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Upgrading vehicles
About This Mod
Added energy consumption for quiet operation in "Optimized car lighting" mode. Added Cyclops camera controls. Added custom debug power information. Adjustable Cyclops Camera Turn Damper Some changes from the "Car Lighting Enhancement" mode have been moved to this mode.
Introduction.
Some people said that some changes in "Vehicle Lights Enhanced" were out of place, and I agreed with them, so I made this mod to complement other mods. Also I wanted to add a debug power pad, so I made this mod to install it.
Description.
First of all, almost everything is customizable and therefore optional; the mod itself has been created with as little impact on performance as possible. If you notice anything, please let me know. We also created a skin with more accurate energy information, but it significantly affected the performance, about 5-8 fps, so we decided to do with the current implementation.
Add-on:
Added ability to add energy cost to Cyclops engine in idle mode.
Changed silent work Cyclops.
Added an alternative camera control for Cyclops: the light state can now be changed with both mouse buttons: right button - increase the light intensity, left - decrease. In addition, you can now switch to a specific light using the Quick Slot shortcut (shortcuts are not currently configured, this is the way I think is most reasonable). The first slot is the top light, the second slot is the back light, the third slot is the bottom light.
The annoying Cyclops camera turn damper is tuned. The default is 3 and 1 is the only reasonable setting. The rest is up to you.
Added ability to automatically close the hatch of the docking compartment after a cyclops vehicle in Seamoth or shrimp enters it. Can be disabled.
Added a custom display of energy information:
This pad can be completely disabled and has no performance impact. When enabled, it is visible only within the base/cyclop/vehicle. It looks at the current change in the charge of the energy source and calculates an approximate change for the day in the game, which for me is used only for debugging purposes, because the developers of Subnautica decided, no, did not decide that the energy consumption/production is inconsistent. For example, most of the energy is spent on a single click in the game, but some of it is spent in batches every 1, 2 or 3 seconds. This causes a spike in consumption/production. For example, it's part of a generator. However, it is very useful, especially in automobiles, to control the energy load on the heat source and the energy cost of performing certain actions. Check it out for yourself.
The "Debug Energy Info Modify" option allows you to modify overlay using a numeric keypad:
Up/Down: 8 | 2
Left/Right: 4 | 6
Font size + | -
InvisibleRectangleSize + | - : / | *
Reload from configuration file: 5
In the configuration file, you can change the text that is written before the numbers. The default text is Energy:. If you only want to see numbers, don't use anything like "". Change the text outside the game or press Num5 while "Debug Energy Info Modify" is active to save/display the changes.
It is recommended that you turn off "Debug Energy Info Modify" when you are finished making changes. Delete the configuration file to reset the settings.
Optional changes.
Changed Cyclops silent startup mode:
Quiet running: Quiet running used to consume a fixed amount of energy, one energy per second (regardless of the speed setting of the game). This has been completely changed. Now you can adjust the power consumption for the game day. The value of 1200 is the same as the default value because the day is 1200 seconds. However, the energy consumed is also related to noise suppression. If the engine is stopped, the quiet energy is set to 1% of the set "quiet energy per day of the cyclone". If the engine is running, the consumption is related to the noise generated. Noise varies from 0 to 1. It is set to 1 if the cyclone is used at full gas and third speed. The default speed is 0.5 and the low speed is about 0.2. This value is multiplied by the "Quiet energy per day of operation" setting. There's no point in turning on "Running Silently" and crawling like before.
When the cyclone runs out of energy and the idling cost is greater than zero, the engine is turned off.
If the Cyclops has no power, the engine can no longer be started.
The "click to exit" overlays on Seamoth and Prawn Suit have been removed. Now that you have set this mod, you need to know how to get out of the vehicle.
Options:
You can change the mod settings in the game from mod/options or config.json.
When you delete a configuration file, the vanilla configuration values are set to these values:
{
"CyclopsIdlingEnergyPerDay": 0.0,.
"CyclopsSilentRunningEnergyPerDay": 1200.0,.
"CyclesAlternativeCameraControls": false,
3.0,.
"CyclopsAutoCloseHatch":false,
"DebugEnergyInfo": false,
"DebugEnergyInfoModify": false,
"DebugEnergyHud_Position_X": 15.0,.
"DebugEnergyHud_Position_Y": 395.0,.
"DebugEnergyHud_Size_X": 500.0,.
"DebugEnergyHud_Size_Y": 250.0,.
"DebugEnergyHud_FontSize": 20,.
"DebugEnergyHud_Text": "Energy:"
}
The default configuration values I am currently playing with (those that were enabled when I loaded this mod and the default values in the mod options) are:
{
"CyclopsIdlingEnergyPerDay": 20.0,.
CyclesSilentRunningEnergyPerDay": 1200.0,.
"CyclesAlternativeCameraControls": true,
CyclopsCameraRotationDamper": true, "CyclopsCameraRotationDamper": 1.0 1.0,.
"CyclopsAutoCloseHatch": true, "CyclopsAutoCloseHatch": true,
"DebugEnergyInfo": false,
"DebugEnergyInfoModify": false,
"DebugEnergyHud_Position_X": 15.0,.
"DebugEnergyHud_Position_Y": 395.0,.
"DebugEnergyHud_Size_X": 500.0,.
"DebugEnergyHud_Size_Y": 250.0,.
"DebugEnergyHud_FontSize": 20,.
"DebugEnergyHud_Text": "Energy:"
}
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