This Nuclear Option mod fixes a whole bunch of stuff. Each fix can be toggled on/off at runtime, either in the config
file (BepInEx/config/Pauel3312.PauelsRandomFixes.cfg), or by using the BepInEx Configuration Manager's in game GUI (F1
to open by default).
"Zoom View" bind will function as an absolute axis for camera.
Configurable sensitivity for cockpit/flyby/orbit camera, whether to use negative region of the axis bind (requires device's axis to have a negative portion), and whether to invert the zoom axis.
Client only, off by default.
Adds ability to rebind axes (under Mouse column) to mouse by moving mouse during assignment.
Client only, on by default.
Prevents Blueprinter's prefabHash collision reassignments from being cleaned up before full game load on dedicated servers, fixing various prefab mix-up issues with too many content mods (e.g. swapped turret vs chassis, wrong container types spawned). Does nothing without Blueprinter present.
Required on server and client, off by default.
Fixes BOTE FOBs not being properly saved into CurrentMission's airbases list, so that it can sync to future (re)joining clients allowing them to see previously placed FOB airbases.
Addresses MinecrackTyler/BoscaliOceanTrainingExercise#16 | MinecrackTyler/BoscaliOceanTrainingExercise#17.
Required on server only, on by default (inert on client).
Fixes BOTE's ship spawns on servers being slightly underwater, causing violent behaviour and in LCAC's case often results in it drowning right away.
Addresses MinecrackTyler/BoscaliOceanTrainingExercise#9 (the spawn immunity part as per comment in that thread).
Required on client and enables extra protections when on server, off by default.
Normally, both "Apply Brakes" and "Brake Axis" binds are binary, any input on either applies 100% braking power. With this enabled, the "Brake Axis" bind becomes properly analogue, applying proportional braking force to axis input. Has a configuration whether to use negative region of bound axis, which needs to match whether your physical axis bind has one or not.
Client only, off by default (to prevent unexpected braking behaviour when negative region is set up wrong).
Fixes allowing being able to click through Kill Feed / Chatbox to interact with covered up UI elements beneath.
Client only, on by default.
When enabled, prevents cockpit camera from moving vertically with vertical camera movement keys ("Move Vertical", "Move Up", "Move Down"). Functionality in Free camera and Editor stays the same, only reverting this 0.34 change for cockpit camera.
Client only, on by default.
Fixed the game incorrectly interpreting various axis reads that are commonly used for mouse input to be considered absolute, while mouse input is relative, and erroneously applying additional deltaTime multipliers to them, causing these inputs (used for things like free look, virtual joystick, map panning) to be more sensitive with lower FPS.
New rewrite on this fix properly distinguishes input sources between relative and absolute, meaning it can be on without affecting gamepad/absolute input sources.
Extensive configurable sensitivities for various mouse inputs, including separate X and Y sensitivity for Virtual Joystick. These stack with vanilla game settings, and allow for additional fine control.
Also includes an option to allow Centering Force to keep acting on Virtual Joystick when using Free Look (normally in vanilla, when holding Free Look your last Virtual Joystick state is frozen).
Client only, on by default.
Fixes fired bullets and lasers sometimes hitting owner's plane, by preventing those being able to collide with the owner. This can especially happen on servers with higher ping, in certain planes (Brawler's 35mm and Medusa's laser are particularly susceptible), flying faster, and manoeuvring aggressively while firing.
Fix for bullets damaging own plane is fully effective on client alone, as that self-impact call is from client. Fix for lasers damaging own plane is server sided, as laser damage (and its linecast) happens on server.
With the fix only on server, clients' bullet self hits are also rejected, so unfixed clients are still protected against damaging themselves, but that won't prevent the client's BulletSim from stopping as it impacted, and thus their bullet disappears and won't damage the intended target.
Ideally, present on both client and server, but only on either end still has some benefits, on by default.
Fixes all plane control inputs being both prevented and stuck on their last state when using Virtual Joystick and opening map (until closing it again). Mouse will keep functioning as normal, but for example other keyboard and gamepad inputs to control the plane can still happen, and with no inputs the plane's control surfaces revert to neutral on map.
Additionally, contains two sub-options (both of these are off by default):
- Option to Freeze VJ's input while map is open (in this state, the current VJ position is retained on map continuing input, but other inputs from e.g. keyboard/controller are still allowed that stack with this)
- Option to Restore VJ's position to where it was when map is closed
Client only, on by default.
Fixes server rejecting client player bullet impact calls from shots further than 3000m away (game has a hardcoded 3000m or 5s bullet limit for HitPlausible), so that player controlled long range guns (e.g. railguns) can do proper damage when playing on a server.
Server only, on by default.
Allows holding "Look At Target" keybind in first person (cockpit) camera to point target to a target, snaps back to center when released. Similar to what "Center View" does with Gameplay Settings ⇒ Target Padlock on, but that one is a toggle, while this one is only active as long as you hold the bind down, to easier temporarily look at your target.
Client only, on by default.
When enabled, allows overriding engine swivel system to be toggled between auto vs fully manual, without the game trying to be "smart" about it and change engine vector whenever it feels like it. In manual mode, the swivel will always stay where player points it, unless specifically toggled back to auto mode.
Toggle by holding "Axis Modifier" and press "Toggle Flight Assist" (this will only toggle engine vectoring mode, not flight assist itself, to allow toggling FA and engine vector mode separately).
Additionally, a second toggle bind can be enabled with "Enable Long Press Toggle Hotkey", which turns on the chosen "Long Press Toggle Hotkey" (by default Radar) to toggle engine vectoring mode on a long press. The short press of such a chosen action remains the same. E.g. if this is enabled and set to Radar, a short press on "Toggle Radar" key toggles Radar, and a long press on this same key toggles engine vectoring instead.
Optionally, you can disable 45 degree swivel limit on low speeds when on manual mode, and auto toggling to manual vectoring when player inputs on Custom Axis 1 in auto mode, instead of needing to toggle it to manual first (both enabled by default).
This engine vectoring fix is applicable to both swivel duct system (Vagrant, Medusa), and ducted thrust system craft (Vortex). Does not affect tilt-wing (e.g. Tarantula) or wing sweep (e.g. Alkyon).
Client only, off by default.
Prevents TTS from reading out HTML tags in messages.
Also allows customising regex blacklist of what to strip (by default <> and [] tags are removed).
Client only, on by default.
Enables needing to hold down Free Look button to activate Free Look, even when Virtual Joystick is disabled. While using Free Look in this mode, releasing it snaps camera back to center.
Client only, off by default.
Fixes Target Designator indicator on center of screen inconsistently showing depending on weapon selected, and not properly updating on gear-up state until weapons are swapped.
Supports configuring to make sure the icon is always on regardless of gear/safety (on by default), and to fade out the icon when safety is on (off by default, configurable fade-out opacity).
Client only, on by default.
Improves and makes throttle axis handling configurable for both absolute and relative throttle (based on "Use Throttle Relative Axis" in the game's settings).
With relative throttle disabled, Direct mode makes the throttle axis behave as a proper authoritative input, instead of vanilla deciding whether to apply movement directly or gradually based on changes between frames.
With relative throttle enabled, Proportional mode allows analogue inputs to control how quickly throttle moves, while binary inputs still move it at full speed. Also fixes relative throttle going into negative range, causing it to "stick" where you need to first increment it for a while before it comes out of this zone and starts going up from 0%.
With relative mode disabled, if you use binds on "Increase Throttle" and "Decrease Throttle", those still act as relative incremental input automatically, following other relative throttle related settings in this fix.
Client only, on by default.
Fixes warheads showing as available on clients when they're actually inaccessible due to how a warhead storage's selfDisabled state doesn't sync to clients (but is used on server to validate whether nukes in them are available).
This resulted in spawning with nukes in loadout in an airbase with seemingly plenty available nukes, only to have them stripped upon spawn. The fix works by preventing nukes from being able to be placed in disabled warhead storages to begin with, so they're not put in inaccessible places (where not only would clients erroneously see them as accessible, they'd be unusable regardless). Those warheads are instead redistributed to the next valid, accessible storage nearby.
Server only, on by default.