https://github.com/JUSTJ7780/NO-QOL
General QOL mods also if anybody has mod requests you can put them here i'll try my best.
952 messages · Page 1 of 1 (latest)
https://github.com/JUSTJ7780/NO-QOL
General QOL mods also if anybody has mod requests you can put them here i'll try my best.
I thought for a second it was that one "QOL"
im not that advanced yet lol
here's one for ya: MWS SFX Overhaul: Pitch and Frequency of missile warning with ETA/Closure rate https://discord.com/channels/909034158205059082/1378577353663582378
hmmmm so basically if a missile is far away like 40km quiet beep if its like 1km high beep?
not quite, it's based on ETA
a missile that will take a long time or have no chance of intercepting you should be low priority
a missile that is 1.2nmi away from you can be as low priority as a stratolance across the map
ok i guess it could take into account distance and speed to calculate eta
ohhhhh ok so an ir missile thats 1km that would never catch you would be low priority
absolutely
exactly what i'd want
people would love this
ok i can check it out
also if you ever need testers, p2082 is pretty welcoming and has a dedicated tester team if you'd like
looking at this logically i could warp the pitch of the beeps? or do you mean slower beeps compared to faster?
both
honestly you could do either depending on what sounds better
the bottom line is that lower priority shouldn't scare pilots at all
seems possible in theory ill have to look at a few ways
👀 ( still testing lol )
ok this is a debug build so the setting are all mest up but i guess its nearly ready?
can you do it based off time of arrival? far missiles like SARH should also be low priority
also more footage..? 🙏
are the pitch/speed a range of values based on the eta or are they just preset?
the reason they seem fast here is because its test build so anything over 100mps triggers chase tone
i'd really like if they'd change dynamically instead of being in preset tones
plan is to make it fully customisable
yeah yeah i know, i'm not expecting the test build to be final
i mean like, dynamic change as in pitch/speed should rise and fall
bruh idk why roblox recording is so laggy
see here
i do like having the configs though
yh the mk2 im working on now takes into account distance
current build
again test build but now i need to figure out the negative pitch issue
can you get into a situation where there's a missile fired at you from behind but you're going nearly the same speed as the missile?
i think im gonna have to strip away the speed logic the missiles seem to use some kind of final intercept phase and its not playing well with the speed maths however distance seems to work best
how does it work currently?
it has a dead range for testing reasons its 15km after they you enter a pitch area it will steadily climb as it gets closer then at 5km it takes away the limiter allowing the pitch to speed up rapidly
looking better but the pitch is way too high lol
hold on i'll describe an algorithm in a bit
current build is working ok just need to play around with pitch setting
sorry for bothering, but i'd still massively prefer if you used eta instead of distance, since distance simply isn't the same
again, even if a missile is close, if it has no energy it should still be low priority
doing great work though, massively appreciate it
not sure if its possible with current tool as weapons shift in phases eg cruising speed shift between 3043-3031 the game reads that constant drop and tries to adjust the pitch to match and when the missile turn for its final phase the air resistence slows it down eg time to impact drops causing the negative pitch
how about being based on eta only and not rate of change of eta
would that work?
is this what it sounds like with eta?
the game itseld constantly scans every frame and updates accordingly it is maybe possible but it would be a big tug of war and its unknown the fps affect of it
shouldn't be too large if it's only client side
..and if you don't get missiles spammed at you
at most, there's usually only at most 4 missiles being fired at you
i wouldn't mind there being a hard limit
in theory, in this video the pitch/speed should still be raising as it gets closer since ETA is decreasing
even if it's slowing down, it's still closing quickly
i think the issue may be that the code is based off of rate of change of eta
meaning, it's based off of acceleration and not velocity
theres no built in time to intercept as far as i can tell unfortunatly so you have to do a little maths with speed x distance so with that clip allthough the distance is decresing the missile is slowing don for its final intercept so the tug of war begins im seeing if i can have the distance seperate from speed after a certain marker but without proper modding tools its a bit tricky lol
the other major problem is without a hook the game wants to default the pitch to 1.0 constantly that part is also very tricky
imo doesn't sound too big of a deal, you could possibly try muting the actual mws and replace it with your own, or use your own high pitched sounds
also maybe this'd be better with curves?
a couple of test build feature curves 3 were tested however it was the games interals that were messing them up
huh, odd
demo
honestly i don't think it'd be too bad if it had max pitch of 1.0
alternatively, you could just reimplement your custom sounds or something similar from your audio mod
ive messaged one of my friends whos pretty good with audio hes recomended an advanced eta system that takes into account the phases and ignores them so ill try this and see what happens
the new eta system is very very good
fps is tanking a tiny bit but should be an easy fix
this might be ready for deployment
Added a beta test file to the github page please play around with the pitches and report any problems asap default pitch is 1.0 so if you set max impact to 1.0 its normal 2.0 is doubled etc
❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️
please let me know any bugs theyre should be some
no changes for arh? i think it only applies to datalink phase mws
arh may not be apart of the mod entirely
i may have missed it in the config ( re used a chunk from another mod )
ill have a look soon
sarh and ir working?
yeah, working
good good ill probably fix arad in the morning lol
A great QOL feature, would be a setting Toggle for Disabling Aircraft Input (Pitch Roll Yaw) while holding Freelook Button, and when Holding Radial Menu Buttons
The way it works right now, is it doesn't account for the same bind. Like if you have Right Stick as Pitch and Roll, the Radial Menu also used Right Stick, and will move the airframe when you select weapons ect.
I’d literally PAY MONEY for a MOD for Single Player/OFFLINE that resembles anything close to a Creative Mode/Sandbox/Godmode.
I genuinely can’t understand how the Devs didn’t add this early on. I’m sure I speak for a large % of the community when I say that there’s tons of people that enjoy the learning curve and the skill gap to play the game, but from time to time, we would like to be able to play the game in a way that we can just test a weird stuff and do whatever and with zero consequence.
Anyway, some ideas for possible features:
Sure, there’s some more that I could think of others could add, but this alone would make me play 10x times more than I do cause I don’t play multiplayer.
trust me if u knew unity youd know why lol i did manage to get infinite counter measures and turret ammo once a long time ago and as were speaking weightless munitions are being developed as for the rest i could maybe set the radar cross section to a negative value IR I have no idea the biggest hurdle is getting it to affect the player and not ai good ideas thow ill add them to the list
I’m actually dumbfounded, that the most popular cheap trainer (WeMod) don’t have any cheats for it, but “PLITCH” does. But they never work.
the problem is when the game updates they usually break and NO updates a lot so
I have some game developing experience and modding experience, but I’ve never modded in unity, but I’ve played a lot of games using unity that have these things so is there something that just makes this game different?
Well, I opened a ticket with PLITCH and they pushed their update to match the current update for nuclear option and shit still don’t work.
Like some things work I can sometimes get infinite ammo or infinite flames but it’s a coin toss
as an example with the weightless munitions im devoloping now theres a lot of safety checks its not as easy as other unity games basically tug of war with the engine lol and things like god mode the planes have extremely detailed models youd need to edit each part
yup its that tug of war issue again
Personally I just want infinite health and missiles.
Now in a perfect world, the only thing I would want the most is the following in order:
Of those 4 things are the odds good that that can be done or nah
Modding would be a whole lot easier if game devs would just create a modeling tool for the community like Bethesda has since like the beginning of time and but that’s something I think every dev should do. ESPECIALLY games that are being released in “EARLY ACCESS” (AKA alpha/beta stage).
And if they charge money to be released in an early development stage and then I feel like it should be required, but that’s just me
infinite health for me personaly i dont believe i could infinite missiles you could maybe disable collision and weight and stack like 999 misiles on one hardpoint would be very dificult thow infinite stealth very possible however nagain the ai issue they would end up using it and infinite countermeasures very easy also infinite fuel possible weight issues thow
modding tools are in the official roadmap
Oh, I didn’t know that . that’s good to hear. I just wanna know how in-depth it is..
Like I said, I have some experience in game developing and some modding. Biggest project I’ve worked on is adding the entirety of RuneScapes skills and game mechanics to Minecraft.
I’ve always just wondered why games don’t launch with modding support/modding tools because there’s no negatives to it and especially for games that are in like early release. It allows the community to make a ton of content to keep the player base high while the devs work on the content, they already have planned to add to the vanilla game.
making and maintaning a mod kit through constant updates adds a huge amount of work on top off the game you have to update the game then the modkit too not very viable especially with a small game such as this
modding isnt too in depth its just a lot of cat and mouse and trying to find clever ways around problems because the direct approach never works trust me
further modding support is in development. We will only add official modding support for features that are "locked-down" and unlikely to be overhauled and break mods.
imagine if every update broke liveries and workshop missions, like unofficial mods are prone to do 
major crashout
I’m aware. Haha
Them creating a dedicated Modding API and Modding Toolkit (ex: Creation Kit) would help.
@patent pilot re wrote the missile types if you could try this much appreciated
forgot to say but if your interested in weapons etc please visit my other mod #1466485588516405423 message
a mod to clear debris from the map would be useful.
I know you can set it up somewhere iirc. a limit of sorts. but i like to keep the limit high, but at some point hangars get filled with debris and get you stuck when spawning. really annoying. and those debris dont seem to despawn for some reason
A bypass weapon range limit would also be neat. would work well with both the weapon utility and unrestricted weapons.
Like imagine using a ton of lynchpins from across the map. for some it wont make much sense, like AGM 48, since they are easily intercepted, especially with a larger distance. but if eventually a mod is made to make weapons undetecable, then it will work like a charm
Oh and also infinite energy/battery or so? for planes.
So i can use the laser without limits, or, idk, the railgun? cuz that stuff requires a lot of energy
a simple addon for planes would also do it, yknow, like the ECM pods or so, but as energy storage additions instead with infintie energy (and maybe some that only give you like 100 or 200% more energy for those that want it more realistic)
infinite flares flue and power coming soon
Got another QOL idea.
Probably a little more involved.
It would do magic to have a way to read Selected Weapons descriptions as displayed in the hanger, but for when you're actually in the plane/heli.
The way I wish this was implemented in main game, is through a new MDF panel called WEP, where you can click on a list of on board weapons and read stats/description.
just to get this right because the ai read this and wrote a script of gibberish a screen inside the cockpit displays the weapon description like the typed out or the explosive yield armor penetration etc?
So, simplest thing, would be when a weapon is Selected as a pilot, to show the description you'd normally see from the loadout screen when selecting a weapon
on a screen or just on screen generaly like a box in the bottom left
Like in a box is fine.
Like a regular hud element
The MDF stuff is wishful thinking
should be fairly straight forward probably wont look the best but easy enough
ill add it to the list
Ate these going to be seperate mods, or a collection?
for now seperate mods until i get my footing with config manager becuase right now its a mess with multiple mods on one plugin lol
That good though, because mods that break the game, or give unfair advantage should be seperate downloads to just QOL features for multi-player sake
all my weapon / "cheat mods" are in my weapon utility thread these are purely qol
plus all my weapon utility mods have multiplayer disabled and are scrambbles
Oh neat
idk if this was suggested yet
but just a mod to disable the blackout when turning hard
just fully disable it, kinda hate it
i really dont expect this to work but pls test thnx
if you do end up testing screenshots / vcideos of the problem would be great
Oh cool, I'll check when I get time
this version causes absurd lag for whatever reason, down to 11 fps from 110
this is in spectator too, meaning there aren't even any incoming missiles
Hmmmm I’ll have another loo at it when I can
Appreciate you linking that to me.
Can you give me a quick summary of what’s possibles with your mod
In its current state you can affect missile speed very buggy thow due to over shooting gonna add an improved turn rate too and the other much more successful mod removes the weight from all missiles and bombs for example you can carry 18 pile drives and it’s like you’ve got none at all
And soon hopefully you can affect a weapons explosive yield and penetration
any updates?
sorry completely forgot been focused on weapon utility ill compile this test build andhave a look what was the issue? arads not functioning?
if you re write the issue and @ me the ai should summarise please include if anythings missing from config too
is bad peformance not the issue..?
previous issue before the last file
the last file i sent was the previouse attempt
arh or ?
the original issue you had with the last stable file
arh missiles weren't being effected by the mod when they were in terminal track
pitbull mode?
yeah
ok ill try and find that specific audio.source the original file linked to SARH and ARM totally forgot they have a pitbull audio
try that please
@neat tangle what if when turrets get a lock (crosshair has a circle around it) or when missile can shoot and it says "SHOOT" it played a high pitch tone just like real planes do when they get a lock on enemy? The ir waaaaa sound
Thank you so much
just a silly idea: but is it possible to make a mod that makes the 76MM canon shoot... idk, bombs instead of those guided shells?
A "Custom 76MM canon Mod" or so, you can make it shoot anything, from AGM 68's to TBM Nukes to even 250KT nukes.
When selecting missiles, it obviously will just fire them like normal, but like, in a spam-y kind of way
And when selecting a bomb, you can also toggle a veolicty slider (in the F1 config menu) where you can make the bomb shoot out at 1000kmh or 100000kmh or what ever you want i guess.
Would be silly and fun, and since the 76mm canon is the only one that shoots shots that are like actual objects (i think, you can intercept them and view them on the map and all) you SHOULD be able to replace them with anythign you want
funny you should mention that its exactly what im working on sort of im finalising the blast yield / penetration mod now and the end goal is to be able to "swap warheads"
I think the simplest solution would just be adding an interchangeable yield instead of a new projectiles, unless you want a boosted projectile then yea
this is true however yiled does not equal effect so for example thos lynchpins are more powerful than low yield nukes but theres no nuke effect the interchangable system would allow effect swaping i think
Yea
no because you see, the guided shells can be very inaccurate if you arent at a certain distance, and wont hit at all if you are TOO far away.
Having it fire AGM missiles or idk, ASHM's or so would for 1 be funny to look at, 2 be total chaos and funny, 3 be pretty accurate and 4 would also be more destructive
while techinically possible i imagine that everytime you fire it would freeze
i was imagining it like, you said when the bombs/missiles leave your plane, they turn into a separate object. So what if instead of turning into the Guided shell like normally with the 76mm canon, it would turn into a bomb. Would it really lag?
And regarding the video you sent, i mean, it is nice and and OP and all, but visually not much since its just a normal lynchpin but more damage. If it had also the visuals of a small nuke or so, it would be better
now it made me think of a 250kt nuke with no damage... pure visuals
thats the plan for 2.0 of the mod is the warheads swap as theyre purely visual as for the swap it would mean summoning the 76 shell and then despawn respawn ( i think? ) havent really looked into that route yet
these mods have always mainly been for personal prefrence balancing eg if you think some weapons are underpowered buff them yourself thats the main goal of this pack
cant you just make it summon what ever the player picks instead of the 76mm shell instantly? then there would be no need for despawn and spawn in first place
perhaps although im very far from this level yet ill enquire with the more advanced modders when i start looking into it
@open marten looking good
if you can find the mount for the 76mm for the tarantula, and get the gun component, you can change the guided shell field to point to the missile def of whatever you would like it to fire, should be able to slap in whatever there
I got really sidetracked ill finish the plane half of it tommorow but for now here helicopter turrets
YESS THANK YOU
Wait so this is only for chicane?
You should add disable option and a buyton to choose one from file
File as in look for sounds in a folder called LockSounds
İnside plugins
ill probably add a mute button next to the slider ( easy to add ) and ill have to look into hot loading the audio
just a heads up to anyone actively in here my mod development and patches / updates will be slowing down over the next few days due to school I have to attend online lessons and small assignments however I will still be doing little bits here and there hopefully most of the mods are in a playable state you can still request features and ask for eta etc the ai that sums up requests is still active in the QOL thread for anyone that doesnt know just @ me ( make sure my @ is at the start of the message ) and make your request the ai will sumarise and add it to my list thank you!
this will fix duplicate audio and it noww loops still turrets only as im very busy atm but did some small patches and thought id do this too lol
thanks bro appreciate it
you a rea l one
is the shoot still not made or
wip?
wip im only doing small patches and finalising another mod today one of my most requested was infinite ammo i think i may have found a way without ai getting the advantage but its very stuttery atm
still thank you so much
np
is it me or the turrets now fail to aim at a2a targets
wth
i swear it freaks out
erm it doesnt actually affect the aimining source essentially when a target is locked target.locked changes from false to true when this happens your audio que activates theres a hud refresh that maybe could? could you try removing the mod and seeing if it works again please
might not look like much to everyone here but it took me a long time ( its a test bed for a mod ) this would be my first major qol mod ( if i can do it lol )
alright
wait what is this
i dont understand
It’s nothing atm but eventually ( hopefully ) it would allow things like putting the map on a second monitor
To be honest thow I’m really struggling with this and I know a couple other people are working on something similar so I’ll see how it goes lol
ah thats sick
I've noticed that having the smart rwr mod on reduces my FPS, is that happening for anyone else ?
relevant player.log
i suppose its possible it could it uses maths to combine speed and distance i suppose if its constantly running it could strain it? i didnt look too much in to smart rwr as it was a very specific request but if you could compare with and without and send some screenshots that would be good
we already have a config manager..?
I’m tryna learn better ui and integration so this was just my attempt
Is there anything that adds head movement / leaning controls? The ability to lean ~30cm in any direction would be nice when not using headtracking.
do you mean like tilting the camera so you can look down out the window?
Yeah, so like, being able to set a custom default head position by aircraft or set keybinds for adjusting the offset on the fly.
In this video I used opentrack to set a higher, slightly forward head position and edited the lean left/right curve to start much sooner than the default camera does.
It worked great, but crashed the game after a bit so I figured a plugin was the way to go.
THIS!!!! OMG YOU DONT KNOW FOR HOW LONG I WANTED THIS
i need this to use with hotas without using headtrack
ive never used camera controls really but i can look into im doing qol testing atm so ye sure ill check it out
i will have to be very carefull thow as messing with camera could possibly lead to closet cheats so no promises lol but ill have someone check it out before i release
lil qol ive wanted for a while in the works
nuclear option hud got me like 

Request - "Target presets"
having a hotkey/menu/button you can click which changes the selected "TGT" options i.e "Only ships", "AA Vehicles", "Just buildings" or "Enemy Aircraft only"
Often I find myself at the start of sorties (especially when switching tasking) that I am clicking through to change the target preset a lot, often to the same sort of config.
u mean like it only targets for instance aa in a huge grouping of blips or it removes the other blips and only shows aa?
cockpit camera inertia on the roll axis would make this game way more immersive fr
i can probably look into this tbf ive got a similar mod on my list
I just mean having presets of this:
so like numpad 1 disables all but aa?
Yeah. Ideally having it user configurable
wow thats a surprisingly simple request very rare to see ye ill put it on the list
Thanks!
np
yo plss let me know if you ever make Something like that 🥹
Request - "build in radar jammers"
i made this extremely quickly so i only tested it briefly but please experiment with the settings
omg
How do I get it working?
throw it into plugins like normal and then use config manager to adjust the settings
Just tested, this is really nice. Any cahnce of getting it on the modmanagers?
im gonna recompile all my mods with their new versions soon and get them on there some are just too unstable or missing features atm i think the mod manager has an install from file option thow if you wanted it for disable re enable etc
i just had an idea so i'm gonna reach for the stars since i see this requested constantly and it feels kinda like the smart rwr mod in here (i really love that mod, it's so cool)
could we get lock tones for the IR missiles?
i can do some research to provide examples or more accurate language, i don't know anything about this sort of thing myself but it seems like it'd be useful and cool
it's actually been requested before in here, i think!
ye i tinkered with it a bit you basically hook a sound to play when IR missiles are selected then when you lock an enemy it plays the noise the issue was not getting it to make the locking noise without having IR selected and getting it to work with the lock and shoot mod and the audio swapper mod im gonna rebuild the audio swapper mod for nuclear option when i get the time but it will probably be my biggest project
hell yeah, i think that would be a much-loved mod if you can find the time
works really good, thank you so much ❤️
For this mod, I have seen some... weird behaviour when switching fron first and third person, as well as when respawning if you died while rolling
If you could describe exactly the issues I’ll as them to the list
i will record a clip
It’s pretty much done I just need to fix a little bug with it I’ll push it out when the rest of the mods and patches are ready
any possibility for a config option to turn off the intial missile warning sfx? love this mod
hmmmm short term you could use audio switcher to swap the file with just a muted in the long run i could add that yes smart rwr is getting a rework thow as it tanks fps currently
im just very reluctant to make new mods or push huge updated with the new update just arounf the corner
Oh fr? Thanks!
İ have a new mod idea 
What if we could see OUR body? (Just like co pilot mod but maybe no helmet so it doesnt clip?
you mean look down in first person and see legs etc?
Interesting
Making me feel like a test subject
it be cool if we got a tim to impact count down for each missle launche don the hud similar to VTOLVR
Example. This is from dying while banked, but similar behaviour seen if you bank while in 3rd person, then switch back to first person
Hmmm I see looks like it saves the last axis position on death I’ll add it to the list ( the mod only changes one axis )
Amazing initiative, thanks for sharing!
I wonder, would it be hard or disruptive to make the airbase map icons to keep showing during flight instead of spectating only?
When I'm flying support & maintenance, sometimes it's hard to see where exactly the destination airbase is for recap/reconstruction. Most of the time I just have to memorize where the destination is before I spawn. Thanks
Do you mean the big blue circles?
i think this may already exist? i cabt remember where but i believe ive seen it
It also happens when toggling from first and third person too btw!
the reset axis should fix that too
On this one, its mostly the names for me tbh
could you elaborate?
Showing the airport names on the map. At the moment the airport marker and name only show on the map when choosing a spawn point
so like text on the map?
i was planning on making a mod that lets you draw on the map if thats the same?
Oh maybe I lost the context from the original message, but yes just an option for keeping the airport names on the map would be helpful
i could include text to the map mod as long as your ok with naming the airports yourself shouild work
Yeah, that one
What do you mean naming yourself? I just mean showing the airport name e.g sandrift, feldspar etc
ye so youd be able to put a textbox anywhere on the map including at the airports
Ah okay yes
i think this also falls into the draw on the map mod
Isn't that already a thing when you hover over the icon? Not sure how that works on controllers though
So if we could see the icons after spawning, simply hovering over them would let us see the name of the base, no?
So once you spawn, and look at the map, those logos and that text no longer show
That's precisely what I was requesting originally, for us to be able to see them after spawning 😄
I thought it was just for the icon, my bad
Its more for ref when someone says "oh i am east of K92 or whatever I dont have to spend an age figuring out what is what
np np. Only the icon would already be a great help, but if we can see the whole thing, that'd be even better, yeah
just so people know I am still making mods lol
My request is; would you show me how do you make mods so I can contribute by making mods as well?
Lord pump is in the process of making a guide that features how to make a mod but unfortunately you need basic c programming knowledge id recommend watching some basic tutorials and then learning unity’s basic structure there’s also some useful links I’ll send
A comprehensive guide to Unity game development, including design patterns, best practices, code examples, and practical use cases for game developers.
Thanks!
About that... I should try to contact Max again, see how he´s doing with the template
I´ve been ill and with exams the past days so I´m pretty much arms crossed in regards to the guide, but I want to keep on it. If Max finally decides to make the repository, I´ll have to redesign the entire Section II... and yeah, I´m not doing that again 💀
good luck lol
Request to have a file just for the weapons... I kinda just want to throw the literal tungsten rod of god at people.
could you elaborate please
I like the weapons that are in QoL, but sometimes I just want to use them and ONLY them, not any of the other QoL features. Sort of like a weapons pack.
ah i see the confusion this isnt the QOL mod forum this is my QOL mods https://discord.com/channels/909034158205059082/1457936949741617223 thats the qol mod your thinking of however requests are handled in the primerva 2082 discord
i need to update the forums name lol 3rd time its happened
ahh, someone directed me here
ye no problem lol are you in the 2082 discord?
apologies for the confusion
yes I am
got into the stuff yesterday and CAN NOT stop playing with all the mods
hahahaha they are really good the weapons are great too a couple of my mods work with it too weightless munitions and unlimited ammo oh and gun modifiers lol
JUSTJ'S QOL mods and requests
@neat tangle whats up with target shoot mod?
theres a small bug i need to squash then it should be fine
Target shoot mod?
it will release with the other mods when im ready
sorry just realised you were asking what it was lol
basically when it says SHOOT when a targets locked in range it loops an audio file
Yea didnt know if that was referring to the presets thing we discussed thats all 🙂
ah no although thats nearly done just tryna integrate it to my new ui but i hate making ui lol
Making a request here because it would be really funny and it's the last thing I need before I can start doing silly stuff for a mod to replace the look of the main menu UI as well as the main menu music
I will be using this for like a 30-second bit in a video I plan to make
I could be wrong but doesn’t chads mod do this?
just the backgtound image
not the text like for mp/sp
Ok I’m a little confused sorry so the whole menu or just a background image and audio?
I’ll check it out Audio would be easy but honestly I hate ui still I’ll look into it and be brutally honest lol
I'd like to exhange it and the balck bar from that of another game for a bit lmfao
Chat we made it ( skip to 10:00 ) https://youtu.be/M31kBGG0H1g
Nuclear Option is an aviation-themed simlite/sandbox game set in a world torn by a conflict between the Boscali Defense Force and the Primevan Armed Liberation Alliance. While the base game and the mods on the Steam Workshop provide a lot of content, I wanted to take a look at the mods not on the Steam Workshop. This includes overhauls like QoL,...
YOU MADE IT 🔥
Yo @neat tangle i have a very sick idea on my mind but just so i let you know before i tellvyou its gonna be pretty hard to make, but should be possible
What if, we had a mod, that both friends had, and when one friend gets a 2 seat plane like compass, and had a setting in configurator like (compass 2nd pilot - enabled) the other person could join before they took off (which would be triggered by the aircraft theme going off or landing gear or altitude change)
And so how this works is, the second pilots inputs are only firing, selecting targets, deselectings, jam, flare, night vision
And to not have problems, we could have so for example when one player selects a target, the other player gets an input registered in game (as if he clicked) and selects target, or shoots, or uses flares

someone actually made a demo of this and gave up on it due to the way this would have to be handled its pretty much impossible for me networking is borderline black magic im sure someone will one day or maybe even the devs but for me simply not possible
İ mean you could be first
Ohh
Sorry
İ thought i readt networking is borderline black magic
Didnt see the “for me”
well ill suggest to NOMS
he a smart fella
good luck
Hi so can you add some sort of ruler or a compass drawing tool to make circles on the tactical map to measure ranges?
It'll be helpful for time on target attacks where various munitions with different speeds can hit the target all at the same time
Could you make a basic mod for me please?
I just want to see my speed in decimal m/s, nothing much really
ty!
I have a mod half baked to allow drawing on the map I do have planes to add a feature like this too
Doesn’t the game already track in m/s?
For altitude and alt change/sec, yes
but unfort I don't believe it does for speed, only kts and kmh
I'll check now though
Yep only kts and kmh for speed
If you could send a screenshot of what exactly you mean much appreciated
One sec I'll rig it up
I think I already know what you mean but better safe than sorry lol
Fair lol
That's literally all lol
That screenshot is with NOTT btw
but obviously just the same modification
I think NOTT doesn't mess with speed
I see does NOTT already add the change or is this just edited?
This is edited
NOTT only adds to the HUD, not replaces I think?
Excluding the weapons/CMs vanilla menu
But it def doesnt touch speed, I checked
Ok no worries it’s just if a mod already adds a feature i usually don’t make it to avoid overlapping but ye should be pretty easy to change I’ll take a look when im on my pc
Yeah makes sense, ty
Sure, could I try it?
it's no where near finished lol and is riddled with bugs im gonna be working on my qol mods tonight so i can maybe get a test version out soon I'll @ you if you dont mind the ping when its out
Ok then no rush 👍
pretty much yeah
if you could add decimals (XXX.Xm/s) that'd be good but that's great ty
i realise why i stopped tryna make this lol i hate ui mods
ok finally seems too work ok i had to entirely remake it as the old code was awful
#1479676614311673997 message have fun drawing we all know what on the map lol
you all know what this is
a little better
what in the project wingman
Hahahaha that’s the plan I wanna make a little custom mission with this and audio switcher lol
Is there a way to take the center-of-screen selector and make it independent from the player's viewing direction?
Making that selector indepedent when trackIR is enabled would be a game changer since visual painting sucks.
I feel like this would be deep in the game logic and difficult to change though
I’m not sure what exactly this means if you could try and explain it a bit more in depth would appreciate it
There's a selector in the center of the screen. The one that you paint targets with, that you move with the right stick on controller.
I'm saying it would be useful to make that independent of the camera and able to be moved across the screen freely, in the same way that the icon for your selected target moves around the screen independently.
so the camera is facing head on but you can move the selector off the the left for example?
Yes. My dream behaviour would be to use trackIR for looking, but use my right thumbstick to control that selector. If it could be made to center in the view tied to a keybind, and move independently after being centered, that would be ideal.
Do you think that kind of behavior is possible to implement?
so your camera is controlled with track ir and the selector right stick?
or is it the other way around?
I think it’s maybe possible? I’ve done some camera and hud stuff before so maybe?
tried making rain and instead made snow
why are unity tutorials a million years old
cinematics boutta go crazy
please just, just make a "flat platform" that can spawn every plane
literally copy the medium hanger code and reskin it
would a mod that places all units on datalink in singleplayer-only be possible?
for making and practicing routes
like being able to soo every enemy unit?
Yeah, see every unit on the map pretty much
sadly even with strict multiplayer checks it could still very easily be turned into a cheat and most people wont touch it id recommend mission editor and hide radar underground or high up
Sorry but... what? The game has no anti-cheat. That's no argument for why a mod should or shouldn't be developed.
the community itself is the anti-cheat, in that case, and must enforce these things themselves, as justj7780 is doing here
it is a perfectly fine reason
just because a game doesnt have anti cheat doesnt mean we should make cheats
the old mod thread got deleted for things like this im not gonna add to it getting taken down a second time
I suppose you two are right, only because the community is so small that it's a viable strategy for now.
It just seems like there are more elegant solutions, like adding software serverside to read such mods and kick players who have them loaded.
Which could of course be countered by the cheater obfuscating the plugin themselves. This whole strategy relies heavily on player laziness. Once you get two or three assholes with Claude code starting their own forum it's donezo.
whenever it is discovered that people have come up with cheats, the community necessarily has to develop countermeasures, yes
we can only hope the devs and steam continue to add measures themselves against them, as well
there is community made anti cheat but theres no guarantee every server uses it and cheats like seeing everything would be pretty hard to detect id imagine
we did get a patch from the devs to stop mass spawning off illegal items about a month ago the issue is the time it takes too patch these issues ofsets actual gameplay development
Would be a simple matter of blacklisting some kind of tag embedded in the mod itself, which would be simple to counter by altering the mod's code. Perhaps obfuscating or encrypting the mod would make it difficult to find the blacklisted checksum by novice users
it is probably unwise to discuss such things
I disagree as a rule of thumb.
I looked into multiplayer countermeasures and decided the best way to counter the cheats is not too make them at all if someone else does there's nothing i can do to stop them but me personally i wont develop such things
i understand completely, i wish cheaters/griefers were not such an issue
we must counter the cheaters by making the game always online and only allowing unlocks through premium currency grinds. maybe we should come up with a better name for the game. explosions make a lot of sound. Nuclear Thunder, maybe?
pls no, I just want to fly planes and helicopters with people for twenty bucks
by that logic, you would get more value by adding more planes and helicopters for additional cost
i look forward to the modding tools and mission making/map creation tools being more functional and easy to use so that more planes and helicopters and so on can be made for FREE (i ain't a modder but I love their mad creations)
I'm sure tools will make it easier, but making new planes is just insanely complicated no? I personally would be happy with reskins 😛
anyways justj any luck with #1466478023879688213 message ? twas a while back
I'm a modder and hate my creations 
Frankenstein's spaghetti monster
oh yeah forgot about this I actually did some testing with the LOCK FIRE mod im not sure what came of it now that im done with the crayons mod i'll look into this againm
i was kinda imagining something like the reverse of smartrwr tbh
I also need to finish the target priority preset mod
where it'd make angrier noises as your IR missile became more likely to murder the enemy you were locked onto
i think that'd be fun y'know
I did get it to make the sound when you have an irm-s2 equipeed i cant remember if i got the WAHHHHH to work i think i did?
might be tough to make? smartrwr seems likely to be black magic all on its own
but I really love it
smart rwr is also getting a rework as it tanks fps sadly but its actually just a measure of speed + distance and a little angle too
i look forward to either/both for sure
the first couple prototyps of smart rwr thow they they.... they were not good........
i can imagine, i find the current version of smartrwr pretty tolerable, but i am very tolerant of low fps lmao
new version will remove scanning and ( should ) not touch fps at all
wonderful! higher fps does help me blow things up more effectively and beautifully, i can't deny that
As for the more aggressive when higher chance to kill I could probably add that is it gets closer to the NEZ
the built-in NEZ isn't very useful, right? i wonder what the most useful way to implement the IR angry noises would be, someone wiser than I might have to pop in
i suppose you don't want it to be too useful
there are times when it is just barely possible to swing an S2 off to the side and those are what I'm hoping to be informed of, mostly
Essentially it would just track how far the enemy is enemy is far = low chance as enemy gets closer chance goes up = higher pitch / speed
yeah, that makes sense! if it kept getting angrier as you got closer, while still in the cone for tracking, that'd be perfect, I think?
wonder if it could account for how different the S1s are? i mostly fly the chicane these days so that's often what I'm working with
The distance to target is already measured by munition using the min and max so it should work dynamically
excellent
damn what'd i miss
that's understandable
i'll do that instead then, ty
does this sound like the original smart rwr or too fast / pitched?
i think it's a little higher pitched
i thought so lol ill mess with the times and sety max
fps is much better thow
Add like the maximum pitch and just flat it out
So the pitch graph will look like this.. Maybe
You can adjust the starting and end pitch also how many seconds to impact to actually start the curve

tryna get the ai's to talk in chat seems to be working ok atleast it knows its been hit
JUSTJ'S Mod dev and requests
it would be interesting if they could talk when they take off and set their targets, perhaps mention what weapons they had that were usable on the targets if not what they actually were going to use
this mod has a sister mod that lets you target a friendly aircraft and ask it questions like loadout fuel target etc
stuff like that seems like it might be accessible due to how early they set their plans, but they switch pretty fluidly and it could get annoying
i also want enemy aircraft to sometimes trash talk the player
of course, they should be mean to reinforce our desire to improve
pve should simulate pvp!
i also plan to let them talk but how exactly i let them do that i dont know yet
i am pretty sure that airbases themselves set objectives for intercepting nearby aircraft, if not other things, and that might be cool to have as a sort of commander/awacs dialogue
audio will 100% go to the sister mod first so when you ask speed and fuel it actually speaks instead of spamming chat my only concern with adding it to this mod is your gonna have 7 ai's talking over eachother lol
right, it might need to be nearby aircraft only or some other kind of priority system, right?
hard to make it work without being annoying
the text chat is already random so sometimes they dont type i'll probably just make audio callouts even rarer and add a cooldwon like radio chatter
i nned to expand their vocabulary first thow so far they only know 3 things
someday we'll have a proper wingman/squadron system
then you could just make it mostly them talking, for example
fingers crossed i did make a test of a medusa that follows you but wow was it broken it worked but they would very quickly bug out at one point it was his sole mission to chase and crash into me
the medusa knows where it is at all times etc etc
while I'm in here I suppose I'm obligated to mention this again
hahahaha i was just about to type i need to finish that too i'll probably carry on now i tend to not stay on a mod too long or i get burnout real bad and GAS has been giving me a headache
yeah I keep an eye on GAS all the time man, that thread is wild, mod's haunted
looks super interesting though
trust me could you summarise what you wanted on lock fire again please?
IR tone right?
so I think the ideal case would be that as soon as you got in range with an IR missile selected, it would start making a noise, and as the hit became more certain, the noise would change, and if it became less certain because you or the target's speed/angle changes, the noise would change in another way
very similar to smart RWR
I love knowing how much danger I am in from IR missiles from the sound alone with smart RWR, and it has made me dream of having the opposite
"in range" being probably less than 3 KM tbh
should be easy just link speed and pich to the NEZ amount
assume competence on the part of the enemy basically
but make it customizable like smart RWR I suppose
of course i prefer making settings customisable so people have less to complain about lol
indeed, it's wise
combine this ^ with QOL and you get the average mutliplayer match
Please just I need this
I’m not 100% sure how to add custom assets too the game yet although I am looking into it
What if you make it an invisible node that's visible via the airbase menu, like the runway nodes
its more actually making and then loading it in as an independant asset without replacing something else once gas is fixed and LOCK SHOOT is updated im gonna look into custom assets
would it be possible for a mod which removes structural limits on airframes? [also the effect of making everything but the pilot invincible?]
for example in modifiable terms 1 = stock structural limits and 10 means ifrit can take 220 gs before ripping apart?
sadly this would be very easy to make into cheats so until the devs alter airframes code I sadly wont release this I already have it but cant release it just in case
No MP blocker ability or like smth?
yes however an experienced coder would be able to strip it i am looking at making a more robust MP blocker but until then sadly im gonna have to archive it
the goal would be make it so much effort to remove it that it isnt worth it but im not sure 100% how yet lol
seal it away in the book of black magic
encrypt it or smth
or make it required by the code to work
sadly dll encryption isnt really a thing you can mess with the code a bit to make it harder to understand but i also dont know 100% how that works lol once im done with a couple other mods im goinna look into updating weapon mods and adding new features i'll test it out then to see ho solid i can get the mp blocker
alr
LOCK FIRE is nearly finished 🎉 video example coming soon
this is classic mode so very similar to real life theres an audio file for ahving it selected and then another for when its within the NEZ im gonna make custom mode now similar to smart rwr so as you go from max to min distance it pitches / speeds up
also still has the helicopter turret audio so when your on target and ready to fire you can play audio oh and ir and radar missiles can have seperate sounds
With everything open source rn anything is possible
ok custom mode with pitch change ( weirdly sounds like a stuka dive )
interesting! I remember the chicane turret sound request from a while back, but I wasn't expecting it to work on everything like that
you could even make it work on bombs when the release indicator is closer to being lined up, perhaps
this was the original idea of the mod an audio cue for when you should shoot i just never got round to it lol
good idea
would have to make sure the aircraft itself is lined up properly too for it to be ideal, I think
i'd imagine it would need tweaking a lot as it can rapdily change depending on speed and roll etc but possible
yeah, none of this is easy, just talking about the ideal
I think there would have to actually be per-weapon customization if it's going to work on everything like this
it currently supports per weapon for missiles kind of so wouldnt be too hard for bombs
i could just have it read what it says in the top right tbf
like I'd probably want 68s to start making sound if I get within maybe 8 KM and get more angry as I approach 2 KM, and it'd be totally different per weapon for each person I bet
then maybe a toggle to turn the whole thing off or on that I could hotkey
ah i see i could just re use the smart rwr min max for that
imagine it making stuka noises as you're doing a stratonuke with bombs and approaching 16-17 seconds ToF...
i did think that lol
excellent! but ToF is different than range once again, aaaah, it's complicated, I'm sorry
what a fun mod idea
thank you for working on it
hahaha i mean i can re use the base code and alter it lol
ok im pretty happy with the mod time to draft a release and wait for the bug reports lol
#1483899554276446369 message cant wait for the bug reports 
i make no promises but I have been looking into maybe bringing back a dead legend
Just to ask, did you have any news on this? I may have missed it if so sorry
Similar for this
There is lots to scroll through 😅
https://discord.com/channels/909034158205059082/1483899554276446369 check this, but it just got released yesterday and is imperfect still depending on what you want
Dont think this is what I am looking for?
hmmm then I'm not even sure what target shoot is otherwise
there is indeed a lot to scroll through
oh, no, it is what was being referred to
what is the target shoot you're asking for, out of curiosity?
Ah sorry I quoted the wrong message of mine
Mine was regarding having target presets
There was a screenshot somewhere...
https://discord.com/channels/909034158205059082/1483822177261322430 someone else released this
This
So you can have a button you press and it auto filters your targets to just AA or just radar, just missiles etc
ahh, that would be nice, it sucks having to use the filter menu for that atm, i basically just ignore it and target everything manually and then use NOTTs save feature for it
using the map for it is not ideal
I’ll patch this probably today 
I can’t remember why I didn’t release this?
I’ll dig up the archive and give it a once over
this being the target presets?
or the patch for the intertia
Targets I don’t think I patched inertia yet
Please @ me if needs be, so hard to keep track in these threads haha
hey could you remind me what was wrong with inertia pls?
weird jerking when respawning if you died in third person or if you changed bank angle while in thrid person
Appreciate it
I’m gonna rework target preset because wow it is pure spaghetti code lol
im a little sick atm could you test this and tell me if the issue is fixed pls
Will do!
And thanks 🙂
appreciate it
gimi like an hour
Hard to tell at night
i havent made a texture for them yet so night vision is the only way too see them lol i was more worried about the shape as i can see some beading
This seems to be fixed, thank you!
any other issues pls let me know
I need to double check when home but possibly was missing from configmgr, will confirm though
i think i changed the GUID but it should still show up
I was at the pub so forgot to check. will do now
so real
Yeah it is there, I am just dumb
no problem hahaha
still doesnt look amazing but it is visible now also the low fps clips are spawning 10000 particles the high fps are spawning 2200 there's a slider
still need to figure out how to make them react to the scene lighting and make the drops look better also clipping issue
ok it matches the scene lighting now thats good also GAS restructure and a couple other big mods have been delayed due to me being ill i'll make and update them when i can
I know it's a long shot, but maybe lobby host controls such as changing teams, rank/score, cash etc?
Would be useful for setting up events (say, 2 people on an OP BDF vs 8 on PALA) where you set your team to one people can't normally join in a mission.
If this was done though it would need to announce to chat (to stop hosts cheating easily with the mod). Obviously finish all you're doing first if you consider this, ty
I am currently working on an rts style set of mods for the host including air strikes, air drops, spawning aircraft and vehicles and I do plan on adding host features like money and airframes I just need to figure out a safe way to do so it also forbids the host from playing on teams and announces everytime someone joins that the host is basically god and repeats the message every couple of minutes it won’t be released till after the update thow just because it’s a very large mod set and update will 100% break it
Alright, that sounds fun, will probably play with it
however my thoughts were merely an admin-style panel, to set teams/mess with cash etc, where the host still plays but has controls
Also, instead of re-announcing you could selectively send message packets to joining players? Chat desync isn't an issue so could stop chatspam
You could probably adapt functions of one mod to another, however I suck at C# so wouldn't know lol
i suppose i could seperate certain parts of the mod for an admin panel the only issue is im not 100% sure whats safe yet big reason this mods been in the works for a while as for the chat messages they dont actually play like normal chat messages they use a special system so you can toggle the warnings on and off
Oh alright, makes sense for the warnings
also, a good anti tamper could try set up by doing something only the host could do (send a kick packet to a second, faked player? give an AI unit orders while not on their team?)
if possible, obfuscate the check code a bit and integrate it into the core functions where possible to stop tampering with it too, should help safety-wise
make it hard to read for the likes of DNSpy/dotpeek if you can do that too, force them to try tampering in IL/Assembly if you can
luckily the server does most of this for me the host has basically all control regular players non its more i could possibly make framework for cheaters to build off as for obfuscation it does work but not as good as people think adn the more in depth ones i tried and they did break mods im also working on making a system so annoying to remove thats it not worth it so i'll probably use that
idea
check your own file size, and have the checks in annoying spots to remove - if tampered, it'll crash the game
you'd have to estimate the size, compile, then get the size, compile with that and probably recompile one more time (no more than 3 compiles likely as int should be same bit size with slight edits)
annoying as hell to compile but also annoying for tamperers
Hi @neat tangle , how are you? I appreciate the mods you provided, they're a lot of fun.
I have a question about the Weapon speed.dll, can I add other weapons to this list? I wanted to change the speed of the TuskoB missile.
Thanks again.
i actually dont even have the code for that anymore as it heavily tanks fps it was one of my first attempts when i was learning i am planning to remake it for after the new 0.33 update but currently no sorry
Ah Ok, thank you again!
I'll be waiting eagerly 😁
🤤 🤤 🤤 🤤 🤤 🤤 🤤
i fear by the time im done making this the devs will have added rain 
eh eh blueprinters updated
I’ll have to take a look I saw kestrel requires it now but I haven’t seen a post for blueprinter yet
I also really like learning stuff myself and blueprinter would make my life a million times easier but I make mods to learn so I’ll probably still try and add the assets myself I did actually manage to load custom assets in already they weren’t anything fancy but i still managed to add them so I’m getting there
i realise a lot of my mods lately have been things from games i played as a kid lol anyway minecraft rain
also minor performance boost and pls ignore the HUD in the top right
my first mod was bouncing rockets in quake 3, i wonder how well bouncing S3's would work 
only one way to find out 🫡
yesterday I bounced a 48 off a hill and I was befuddled
it would be funny if S3s could detonate multiple times, going from target to target in their seeker cones...
Chain
Lightning 
tgp camera as a seperate screen like that would unironically be great
though youd have to crop out the other screens for each aircraft
Ye that was the plan I was testing a bunch of old mods too see what works and doesn’t it does actually go on a separate screen but yes the cropping was a big issue I haven’t found a reliable way too crop all the parts and also performance isn’t great lol
It originally started as a mod to put the map on a separate screen that works ok but tryna get mfd too work not so much
actually, not even seperate screen
having this in the corner would also be amazing
Mod actually supports both in game and separate os screens wasn’t intentional I just needed to see if cloning the tacscreens was possible then added os screens later so it’s entirely possible to do that
they speak now ( these are ai units btw )
this is awesome
they talk waaaay too much atm its a pure yapfest atm
i noticed that recently multiplayer servers seem to be very quiet
i had a test mod that allowed you to tune to radio numbers so you could talk or listen into other people but im not too sure on online safety atm
i am not sure it's been a recent change tbh it's been pretty quiet online ever since I started playing online over the summer
like for voice comms?
ye
there's an existing voice comms mod, would yours possibly be unsafer for some reason?
https://discord.com/channels/909034158205059082/1467160166091722763 oh here's the new one
i searched both channels and missed the one in mod-forum
its the tune in system it uses packets and people could pottentialy send dangerous packets i think? honestly online things are like black magic hahaha
ah I see it's difficult to tell whether you're tapping into the black magic parts sometimes
sometimes it is the easiest way but one must be careful
you could take a look at how that mod does it, as it's existed for a while and has been allowed, but I have no idea how easy it would be to understand
requiring a mod for voice comms will always be too high a barrier for entry anyways
it does actually use VOIP and has a radio filter on it however the hz system is the big issue im taking a little course on network coding and watching some tutrials as i have a few mods i want to add multiplater support to like map tactical crayons id love for the host to be able to whitelist people to drawn on a shared map and have a ban system etc
multiplayer tactical crayons would be really nice sometimes! most of the time even! I bet a lot of groups would really really like that
but yeah it needs permissions settings
it does actually have a build that has multiplayer support essentially the host has to whitelist people to be able to show their drawing host can also delete anybodys drawings and regular people can hide other people drawings kind of like a mute system but theres a lot of ways around it so until i know more it will sit and gather dust sadly
ok they now dont constantly talk and added some more lines
i mean will these drawings even show without the mod? could you just have an option that shows up at round start that enables it or disables it, if people aren't sure they can trust everyone in the lobby?
next up is add reactive responses eg if someone destroys a lot of buildings or a convoy ai should react
this would be fun, the bots should hype up the player!
currently for everyone using the mod to have access to the shared map the host must have the mod installed and he must whitelist you if your not whitelisted you use the mod like normal or if you join a match and the host doesnt have it you still have it just only you see it
i see, so it isn't really peer to peer as I was thinking of it in the first place, it would be difficult to use in public servers the way I am thinking of
peer to peer is very possible and i had a squad system planned but this also relys on the packet system and again rolls to possible bad packets im sure there will be a way to secure them im gonna do the modules on friday and should give me a better idea
i could be misunderstanding packets entirely it might actually be very safe but i dont really wanna take that risk lol
this is the correct way to go about it!
we all can wait for our map scribbles
just wait till i let ai draw on the map 
this is a joke i wouldnt make people suffer like that
lol I was gonna say "this is cursed BUT I want to see it"
pixelized "body parts" off the side of heartland's map, courtesy of the AI
i did think about letting mark where they went down as they could easily do that but the map would fill up very very fast lol
it could show you their plans in a bit more detail if you target them, perhaps
or where they've been, something like that
im actually cooking up an awacs mod that lets you "ask" ai what they are doing issue is i dont think they even know half the time lol
right, the AI has extremely simple routines atm so we can't really get much info out of them, it isn't there
they can tell you ammo count, fuel count, heading speed etc they do that really well but when you ask what are you doing? they give you 6 conflicting reports
"im attacking the afv in c863 with agm 48's" then hes nuking the airport?????
maybe a box on the side with everything in a more readable format? this is outside the bounds of tactical crayons
there's a good deal of hidden info too like skill and courage
oh yeah this is seperate from crayons lol
they also use a chat box or text to speech and my favourite part is you can talk to them it takes the players voice converts it too chat then looks for keywords
sadly no linux support
there's a dream, asking the local ifrit bot to be useful with my voice
instead of watching them commit suicide once again
i tried giving them commands i dont actually believe its possible lol maybe one day
they now react to friendly fire
yeah you can't even use the built-in map command system on planes at all I think
this is good lol but it'd make me so sad when I have to kill the idiots clogging the runway
make them use emoji too
: ( when they die and such
can u use emoji's in chat? they would be good for the easter eggs im gonna add
ahhhhhh
not real modern emoji but
ye good idea
you know, classic ones
that would add too the taunts tbf very well
there's a starsector mod that adds AI text chat and one of the possible personalities communicates in nothing but text emoji
one of my favorites lmao
that should make people fell bad lol
i am actully adding in some rare spawns that ill have custom dialouge not a bad idea
you can see the triggers there too but I don't know how much of that is relevant or possible in NO
currently they have when they're hit, when they're killed and when they fire a missile bomb or gun
oh and taunting
and now they taunt the player
the spreadsheet wins again is my favourite
i love this
this is great, does it all go in the regular killfeed? that would get even spammier than it is already but it might be worth it if it was all clientside
its kill feed ye but its clientside so wont spam multiplayer ( i think )
it uses a local ui and no networking so i dont think it could affect multiplayer for other people just the player and for pve the killfeed is very shallow anyway so makes it more live like
also this is just a test build in furball there will be configs for the chance for them to speak aswell as cooldown
might need to add color configs for the chat it generates so that it can catch the eye, if it's more rare, as it should be
i haven't ever touched the killfeed minimum settings, so i see every single lynchpin intercepted by the HEL's, lol
it uses the HQ system i think i could make them yellow and purple by swapping the defaults
that might be sufficient!
it now has the option to choose between red and blue or yellow and purple or custom colours
i forgot the : 
video support was tuff now a nice font and update the header
i am very happy with this
What am i looking at
This looks peak
New menu or new menu mod?
I have a cool idea what if ally ground units could call an airstrike on the enemy and you would get that area marked the same way as nukes do but maybe different
And maybe even ask specific stuff like strafe or bombs or anything
And ask by loadout
🙏
RAIN?!!??
We need cockpit rain sounds now
Menu overhaul although I probably won’t release this
Air strikes are on hold till next update same with rain
a loop of gameplay or different shots of gameplay would be incredible here
i did wanna add that but i dont have any good screenshots or videos of NO lol
Yayyy thanks
web apps are confusing lol however ai is surpisingly good at helping with it much better than coding mods lol
Yeah AI blows at helping with coding or even modeling.
Even simple things like Blockbench to make Minecraft models even if you have it several correctly done working examples.
Ive given multiple AI’s working examples, 3D Viewable Models as a reference that show exactly how it should look AND IT INCLUDES ANIMATIONS.
It don’t make sense considering how good AI is at so much other
They’re good at quick research and explaining but that’s about it
if anybody wants to test this feel free i forgot i was working on it until i reinstalled all my plugins for actually playing and the ai started talking lol the whole mod currently is based on the old xbox 360 / ps3 days so the ai talk and are named from that era this is by no means a mod i plan too make and maintain like GAS or LOCK SHOOT etc i just wanted to give them a voice this actually came to be from a whole different mod i was working on
Justj i have a question
Could you somehow make a plugin for bote mod to have liveries?
okay nevermind
for your sanity DO NOT
wait actually
you might be able to
i thought aircrafts were one piece but even aircrafts are split
you would still need to take all parts of ships and combine it like its puzzle
@neat tangle could you make a global ASSET replacer?
like models
for example joysticks, trotthle, landing gear
or textures
Neither of those are easily possible for me so no
Ok maybe I make vr then no more big projects
can you grab the stick with controllers
and the throttle
Not currently this is an extremely early build trying to actually get vr to work was a nightmare plus the devs mentioned vr is being moved up so I’m not sure if I’ll ever get to that point or if uuvr can even do that lol
alr, ill still use wasd either way 
very cool
How can I do this in my game?
This is an unfinished mod releasing soon maybe™
Hmm... okay, I really liked the menu interfaces.
Appreciate it. It shouldn’t be too long it’s nearly done
I'm excited for this mod.
Could you make a mod that adds a keybind to toggle mouse control on and off on the fly?
Or is that part of a modpack somewhere else that I haven't found yet?
So like, you are using the mouse as a virtual joystick but then you no longer need to anymore, then you press a key and now your mouse only controls the camera, as if the virtual joystick option in the settings is disabled
Wait should I have pinged them first?
They'll see it, you're good
Alright then, they aren't online so I wasn't gonna bother them about it anyway
Probably sleepin
I haven't heard of a feature like that anywhere so it can't hurt to ask
Like stop all mouse input and controller or hotas only?
No, in the setting, there is the Use Virtual Joystick setting.
I just want to be able to turn it on and off on the fly without the needs of going into the settings
I can look into it I suppose shouldn’t be too hard
Thank you
wtffff this looks amazing
i wish someone made 100 dollar cheap headsets for computer games where all you can do is look around
because phone headsets are so bad
their lenses are always bad
you can get very cheap secondhand quests or even old oculus headsets
Even then, i have very sensitive eyes
İ had a quest 2 but i had to sell it
For my goals
fair enough
sadly they arent finished yet lol menu is very nearly complete just need to finish the singleplayer and encyclopedia menus and rain im taking a lil break from as it as driving me crazy haha once ive finished the menus ill probably return too rain
broooo ive been waiting for a rain and lightning mod
bros actually top 5 humans of all time
erm lightning already exists lol
i dont like this.....
gonna rework the submenus and the settings header
Smooth
the dim glass background is a little too big but i prefer this
Wait what wdym
How
Thunderstorm just looks super foggy and ugly
You think ur UI mod is going to be integrated with qol?
theres lightning aha maybe raise the cloud height?
i havent used qol in a long long time does it change the menus?
oh actually i just realised unless they do the same system i do my menus should alays overrite
Main menu - done
Settings - done
Singleplayer - done
Encyclopedia - tomorrow
Multiplayer - I have no idea for this one as it is the most modern of all the menus possibly a reskin and add custom backgrounds?
Mission Editor - wont touch yet™
so are you actually working on VR ?
here´s some other things that i found in general
here´s some updated file, that is similar to what i did in the past.
https://www.reddit.com/r/NuclearOption/comments/1riex8t/guide_how_to_get_nuclear_option_playable_in_vr/
https://github.com/FeelSoMoon/NuclearOptionVRFix/blob/main/NuclearOptionVRFix.dll
I was about to add a small edit on top which should make it a lil better playable to fix the non transparent HUD objects.(though not perfect).
thing´s that would need more work then though not mandatory to just play
Appreciate the links my current vr patch solves the rotation issues, adds all the needed menus like faction selection, spawn etc and has a dedicated recenter keybind oh and hud im currently trying to get the tracking diamond to follow the players head
when disabling CameraStateManager and activating the UUVR PoseDriver with no UUVR VRCamera it does track with head
at least for a potential workaround ^^.
Dunno if you fixed the hud stuff i tried some duplicating of some elements to make them more visible
here´s what i got, and ill probably stop there. needs to be comibned with the github link dll
the script fires when entering and exiting menu once
i actually have a custom HUD mod i was working on a long time ago plan as to integrate that and basically rebuild the HUD's for VR to make it seem more authentic and maybe add suppor for NOTT
Nott is screwed right now, so wait on it
that sounds great.
oh yeah i saw im not planning on adding it any time soon just a passing thought
Hey @neat tangle - I forgot to check this thread and it slipped my mind. Any word on this piece (Target Presets)?
If not, no worries 🙂
It’s about halfway done all my big projects are on halt atm thow because of life stuff and the update just around the corner I’ll take a look again when I can I might be able to push a basic version
wow
all mods still seem functional thanks to the future proofing any issues please let me know
this should be released in the next 2 days sorry for the delay life etc
Amazing thank you so much!
Gonna go down a blast with the Brawler pilots in my group 😄
Oh hell yeah, this sounds amazing
Wyvern is gonna love this one
its gonna be my first mod fully built for my menu framework so it'll be a nice learning experience when everyone finds all those nice bugs lol
Is it UI only or are there keyboard bindings?
its a mix of both nicer ui to make the presets and select keybinds
ok mod is very functional im very happy with it just need too clean the menu up and its ready for release
Side question @neat tangle - Are you putting up your other mods as their own pages at some point (I think I have the inertia one as well)
huh i thought i made inertia its own page ill make it one when all my weapon mods get there own pages
I have an idea
Sınce we have an engine keybind
İts stupid how we spawn with engines on
Can you make a mod that disables engines the second you spawn in
Should be easy
Oh that's a nice idea, will probably be a pain when you have to scramble though
similar to that, has a mod for making auto-tilt default to off been suggested yet? this might be one where it would be wise to have a bit of config to allow people to select which aircraft they wish to apply it to, which complicates it
Pressing a button on spawn? İ doubt
Justj could you fully implement the map into the cockpit mfd
Paired with nott you no longer have anything outside hud and mfd
multiple other mfd mods so i wont be touching mfd's sadly as it can cause issues and i dont want to step on toes
Gotta ask nott creator then
mods like these are actually incredibly easy in simple terms the game goes "oh an aircraft has spawned in do these 10 things" all i have to do is tell it to skip one of those things
yeah, I figure doing it in a universal way would be easy, but it might be important to give people control over which aircraft it affects
speaking personally I think I would prefer auto-tilt off for the ibis and tarantula, but on for the vortex and medusa
though it would be doable to get accustomed to having it default to off for the vortex and medusa
there's also the alkyon wing sweep which is approximately the same thing and people will have their own preferences there
tbh I really wish this was just a vanilla menu thing...
i did some testing with the alkyons wings control each wing etc i think i prefer auto sweep for it lol
same, touching the wing sweep is dangerous
eh who needs wings anyway
Idea
Make nukes blind you
Like make them SUPER bright
Like the same way real nukes would
i tried it it wasnt that great tbf more annoying than anything it did lead to a mod that EMP's aircraft thow i may make that at some point into a full mod
would it be possible to make a mod which makes aircraft reserves fill up fast so a lot of enemy and friendly ai aircrafts can spawn?
either that or for ai spawns to not consume reserves
i just want my escalations and terminal controls to fill up with planes even at the start lol
You can actually edit escalation to add reserve aircraft but do remember there is an ai limit on how may aircraft can be active unless you use something like https://discord.com/channels/909034158205059082/1472197982370922507 I could look into increasing factory production thow yes I’d just clone existing factories and re add them with changed production times or if you just wnat infinite airframes a simple mod to load a million ov everything at spawn
ai aircraft limit mod is the main reason to me for such a mod, either fast production or infinite airframes is good tbh as long as the ai limit maxed out and doesnt run out of planes after a short while
you probably know this already but more ai aircraft = less framerate lol
Ye i know lol
But i can prob do like 32 while still staying perfectly smooth but cant really max it out due to them dying faster than getting manufactured
@neat tangle Were you plannign to add the UI framework to NOMM as well? I know target preset is there
Target preset is on NOMM?
Yeah, but not the ui framework dependency
i think you may have installed it from file as i never made an issue to have it added it will be added soon but the ui framework needs a couple updates
Yeah I installed the framework from file originally
Hi JUSTJ, would you be interested in taking a peek at nikkorap's older Quick Comms mod? I'm not having any luck with using it but it's a neat idea, reminds me of a feature in Ace Combat 7 multiplayer
https://github.com/nikkorap/NuclearMods/tree/main/archive/QuickComms
ye sure
You're super!
wheres the rain mod at
what are dirt be gone and RWR eta mk2-beta?
Very very old mods dirt be gone removes the small dirt particles on the canopy glass and rwr eta mk2 beta is the old smart rwr
Very very unfinished currently there is a lot of maths that go into auto tilt at speed, distance layers, collision barriers etc
just realised i put your @ in chat ignore this lol
how do I make a custom nuke
would it be like long, or is it just changing values inside a file
depends on your experience of coding / modding and what you mean by custom you could cloan an existing nuke at runtime and altar the values like yield but theres no "make the mushroom cloud bigger setting" you would need to change a few pieces for that
there is a mod that adds bigger nukes and you can use something like dnspy to see what was changed
oh cause I just wanted to make a a 1mt one
yeah I used that yesterday
whats the mod called please
i cant link it because its technically against TOS as its reditributing the csharp file but you can search it on youtube and find the link
GIMME
the bigger nukes mod
not yet
I found one but its outdated, no updates since 0.32.6
:(
Can't we use static texture instead?
the particle method has been almost completely scrapped i found out i have access to an incrediblew amount of unity tools thanks to my uni so im looking into newer methods
gonna start using this thready again to keep people updated on asset stuff, as for the missile silo it currently is fully functional in terms of locking and firing on targets if it was placed into a regular game it would work fine i just need to add textures and some map icons stuff like that and mainly figure out its balance in terms of how to destroy it, currently im leaning towards augers as the main killer because as we know missile silos are very resistant to nuclear attacks and non penetrative weapons. now as for custom aircraft i have a small drone i have been working on but it is very unstable as aircraft are incredibly hard to get right so my focus currently is more defense and offense building along with props like ammo crates and loose wheels / munitions lying around to really flesh out airbases and other such places, after i am done with these i will be moving on to bombs / missiles and some guns too but i need to figure that side out. I am still updating and maintaining my other mods but for now atleast i wont be making any new ones and will be shifting my focus to asset creation just to re iterate GAS, smart rwr, lock tone and all my other currently updated mods will still recieve new features and updates there just wont be any new big mods. a lot of people have sent dm's asking about requests as i took them pre 0.33 yes i will take requests but due to the nature of making assets i wont be as willing to make everything only things that fit a theme and are reasonable for example someone asked for smoke rockets these i would consider however asking for something like the death star is gonna be a no please feel free to dm me but any questions on development will be redirected here thank you for reading to the end 
holy yapfest 😭 i did not realise it was that long
JUSTJ'S Mod dev / requests
silo will be undergoing a dramatic re design now i understand how materials work and because im better at blender now lol
is the rain mod still not out yet??
im looking into new ways as the original particle system was very buggy and caused huge fps drops at certain points
next couple days hopefully i can probably take a quick look im just not sure exactly what issue is causing it as i havent checked
#1466478023879688213 message sorry requests are for new assets and new features for my current mods i do believe i've seen bigger pip somewhere thow
Oh, can I repost there, then?
how do you mean?
As in, put my request there and not here
im really tired so i may not be understanding do you mean the link i sent?
Yeah
In that thread
thats just a link from this thread explaining the requests lol
https://discord.com/channels/909034158205059082/1503064768725123152 you would want this
No, because QOL adds so much shit that is not really QOL focused and NOTT keeps breaking aircraft mods
ah fair enough
When I say QOL I want QOL and not 69420 new missiles and weapons and shit
ye they should really change the name lol or release the weapons seperate to the changes
np if i remember the mod i'll @ you but it was a while ago lol
silo re model / texturing is done i decided on an old soviet style - targeting logic is all plugged in and ready to go - still need to finish little bits like descriptions and the reload logic
concrete pad with a green and red launch door
silo
The Day After!
i have been given permission to post the mod it will start purely with the silos a regualr piledriver and nuclear variant and will be expanded from there next things im adding is props like barber wire, loose ammo and some other military style stuff
just need to add the kill reward stuff and they are ready
Poke...
Im wondering if anyone's created a dedicated mod sub-menu for toggling mod state?
Similar to Rimworld and Starsector
like an on and off switch? NOMM is the best bet if thats the case
Mod to be able to steer the Jet/Heli with the Mouse(Virtual Joystick), instead like it is now working just as Free-cam
you can toggle virtual joystick in the vanilla game
But i cant pilot in 3rd person with the mouse
really? ill take a look first time someones mentioned this lol
@neat tangle just a mod suggestion for you. Would it be possible to make a War Thunder style camera? Because the vanilla orbit camera height is directly in line with engine exhaust, so I think it would be good if the camera height was increased and it would be looking down a bit. I would love to pair it with the 3rd person HUD mode and CursorPilot mod
camera elevation? i could take a look
Yes, so it would look like the camera in WT or Battlefield
I guess it would be a fairly simple mod to do
famous last words lol