.youtube.com/watch?v=w96_TsaJmiM
I just posted a vid of my gameglass shard I made that fully integrates NOTT and autopilot. Works great with HOTAS
Yeah, it's almost 10 minutes of yapping. I made it do a lot of stuff, okay?
GameGlass is free but you can only use 2 custom shards without paying, so I tried to pack as much as possible into this one.
//Twitch
https://www.twitch.tv/pryersky
//GameGlass share code
id2HZvw
//Mods
(Not required for use, but needed for some buttons)
https://githu...
@umbral stirrup fyi NOTT seems to be having issues with the new Ternion mod
Its not configured for it yet
Yup, a fix is on the way ! I got the mod ready a few weeks ago but the cockpit changed a bit in the meantime
thank you so much!
btw which setting allows me to see my active weapon in the corner of my screen and not just on the mfds
at first I was convinced that i broke smth when i disabled and re-enabled the weapon display haha
CM & Weapon Display - Vanilla UI - Enabled This option in Config Manager 🙂
You're all good ! I've cleared up some RL engagements lately, I should have some extra time to keep NOTT up to date 🙂
tysm, will I have to reload my game for it to effect
You're welcome ! If my memory serves me right, it will be effective once you respawn 🙂
@zealous terrace do note that this isn't compatible with all custom aircraft yet
if u try to use it with the F-16M or MC-260, the aerodynamics won't initialize properly
I am aware
it works with the F-16 !
The MC is a different thing, I have to move stuff around the cockpit to make room for the new elements
oh, nice
NOTT : FS-3 Ternion Patch
I'll release it on Github later tonight, this is for those who can't wait 🙂
I'm working on remastering the cockpit for the MC-260 at the moment, will have additional screens with one for the NOTT display, should have it done in a few days.
position on the TacScreen UV is the box in the right hand corner here
Thanks a ton for the heads up !

My last big patch will probably be an API of some kind for aicraft makers to integrate NOTT elements in their designs
Made a bunch of extra UI elements for it like the blown wing indicator then realised I can kill two birds with one stone and make your life easier.
at the very least a json with every element's position
Awesome!
Thanks :D
Will the compatibility issues with NOTT and custom aircraft not being able to lift of ever be fixed?
Id love to fly the custom transport plane but I dont want to disable nott
tbh that is literally what they're talking about in the conversation right above your message
You can just disable one function in it and it works fine
which is...?
this one
check pins
thats not it
This seems to not be NOTT's fault
Disable the Autopilot mod
Humbug
I dont even have that mod
Did you install NOTT using NOMM? Because if you did, NOMM also installed it as a dependency for NOTT
You can continue to press on with this or just believe me
I could but also the Chimera is in the air and you can see NOTT
guys the only thing stopping the planes from taking off is the 2nd message down in the pins
Sadly the pinned message didnt fix it
Try respawning after disabling it? Modded NO is weird and you might have to respawn or restart the game
I restarted even
ill restart the entire game just to be sure
yup
Game Restart is required, mission restart alone is not enough
figured
Sometimes to change a mod setting you have to respawn, then other times you have to restart the game
Holy spaghetti
its not really spaghetti and more so some things are loaded on game start (they need to do that to work) and others only get loaded on respawn
the info on the mod says that for setting changes to apply you need to restart the game...
congratulations
?
Some settings !
Disabling components needs a restart, but individual settings need a respawn 🙂
The idea being that "components" are patched on game start to avoid un necessary checks during gameplay
Only the transport plane is concerned, I'll do a patch that does "nothing" and allow you to take off later today !
Sounds lovely, thanks for your hard work
Ive endorsed NOTT to my entire community and they all love it
What is this "nothing" you mean though? 😄
A patch that detects the cargo and prevents bugs without activating missing NOTT functions !
Ahh that is quite simple but effective
played with both installed (and flew both) a couple of hours ago
thanks!
Is there a way to stop the minimap from disappearing anytime you open the big map?
always has been it all depends on the setting shown in pins
not with NOTT
in any case they're the "same object"
the minimap is a masked full sized map
I’m trying to display the minima (or anything really) on another device and the only real option I found was obs streaming the corner of my screen
How do I pull up the config display if I installed the NOTT FS-3 Patch.dll?
I want to be able to fly Chimera and F-16 without issues.
wait I think I found it in bepinex?
Hi, wonderful looking shard, I watched your video and decided to try to get something from the game onto an Ipad and I got a stream of the minimap working, so if you would ever want to try it then its definitely possible
@umbral stirrup now that you’re on the team you should see if you can convince mitch to let you roll some of the hotas tweaks into the base game
also maybe a bug report but i sometimes have issues with the next weapon bind in the vanilla keybind menu
tends to happen with the fast jets, only with mods on, and i think it’s probably something with nott? previous weapon bind works fine and i don’t think it’s hardware because it’s only in certain aircraft at certain times
it’ll be a few days before i can do more testing and pull a screen recording or logs, because i’m on the road for work
I'll get a good look at it, thanks for the report !
what do you have in mind 🙂
the target management stuff would be nice methinks
also the boot animations
shift button and dpad for controller and shift+wasd for keyboard would be a good place to start i think?
also thought re mfd and hmd animation: i think it’d look really cool to have an hmd boot/selftest animation on spawn, hmd jammer effect or similar for a moment whenever the nose takes damage, and if the nose is destroyed or falls off the hmd crashes and reboots with the rest of the mfds, and the attitude indicator mfd also reboots in a safe mode
those are very much nice to have there’s time to work on a little side project things though
eye candy 😁
the boot animation could be a quick win
add in a button press to trigger the boot and it could be pretty cool
ooh yeah
that'd be the dream, but keep in mind it has to work on a controller too
yeah, this was my quick and dirty idea
radial menu would be the shift button, enter on target add maybe
I'll have to see what da boss thinks about it once I'm done with my current work 😉
yay convince mitch to add more detailed cockpits 🙂
the target manglement in here is probably the best feature and everyone should be able to use it
Personally, I agree, and it levels the playing field with head tracker users
i’m one of the sweats that does both headtracking and nott
it’s wonderful
not too overpowered but it means no need to dive in the map screen target list
I use head tracking and NOTT and it is fantastic. Target list saving and drop/adding is amazing
I think the new feature we really need is fourth/fifth gen style map target selection e.g a cursor and set zoom levels
à la VTOL VR ?
Could you elaborate a bit on how it works?
i have my ministick set to pan the map and the fov wheel also zooms in and out
also, while i’m dreaming: for when vr and native tobii support become a thing: it’d be pretty sweet if we could use our eyes to steer the look diamond instead of having it pointing at the middle of the screen or headset
probably a bit op though
If you use head tracking it moves with your look direction
I just wish it was a little easier to inter operate with the mouse
And didn’t cover the entire screen
i know, heh
Like if it popped up in one of the lower corners of the screen, and your could use a mini stick or hat to move a cursor specifically for the map
And have discrete zoom levels, like 5nm, 10nm, 20nm
but if there were eye tracking too, you could glance at something to cue it nearly instantly instead of having to move your head to look straight at it
It's a bit janky due to NO not wanting to export the map, and gameglass not wanting to import the stream, but I got my map overlay working thanks to @ocean thistle. tutorial to follow....
@umbral stirrup there was talk back in january here of getting the map/target cam/target list on a second screen, and I may not be a programmer anymore but by Boscali I'm getting there haha
I've always absolutely adored being able to put up stuff like full sized map on a second screen in tactical games, I think my first experience to it natively was Supreme Commander 2 that had it as an option built in, been hooked since
I'm sorry, it's just me, or NOTT is incompatible with MC-260 Chimera?
It's impossible to takeoff on Chimera if you have NOTT(take off speed of chimera is 230kmh, but it just sticks to the ground)
disable the cockpit weapon and countermeasures display to fix
oh and get rid of NOAutopilot if u have it
doesnt matter
tested with and without
now will test your sugestion
also... why? especially when it's marked in NOMM as dependency
because it does something with the aircraft HUD, and since it doesn't know what to do with the Chimera, it breaks its aerodynamics because the aircraft HUD initializes before the aerodynamics
so does the weapon and countermeasures display in NOTT
why is it even listed as a dependency anyway, that's stupid
they've worked standalone for ages and still do
autopilot changes hud? how? it's even uses it's own menu in bottom righ of the screen. also if, for some reason only mitch knows, hud is loaded before aerodynamics, why "display gun ammo" settings don't brake chimera?
because display gun ammo doesn't add a whole new screen to the cockpit
because NOTT hasn't been updated for the Chimera yet
ternion, f16, mig15 and others are ok
its cockpit is particularly unique, so it's harder for the creator of NOTT to work with
Im sorry for asking many questions, but topic is quite interesting for me. Last update of NOTT was april 14, but mod works fine with ternion, that released like a week ago
he already knew about the Ternion before and had made NOTT compatible in preparation
Then... Does weird behavior of KAR-BOTE vehicles also may be because of NOTT?
They just move on its own
i don't think that's NOTT
they control differently from aircraft
hm... ok, thx for resolving that issue for me. then I'll wait for nott-chimera compability patch
yw
i just haven't used the weapon & CM display since the Kestrel
guy what is this thing call so i can turn it off
not needed to do works with it
NOAP is fine i use it with the chimera its amazing for knowing how long my fuel will last and using AJ with the jammers
noted
This should be something like 'Weapon preview'
hello!can somebody help me a bit please do I need to put assets and config in plugins folder? And also I have problem the configuration manager wont open
Yooooo why this not default?it spices up the game so much
NOAutoPilot is. The aerodynamic model isn’t loading in because NOAP can’t load, because it might not be updated.
Same issue occurred with the AB-4 on day one.
It's just NOTT, specifically the Weapon & CM display option, disable that, restart your game and voila
^
yea this was never related to auto pilot
also I imagine it's in NOTT's dependencies because NOMM doesn't have a distinction between optional and required dependencies, and perhaps George added it as a habit where often mods in games that have specific compatibility and features for another mod (like here NOTT specifically supporting directly controlling the autopilot), they add it as an optional dependency linking them together
since here the optional part wasn't possible, it ended up being a regular dependency that means it's seen as required and grabs it too for everyone
i cant seem to understand how to configure loadout preview in the config manager.
cant find NOTT tab in the configmanager or am i missing something
nvm bro
lmfao
Somehow like loadout preview... Or something like this.
Not remember correctly
See the pinned post for the last version 🙂 I forgot to push it to Github, will do later 🥲
That's the one 🙂
It is optional, if you remove the DLL it should work !
oh I know, you can just disable/remove it once it grabs it
I meant like marking it in NOMM as an optional dependency, so that it doesn't auto download it but prompts you for it if you'd like it
that's not a thing in NOMM hence why it's just auto grabbing it regardless
see for example Factorio or various games' mods on CF:
mod managers grab the "required" ones by default without asking, and the optional ones as a player you can either check out there and grab it if you want easily, or a mod manager might prompt you whether you'd like those in an optional mods popup
NOMM doesn't support that distinction, it's just one field and that's it, if it had a support as marking some dependencies as optional then autopilot could be marked as such (so it's like a soft reference of "hey this mod works well with this, but it's not required!")
"dependencies": [
{
"id": "no-autopilot-mod",
"version": "5.0.0"
},
{
"id": "BepInEx.ConfigurationManager",
"version": "18.4.1"
}
]
so NOMM thinks all dependencies are of required type, it also warns you if you have autopilot disabled with a red error on NOTT which understandably makes some users think it's actually required
sorry for the yap yap :3
Sorry, but no, NOAP is compatible with Chimera, can't say so about NOTT. Don't believe me? Test it yourself, we new have NOMM for even easier mod configuration
oh
it was already answered

I'm sorry, but what had to be fixed? For me NOTT worked fine with Ternion without an update. Can't wait for Chimera patch tho, CM display was a big QoL for playing with TrackIR
weapon preview was misaligned due to a last-minute change of the cockpit layout
you're all good 🙂
yea no mater what i cant get this mod to work with the chimera even turning off the cm weapon display doesnt do anything
hope we get a patch soo nthe chimera is awsome but i cant live without nott
just double checking but you do have to restart the game after turning off cm weapon display
doing it midgame is confirmed to not work
yea that was it sorry can confirm mid game doesnt work
kinda sad as i planned to disable it only in the chimera
Anyone know a timeframe NOTT is expected to update to be compatible with the new modded planes?
Aryx is expected to update the cockpit of the Chimera, so I'm waiting for that 🙂
In the meantime I'll do my best to release a patch in the next 48 hours, no promises tho, NO comes first 🙏
just to confirm it's been updated to support the ab4?
i might just be running on a horribly outdated version
also is it reccomended to use a mod manager?
im just running my mods rawdog
yuuup im just outdated
im on 7.0.3
7.0.0.3 tomato tomato
I've been doing that (I like manual control usually) but finally switched to NOMM and it's been great, I'd recommend it
It won't mess with your setup and current manually installed mods, and you don't even need to rely on it as main install method if you don't want but it can be a great tool to quickly check for updates at least
(you might need to manually migrate over a couple of your mods as depending on how they're installed/named it might not recognise them as being the same as what's on NOMM)
for some reason the whole thing won't load in. i have had the mod for a while just it won't work now
George is NOTT also using Rewired to handle keyboard inputs? I was checking out how InputCatcher is called as a way of detecting keys (like say in TargetListController), as it seems to be different from many mods using Bepinex' KeyboardShortcut struct, as that has the limitation that it only triggers when the specified bind is used with nothing else
If any other keys are pressed, the shortcut will not trigger.
Which means if those mods have an action on say pressing B, it'll only activate if you press B and nothing else, making it unusable when say using/holding WASD to do flight inputs
This is not something NOTT suffers from (using say MFD inputs to shuffle between targets still works even when pressing other keys), and was checking out the reason so I can forward it to other mod devs
It seems like ControllerInputInterceptionPatch checking for Rewired.Controller inputs is for any input device, so that's controllers but also mice/keyboard inputs as it even checks for those for preventing input during chat with controller.name.Trim() == "Keyboard" and controller.name.Trim() == "Mouse"
So I'm guessing if a mod wants a functionality where its bound key presses are properly detected even when other keys are being used, it'd need to use Rewired? (was looking into it when helping with feedback for #1506107555754147959 message to get the airbrake hotkeys working during flight inputs too, as it only works currently when no other inputs are done)
I'd suggest trying it with NOMM( https://discord.com/channels/909034158205059082/1467341462227124305) as the mod manager helps you take care of setting up bepinex + the mod properly
hey !
yup, everything uses Rewired ! I think this is worth looking into as well : #1483822177261322430 message, my solution works but unlike Assasin's framework the bindings are configured in Config Manager, the relevant code is here : InputCatcher.cs & ConfigManagerAdditions.cs
Oh thank you for reminding me of that one, I completely forgot about it! Even though I use it too (for the RTS selection mods for example) and absolutely love the idea as well
id love to be able to use NOTT keybinds and other controls since i like to deactivate autoland once touched down to brake and quickly hop out but i keep forgetting i have to release my toe brake to disable it
Yea I saw when looking for how other mods do it to suggest other methods for https://discord.com/channels/909034158205059082/1506107555754147959 that autopilot mod just uses KeyboardShortcut too which has that limitation that it only registers those inputs when no other input is also happening
Which now that you say that might be quite annoying for something where you can conveniently hold a continuous input like pedals
Could be something to bring up to https://discord.com/channels/909034158205059082/1458083280250208307 though it might also be something for the mod's planned eventual™ rewrite
i may have gotten NOTT and NOAP confused
hey which of the mods that this installs is the one that makes you fly upwards if you get too close to the ground so i can complain about it messing up my gun runs in the correct thread
or is it NOAutoPilot?
NOAutoPilot. You can disable this by binding a key to disable (or just completely disabling) the GCAS, or Ground Colision Avoidance System.
thank you sir
or maam
idk
thanks
lol no problem 🫡
RAH-72 Knockout compatibility patch when? 👀
now that Knockout is done I'll get to work remastering Chimera's cockpit
yeah I was getting some dire issues with NOTT + knockout, the autocannon's all messed up, the warning lights are stuck on, targeting problems
interesting craft though
i’m not having those, i just have the usual nott elements missing
Knockout's NOTT area should be on the main MFD on the left, there's space over the - NO SIGNAL - area for it
well this is going to be a miserable process of figuring out which mods are causing the issues then
i have a lot
@umbral stirrup Should have the Chimera cockpit done soon now that I'm not busy with the helicopter. There's a square area on the left (front view of the heli + NO SIGNAL) meant specifically for NOTT to draw over
...are you sure? i have it down to just aryx's mods, blueprinter, and NOTT, and i still have the warning lights stuck on
lemme check if i still have the autocannon and targeting issues
Yeah. My mwr lights are off. I do have a danger - incoming missile text bar at the top of the middle mfd pane.
yeah I have the text too
the warning lights being stuck on is weird
removing NOTT real quick to test
fixed it by updating to the ternion update for NOTT
i think i had a pretty old version actually
from early last month
the ternion worked well enough for me so i hadn't had any cause to update...
First troubleshooting step for mods: make sure they’re up to date ;)
considering there hadn't been an update for NOTT after the knockout was released, it didn't occur to me
if there had been an update for NOTT like there was for the ternion, i would have gone for that
dammit it changes the missile text to green rather than black so it’s always on 
I can patch it 🙂
That'd be great! gameobject name is MissileWarningText
Outta curiosity, is NOTT client or
Client or... what? (now if you're asking if you can run it on public unmodded servers, you can.)
Sorry, to clarify I was asking if NOTT is client side, as in I can have NOTT but a pal doesn’t need NOTT installed or else they may run into like issues with not having it when joining a multiplayer session I’m hosting
Don't think it should cause problems when hosting, when it works without the server running the mod.
It's a client mod, nothing's synced with the server 🙂
Okay! Thanks!
yeah, nott is clientside and doesn’t confer enough of an advantage to justify flagging it on public servers
does this mod feature a gun trigger feature?
it does not, but you just gave me a fantastic idea
Alright, I need some ideas on how to map a throttle hat with a push (5-way) to manage all pylon selection
There are 6 possible pylons and only 5 hat positions
I can’t think of a good way to set it up in a way that is relatively consistient except gun selection
I mean maybe a feature request (if we can still do those) is to have weapon selection switches by type rather than pylons.
So one button cycles through guns, another button cycles through A-G, another cycles through A-A
It still maintains the intent of having to select weapons via cycling, but removes the need to remember which pylon has which type of weapon, considering that different configurations switch slot numbers
My entire life is now centered around planes 🫠
Feel free to fork the mod or make a pull request 🙂
Or even steal code 🙏
I glad you enjoy it🙂
I mean, is weapon based selection even possible?
Hello! Is there any plans to add the ability to change the colour of the head mounted display? Green is really hard to see when I'm above cloud cover and the sun is directing all of it's energy directly into my eyeballs mk.1 :(
I think it’s on us to fork the development for additional features
I don’t know how to do that…yet
Alright, I looked at the weapons switcher and the functions it calls. But I’m not sure how to identify weapons themselves as opposed to the slots
I need to call weapon names and bounce them against lists for radar, infrared, air to ground, and gun/laser
As well as a countermeasure list
Ideally there would be 5 bindings that cycle through weapons by type. I’m basing this approach off the F-35 throttle weapons management switches defined functions from its manual: Gun, AA1 (IR), AA2 (Radar), Air to Surface, ECM (replaces nav mode). Each press should cycle through weapons of the same type
@George if you could point me at how to pull the weapons list, I’ll attempt to figure out the rest.
sending you a pm !
Alright, George gave me a start. Would some of the user of this mod help me come up with how to classify some of the different weapons so I don’t miss something?
Special weapons like the defensive laser on the Medusa would likely need their own category (maybe "SP. WPN"?). You might also want to include nuclear ordinance in this category, or make that determination a configurable option.
Utility "weapons" like the sling hook or cargo should probably be under "Utility" or something like that
I’m iffy on exceeding five buttons for weapon selection
But I’ll figure out how to do both air to surface category and a special weapon category
Utility weapons are a fair point.
Fair enough
the laser is more or less in the gun slot tbh
the jammers are more of a special weapon sort of thing I think
nukes having their own category would be nice but yeah this sort of thing gets tricky if you add too many categories
I suppose so
in terms of practical usage on the Medusa specifically
boot screen loading forever?
what aircraft ? 🙂
Every, I think it was mod compatibility issue, I removed a mod which I don't remember.
But yeah I fixed it now sorry
I am FAIRLY certain it’s NOTT causing this but the AB4 won’t pitch up
Update all your mods.
I figure I can add a few bindings and let people choose? it would all be the same stuff. Air to Surface with Nukes, and Air to Surface without nukes, and then nukes only.
Basically you could have a nuclear consent switch like the F-16
My current thought is it’s just a matter of keeping separate lists for each function/binding of what weapons to scroll through.
I wouldn’t mind more switchology, like a pickle button with a consent mode when in CCRP.
Problem is, nukop isn’t the game for that.
It’d unduly advantage hotas players.
Because we’ve got hundreds of buttons available to bind dozens of ways.
we're acting as if HOTAS players aren't already advantaged

especially the head tracking gadgetry
It has to remain reasonably fair for gamepad and keyboard users.
This isn’t exclusive to hotas but I’m not playing without trackir again

please no i have a wife 😰
does NOTT not work with the ab4
it works fine with it
Mine won’t pitch up nor will it do the MFD thingy it does with the other jets
you either have 1) another conflicting/problematic mod or 2) didn't follow what Shira said as a reply to you last time you said this, and make sure it's up to date
I’ve reinstalled it like 3 times so it’s definitely up to date
no that really doesn't mean it's up to date, you don't want to know how often someone says "I have latest" and it turns out they don't
best way is to confirm with actual version numbers
0.7.0.3
yea so like far from latest
That’s the only one I’ve found to download
we're on 0.7.2
as per the author's post on this very thread
click the "How to install" for example on the original post: #1457938330153910440 message
The releases page shows latest on top: https://github.com/clumzy/NO_Tactitools/releases
AB-4 support got added in 0.7.1
or just use NOMM https://discord.com/channels/909034158205059082/1467341462227124305 as it handles it for you
Thanks dude now it works idk why it wasn’t giving me the latest one
Update all your mods.
And refresh NOMM.
Is PvP such a central tenant of the game that you cant just have both?
I'd rather have the pickle, gun trig and all the additions hotas offers rather than cater to the feelings of the competitve crowd.
I mean if we're talking about clientside mods, the cat has long since been out of the bag lmao
there's no way you're fitting all the bindings for NOTT in addition to other sorts of clientside mods on a single gamepad controller
not without some Steam Input tomfoolery
tactical camera controller, twin engine controls, NOAP, defensive auto target, target presets, war thunder control/cursorpilot, yawonmouse, unofficial VR support implementations, custom airbrake/wheelbrake controls... like damn
gamepad users are clearly going to be left in the dust at this rate if your concern is bindings or whatever other "undue" advantages
MKB users will be fine
loool
Back when I was getting into flight sims in general I did do DCS for a while with controller + keyboard.
Was fine tbh.
Would sometimes take my right hand off the controller so I could still fly the plane, use right hand for keyboard or using mouse to click something in the cockpit
yes my hotas+trackir that I have these days is significantly better. but it was quite usable
fly-by-wire, autopilot
i am not absolutely certain what FBW is in the context of nuclear option, so i won't try to explain that, but autopilot is another mod on the mod forum here
Fly by wire??
ah yeah i just realize AP is autopilot
uh how Auto Jammer do? it does not work for me
still doing the normal way
ah i should've head to Autopilot forum
you need to have jammers selected and enemy selected and a full capaciter pretty much
ohh so its not about ECM, its the jammer payload
ohh shit that really helpful a lot if im opening my map but does it work if i enabled safety mode for gun when map is open?
still dont understand FBW means to
no clue
fly by wire
no, but accessibility to controller and keyboard players is
They both run off the same thing do be careful
It'll blow your mind when you discover how many binds are available on a standard keyboard! 🤯
some mice have an awkwardly large amount of inputs on them
so as I said before
primarily a gamepad issue
and the cat has long since been let out of the bag
so playing with gamepad only at this point (even with NOTT by itself) is asking a lot of most gamepads without help from Steam Input
I do agree it needs to remain accessible on the vanilla side, but on the modding side... well, it's up to the modmakers at that point.
like regardless of however you try to compensate HOTAS/MKB is always going to have an advantage in terms of compatibility with bindings over gamepads (at least if one goes without profiles on those devices)
if anything I would argue the vanilla game needs a better system for handling inputs
not being able to bind click/taps vs. held buttons separately is a huge bottleneck for gamepad users
i mean even on my hotas since its a low end one i dont have that many buttons only around 15 i think but i do have a lot of axis
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i wish nuclear option hud looked more like this
@umbral stirrup don't know if it'd be a big ask, but considering how painful it was to add hotkeys to NOTT, etc, could you add some kind of official hotkey modding api? 🙂
For that, we'd need to support modding in an official capacity 😉 Which may or may not be examined, that's all I can say hehe
yea ... but even if it weren't officially supported I think it'd be really nice to leave a little gift for the community 
oh for sure !
I think this is worth looking into as well
it ain't official, but it's much more clean than my hacked together "API" !
gamepad
This is what you wrote.
no, but accessibility to controller and keyboard players is
If you think controller players are at a disadvantage you simply lack the experience of how powerful padlock view is in NO. I would take it over my HOTAS+IR track 100/100 times if choosing based on competitive advantage alone. Nothing possible w/NOTT's binds that exceeds what someone that simply knows the spawns and phases of missions can do with a controller.
sorry what's padlock view?
Snap-to-target, toggled via the "reset view" control IIRC
Oh yeah I remember that
tho idk if that'd be stronger than be able to control all of the keybinds with a HOTAS
tho, one still can defer to the normal keyboard so, who knows
I know how powerful padlock view is, I’ve played other games where I use it.
But I’ve got the sim rig setup and bound in nukop, so that’s how I’ll play it at home.
Does anyone else have a left rudder issue after installing this mod?
Nope. Make sure NOAP is either up to date or uninstalled.
I don't have NOAP and use a Logitech flight stick along with their throttle quadrant with t-rudder petals, does it add more left rudder keybindings?
If you can't help me I'll prolly submit a git issue with my log
Oh and should mention I'm using NOMM
You installed using NOMM?
Yes, should I try installing manually?
No, NOMM just installed NOAutopilot with it as dependency
Yes and then I deleted that, it complained but it did let me launch the gsme
Game*
Same issue
I also disabled all other mods
is nott incompatible with the f-16 mod?
the same issue is with the FS-3 and RAH-72
it's with all the pages on the MFDs (weapon and autopilot)
the FS3 has been updated, make sure you have the latest version !
the RAH, F16 and Chimera are on the way, the RAH has been completed but I'm still lacking the other two
I might do the F16 later tonight, who knows :p
here's the RAH
checked if I'm on the latest even reinstalled over NOMM and it's still like this in the FS3
auto update on NOMM?
complete uninstall and reinstall
this version ?
you may have manually installed an older version
there's probably a conflict between the NOMM .dll and another one, and the older version takes precedence
here's my config
yes that version
can I get the log ? 🙂
the logoutput in bepinex?
okay tested a little
the weapon select is working without any problems it is just the Autopilot that is in the wrong position everything else is where it belongs
and here are the logs from bepinex
tested the mig-15 and there everything works normal
also all vanilla planes are working too