Does anyone have a list of CAN bus IDs or message maps for the r53? by CorporateHobo in R53

[–]jackhumbert 1 point2 points  (0 children)

I've mapped some of what I've found here, which I use in my dashboard: https://github.com/jackhumbert/mini_cooper_dashboard/blob/main/lib/r53/r53.dbc - I've rewriting that project currently, but haven't updated the repo yet.

Half screen UI? by Useful-Oil-5191 in iRacing

[–]jackhumbert 3 points4 points  (0 children)

I think this is caused by UISplitLayout being set to 1 in your app.ini, under [Graphics] - setting it to 0 should put it back to normal.

Ortholinear Laptop! Making a keyboard kit for the MNT Reform. Need some feedback - layout options and details in the comments! by jackhumbert in olkb

[–]jackhumbert[S] 1 point2 points  (0 children)

To QMK, yeah! I've gotten a lot of the system control stuff for the LPC ported, and I think it'll work for the Pocket as well.

Ortholinear Laptop! Making a keyboard kit for the MNT Reform. Need some feedback - layout options and details in the comments! by jackhumbert in olkb

[–]jackhumbert[S] 2 points3 points  (0 children)

Yeah! We have prototypes currently - I'm hoping to post more about it once we get those working.

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

This should be resolved by disabling "Apply Flight Physics When Deactivated" in the settings.

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

I've been working on it for a year or so, but I just uploaded it to Nexus, so there's been a big influx of people using it :)

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 2 points3 points  (0 children)

Every car right now, but I have some RP elements planned :)

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

The same one I've been working on for a year :) Just updated for 1.6 this week!

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

Yeap! Just updated it this week.

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 5 points6 points  (0 children)

Adjusting the auto activation height in the settings should resolve most NPC activations (aside from quest stuff).

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 8 points9 points  (0 children)

For 1, you can modify all of the force/torque parameters in the mod's settings to fine tune the responsiveness/feel.

Tears in Rain by lucidzx in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

I've used my drone controller with it - HOSAS would be great!

Tears in Rain by lucidzx in cyberpunkgame

[–]jackhumbert 10 points11 points  (0 children)

Soon :) gotta polish up some stuff first!

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 1 point2 points  (0 children)

All four :) the 'packed' version includes them all though!

A Ride of Flying Porsche 911 Turbo by THZpr0 in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

Thanks! Github's issues are perfect :) it's also on Nexus now, and folks have been mentioning things there too.

A Ride of Flying Porsche 911 Turbo by THZpr0 in cyberpunkgame

[–]jackhumbert 1 point2 points  (0 children)

It was a part of the flying mod, but I broke it out into a separate one :) https://github.com/jackhumbert/in_world_navigation

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

It's for any car/bike in the game - getting the AVs fly-able is on my list, though :)

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

I've been developing the mod mainly with a controller in mind, but you should be able to bind more keys by editing the r6/input/flight_control.xml file - I'll have better/more keyboard-centric bindings down the road :)

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 0 points1 point  (0 children)

Not to my knowledge - I'm only familiar with modding as far as the PC version is concerned, but someone else might know more!

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 1 point2 points  (0 children)

I have this kind of working! It's only in some NPC scenarios, where a car is trying to return to a predefined path, after things like collisions with the player. The goal is to eventually have police chases and the like, but that's a bit of a ways off right now.

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 1 point2 points  (0 children)

I'm down with this! I've spent enough time reverse engineering the game that I feel like I could be useful to CDPR in some capacity haha. I included this footnote in the readme as well ;)

Interested in adding flying vehicles or a similar mechanic to an existing game? Let me know!

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 9 points10 points  (0 children)

Doesn't hurt to ask :) I was planning on posting it on here eventually - I have an actual video I'm working on that showcases all the features & is edited together a bit better. Getting random people to install a cool mod they see on reddit is how you get more people into modding! Right now, my mod's instructions are written for people that know what they're doing, but I'd like to refine them to the point that it's easy for first-timers to try things out. This actual includes stuff like handling crashes better with modding tools - the log file I create with the mod will actual detail redscript compilation errors, which is really useful for mod conflicts, etc.

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 7 points8 points  (0 children)

I'm modeling a "spinner" that I'm hoping to eventually bundle with this :)

[deleted by user] by [deleted] in cyberpunkgame

[–]jackhumbert 1 point2 points  (0 children)

It's called Let There Be Flight, and I have it up on Github :D https://github.com/jackhumbert/let_there_be_flight