u/Aggravating_Judge_31
Are darkslides just impossible now?
Haven't played in like a year, and I used to be able to get the timing for darkslides like 25% of the time.
This morning I spent half an hour trying and only got two in like 150 attempts. Is this intended or am I missing something? The catch window feels like it's literally 1 millisecond now lol
Whooping around Kerry Eurodyne's house in Night City FPV
Night City FPV - Features Trailer
NexusMods Download: https://www.nexusmods.com/cyberpunk2077/mods/31642?tab=description
Discord: https://discord.gg/CKxcwe2sEJ
Night City FPV v1.0 - A Cyberpunk 2077 FPV Sim mod - Now available on NexusMods!
Edit: v1.06 has been released on Nexus to resolve the binding page issues you guys reported. Let me know if you still have problems.
Thank you to everyone in the Discord who has been providing me with feedback and ideas, you guys are awesome. This project has come so far in just 7 days that I can hardly believe it.
Come hang out with us! https://discord.gg/cDGGpXMRBw
Link to the mod: https://www.nexusmods.com/cyberpunk2077/mods/31642
Cyberpunk 2077 FPV Mod: Final update before release on Nexus, currently available on my Discord server! Please read the post body.
NexusMods has temporarily quarantined the mod (now called "Night City FPV") pending manual review due to a false positive on the FPVControllerSetup.exe file. 1 out of 69 vendors on VirusTotal unfortunately flagged it, and their automated system blocked it for now. I'm working with the Nexus moderation team to get it unblocked as soon as possible, and I've submitted a false positive report to the vendor that flagged it.
Now that that's out of the way, some new stuff since my last post!
As you can hear, I've added prop noise! And I've even built a dynamic reverb system that affects the audio based on proximity to objects around you. Flying out in the open sounds crisp, but if you duck into a tunnel or parking garage, you get all of that beautiful reverb and echo that you'd expect. This was a huge undertaking to get working, as custom sound (especially custom sound being controlled in real time) is not natively supported by the game. The reverb implementation was even more complicated, but I think it was worth it. Adding audio has introduced new dependencies though. Currently, the required mods for this to work are as follows:
Cyber Engine Tweaks
RED4ext
Codeware
Redscript
TweakXL
Audioware
I've had a few beta testers that have proven functionality with at least other Radiomaster radios (the Pocket and Zorro in particular). There have also been some updates to the default physics settings for a more realistic feel.
If you can't wait for Nexus to unblock the mod, you can join my Discord here for installation instructions and the mod files TODAY!: https://discord.gg/sZvquNFsj
Cyberpunk 2077 FPV mod update: Yall, I think I cooked here. RADIO SUPPORT!
UPDATE 2 7/11 AT 9:45PM ET: I've attempted to upload to NexusMods, but the mod was quarantined pending manual review, most likely due to the FPVControllerSetup.exe file that I created for radio setup/support. I've contacted their support team and sent a DM on Discord to one of their moderators. If you're willing to take the "risk" and can't wait for manual review by Nexus' mod team to be finished, you can join the Discord here for the download: https://discord.gg/sZvquNFsj
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UPDATE: Prop noise is now implemented, and some other bugs have been fixed. Initial release is likely coming tomorrow (Sunday), possibly late tonight if all goes well and I don't have a stroke from writing documentation and install instructions. Be aware that this mod requires many dependencies to function. I'll try to make everything clear in the instructions.
-Pop-in issues are fixed
-My Radiomaster Zorro works flawlessly (and other radios should too, with the use of a command line program I made to handle detecting/mapping your axes and arm switch)
- Solid physics that I would compare roughly to Uncrashed, but less floaty with the default settings. Think Uncrashed but with around 14 gravity.
-Customizable settings via the init.lua script, including:
- Camera Angle
- FOV (a little buggy at higher than 110 degrees, game engine limitation)
- Thrust
- Gravity
- Drag
- Max speed
- Bank grip (similar to air grip in Uncrashed?)
- Rates and Expo!
- Throttle curve
and more!
Still tweaking and polishing, then I'll need to make sure I have everything straight for the release including documentation/install instructions. But I anticipate that I'll have this on Nexus by Monday.
Cyberpunk 2077 FPV mod progress! (I'm flying with a keyboard right now, be nice)
Update 2 12:00AM ET July 10th: I think I've gotten over the initial hurdle of radio compatibility, at least in terms of making it easy to set up bindings. Still need to get the live input feed working between the RED4ext plugin and the Lua script. I also noticed a new problem, but it's pretty minor and I don't know if it's possible to fix it. Cars and pedestrians begin to show up as 2D sprites if you move too far from your V. All of the other pop-in issues are fixed though.
Update: I was able to fix the pop-in issue! Now just working through collision physics and radio support.
Still a lot to iron out, but I think this is a reasonable proof of concept for only around 6 hours of work. There's no collision yet, and there's some nasty pop-in that I'm still trying to find a solution to. If you stay near your V, it's not so bad, but obviously not ideal.
I think the hardest part will be getting this to work with actual radios.
Any interest in an FPV mod for Cyberpunk 2077?
I've been searching and waiting for someone else to do this for years, but unfortunately the couple of posts I've seen from other people attempting this have fizzled out with no updates on progress.
So I'm now taking this on myself. I luckily have some programming experience, I fly FPV in real life, but I have no experience creating mods for Cyberpunk (I do have an exceptional level of autism, though). I'm going to do my best to get somewhat reasonably accurate physics within the limitations of a game engine that wasn't really designed for this.
I've already started development (only a few hours in) and I'm at the stage where I have drone coordinates updating in real time with gravity, drag, etc. No camera attached to the drone entity or anything yet, but I do believe this is feasible.
Any interest?
Found a 2S battery in my bag that I haven't flown for probably a year. It's at about 3.38v per cell, safe to recharge?
What do you all recommend?
I cannot for the life of me get good results with SDR Console compared to SDR#. Any tips?
SDR# has been super intuitive for me, and I can get some great audio quality on the lower HAM bands. The noise filters have been great.
I saw someone talking about how much they love SDR Console, so I installed it and I just cannot get good results. It feels like signals are much harder to pick up and make clear with the noise filters.
Are there any basic things that someone new to SDR Console could easily miss, causing bad results?
I'm using an RTL-SDR V4 with an MLA-30+ antenna and the preamp that comes with the MLA-30.
Anyone else think FDev should do something to encourage more people to play in open?
Edit: I think a lot of people commenting are missing the point. I'm not asking to get rid of solo/PG if that's what you really want to do. I'm only advocating for giving people more reason to play open.
It's disappointing that the state of the game has pushed most of the playerbase into solo or private groups. There are changes that could be made to alleviate some of the gripes causing people to avoid open play.
I'm thinking something more along the lines of how EVE handles crime/punishment, IE:
Systems have a security rating, from 0.0 to 1.0
If you attack someone unprovoked in a high security area, you are almost immediately stopped by an overwhelming force of system police that prevent you from warping away. In EVE, the system police interfere fast enough that you don't even have enough time to kill your target in most instances.
In low sec systems (say 0.4 to 0.7) the system police will show up but there's still a chance of escape if you do everything right, IE: a smaller force that can't mass lock you
In 0.0 to 0.3 anything goes, no system security
This security rating would be based on system population and other factors, and you should be able to set your route planner to "prefer high security systems" if you're a trader and want to avoid problems from other players.
Essentially I'm advocating for stricter and more immediate punishment for players who attack innocent traders completely unprovoked, but allow for piracy and whatnot in systems on the edge of the bubble, or in lower security areas.
I just saw a dude literally just sitting inside of Ryman Enterprise shooting people with force shells, and the station didn't do anything about it. But the second I shot back at him, I get blown up instantly?