The file Meki's Multiple Maneuvers v.1.3 is a modification for No Man's Sky, a(n) action game. Download for free.
File Type: Game Mod
File Size: 10.8 KB
Last Update: October 1, 2019
Downloads: 291
Last 7 days: 0
Problems with download? [email protected]

Meki's Multiple Maneuvers is a mod for No Man’s Sky, created by Himeki.
Description:
A flight overhaul mod covering many aspects like low flight/underwater/hover/reverse, 3rd person ship camera, loot attraction boost, ship shield re-balance, etc. Prepare to fly differently and more freely.
Be prepared to fly differently.
A lot of tweaks have changed how certain things feel, such as braking when flying towards the planet (especially from warp).
Features:
Low flight including Underwater (recommend slow entry)
Ability to reverse and hover including pointing straight down without auto corrections
1x/2x/5x/10x Pulse jump speed options
Maneuverable boost and pulse jump cruise
Warp in slightly closer to planet
Can engage warp closer to station
Boost distance near anomaly reduced to station distance (can boost while closer to anomaly)
Lower takeoff height and reduced delay before input
Optional: 5% Total fuel cost per launch (10% in survival), 1/5th the vanilla cost (10normal/5survival launches per fuel capsule)
Increased allowed landing angle
Increased max landing speed
Increased shield recharge rate
Increased delay before recharge to balance (from 3 to 5 seconds)
Optional: Removed auto speed brake
Adjusted collision distances (reduced distance)
Increased responsiveness of 3rd person camera follow
Combat loot range GREATLY increased, hopefully no more missed rewards for combat (space/atmo ship battles)
Adjusted freighter entry beams slightly (less fighting to access middle pads)
Compatibility: Edits done to GCSPACESHIPGLOBALS.GLOBAL
Suggestions: Suggestions for changes or different versions are welcome. Just be aware they may take a bit depending on what is going on.
Known Issues:
When flying around at higher speeds near the ground/underwater you may pass through the ground.
I believe it is caused by the way the game loads terrain, and the main reason they kept you so far away from it instead of fixing it with a rough projected collision instead of none-till-loaded (collisions generally take extra processing power even when not being impacted).
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