Please make sure you've installed all of the requirements. You should be able to see each of them being loaded in "red4ext/logs/red4ext.log" (order does not matter): * Input Loader * Mod Settings (optional) * TweakXL * ArchiveXL * Let There Be Flight
For more information on the Cyberpunk 2077 startup process & the errors/crashes that may happen at each stage, see this flowchart.
If you're seeing "REDScript compilation failed", you may need to delete your "r6/cache" folder & re-verify your game files. If the error keeps happening, please upload your "r6/logs/redscript.log" to a website like pastebin.com and link in a comment/post. Do not expect the mod/game to work when this error happens.
To play Let There Be Flight on >2.0 as of the 11/02/2025:
- Uninstall previous versions of Cyberpunk - Find and install Cyberpunk 2.10 (not 2.12, not 2.13, not 2.0) - Install Let There Be Flight's requirements and mod files found on Jack Humbert's GitHub page here. - Install Mod Settings 0.2.3 for 2.10 found on Nexus here.
You should now have a bootable Cyberpunk with functioning Let There Be Flight and Mod Settings.
BUT IT'S NOT ALL, you now need to set a few things up.
- Navigate to and open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\inputs.xml" with a notepad - Look around the inputs and set up the controls you think would be best
(If at that point you're lost, here are my inputs that I use exclusively with a gamepad and Anti Grav Drone mode, the controls are LS Y = Pitch, LS X = Yaw, RS Y = Lift, RS X = Strafe/Sway, L1 R1 = Roll, L2 R2 = Throttle, select all and copy paste in the said file:
Spoiler:
Show
<?xml version="1.0"?> <bindings> <!-- VEHICLE DRIVE - used when player is mounted as driver and can control vehicle -->
The flight controls are very sensitive at first and you need to disable a few things to make everything ok, so you most likely will need to change the settings, here are mine:
Spoiler:
Show
BUT WAIT! There are a few bugs, some you can fix:
- Unable to see the phone calls on screen (fix: Auto Answer Call) - Erratic audio after 30-40mins of playing (fix: restart the game (with No Intro Videos installed to save time)) - Exploding vehicles (fix: Open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\packed.reds" with Notepad, search "if biggestImpact" set number above 1.0)
AS FOR OTHER MODS you can get some working, I'd select a date closest to the release of LTBF preview, sort the file sections by version and choose what you need.
Mind you, after a month of having to restart my game every 40 mins, I caved in and started playing on an updated version without Let There Be Flight. I still have a 2.10 version in case I wanna fly but, even though I didn't play for a year cause the mod wasn't updated, I don't regret playing without it now.
I think the reason you get people upset is, yes you explain what version is needed for the mod to work. But you have all of it in the comments and not in the description. So people get the mod and install it following what you have described in the description under installation, find out it doesn't work, then end up in the comments only to find out it indeed doesn't, the dev put the explanation in the comments for people to find later after the fact getting a bunch of in my opinion inflated downloads, then complain when people comment complaining about it.
Either explain it only works on 2.10 in the description or take it down.... Or just keep it the way it is and keep getting frustrated people in your comments.
You're confusing the dev with the people who provide information in the comments. But whatever the case, you should always do your research BEFORE installing a mod. If you don't because you're lazy, fine. But then you definitely shouldn't complain afterward.
Everything here is free, so it would be particularly inappropriate to complain that it's not perfect. Plus, you get help in the comments. You seem to have forgotten that dev have lives, work for free, receive very little recognition, and, above all, have to deal with people who don't care about what they are going through. Rather than complaining, realize how lucky we already are with all these mods.
Bro, do yoursellf a favor and read the entire comments page here, from top to bottom. As you should have - apparently trying to run a complex, highly experimental and massively popular mod that hasn't been updated in a while (and 99,99% won't ever).
It's a sad moment if you do read everything (I just did) to land on your post. Come on, bro.... Inconsiderate. Rude. Have some respect for other people (and their time), bro <3 This is not what modding is about either.
Hello dear illiterate person. You will need to be able to read for this to work, if you're able to read this congratulation, you can read words, now the next steps involve being able to scroll down (which you already failed so remember it's the little wheel on your mouse) and when you figured that out you need to follow instructions.
To play Let There Be Flight on >2.0 as of the 11/02/2025:
- Uninstall previous versions of Cyberpunk - Find and install Cyberpunk 2.10 (not 2.12, not 2.13, not 2.0) - Install Let There Be Flight's requirements and mod files found on Jack Humbert's GitHub page here. - Install Mod Settings 0.2.3 for 2.10 found on Nexus here.
You should now have a bootable Cyberpunk with functioning Let There Be Flight and Mod Settings.
BUT IT'S NOT ALL, you now need to set a few things up.
- Navigate to and open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\inputs.xml" with a notepad - Look around the inputs and set up the controls you think would be best
(If at that point you're lost, here are my inputs that I use exclusively with a gamepad and Anti Grav Drone mode, the controls are LS Y = Pitch, LS X = Yaw, RS Y = Lift, RS X = Strafe/Sway, L1 R1 = Roll, L2 R2 = Throttle, select all and copy paste in the said file:
Spoiler:
Show
<?xml version="1.0"?> <bindings> <!-- VEHICLE DRIVE - used when player is mounted as driver and can control vehicle -->
The flight controls are very sensitive at first and you need to disable a few things to make everything ok, so you most likely will need to change the settings, here are mine:
Spoiler:
Show
BUT WAIT! There are a few bugs, some you can fix:
- Unable to see the phone calls on screen (fix: Auto Answer Call) - Erratic audio after 30-40mins of playing (fix: restart the game (with No Intro Videos installed to save time)) - Exploding vehicles (fix: Open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\packed.reds" with Notepad, search "if biggestImpact" set number above 1.0)
AS FOR OTHER MODS you can get some working, I'd select a date closest to the release of LTBF preview, sort the file sections by version and choose what you need.
Secondly, everything was working perfectly until I decided to incorporate your control scheme. Copied your instructions exactly but now my games flatlining when i try to load in from main menu.
I replaced your input scheme with the original and the game runs normally again but id really like to implement yours it seems far more intuitive.
Apologies. I've now deleted the Let There Be Flight install and finished the game on last update.
I did only copy pasted what I had so I don't know what could possibly be the problem. I recommend going line by line comparing with the original file (use Notepad++ with vertical lock or something) and see what's up.
Modding is for the industrious, there's always more stuff to fix.
https://github.com/jackhumbert/let_there_be_flight . Out of 8 billion+ chooms there is nobody that can review and adjust the scripts to ensure compatibility with version 2.21 of Cyberpunk 2077, updating function calls, addresses, or data structures that have changed in the game's latest version
The author is no longer active (he has a life too). In any case, if anyone out there knew how to update the mod, you can be absolutely certain it would have already been done years ago. But as you can see, that's not the case.
And it's not for nothing that there are even pinned posts explaining the only ways to get the mod working. We have no choice. Despite all these explanations, there are still dozens of people who never read anything and don't look at the dates of anything, and then come back and ask for updates all the time...
This was my first mode for Cyberpunk 2077. After a pause, I downloaded the game again, just to chill and fly around. And it's so sad that it is not working on 2.21.
3930 comments
Please make sure you've installed all of the requirements. You should be able to see each of them being loaded in "red4ext/logs/red4ext.log" (order does not matter):
* Input Loader
* Mod Settings (optional)
* TweakXL
* ArchiveXL
* Let There Be Flight
For more information on the Cyberpunk 2077 startup process & the errors/crashes that may happen at each stage, see this flowchart.
If you're seeing "REDScript compilation failed", you may need to delete your "r6/cache" folder & re-verify your game files. If the error keeps happening, please upload your "r6/logs/redscript.log" to a website like pastebin.com and link in a comment/post. Do not expect the mod/game to work when this error happens.
If you get the corrupted/missing script error or game crashes, please install CTD Helper and follow this guide to get appropriate information - you can upload this log to pastebin.com as well.
If you think you've encountered a bug, please check the issues on Github before making a comment about it.
Here's a quick demo of the custom FPP camera & Drone mode using a HOSAS setup with Custom Game Controller:
Here's a quick demo of some of the quickhacks introduced in 0.1.4:
- Uninstall previous versions of Cyberpunk
- Find and install Cyberpunk 2.10 (not 2.12, not 2.13, not 2.0)
- Install Let There Be Flight's requirements and mod files found on Jack Humbert's GitHub page here.
- Install Mod Settings 0.2.3 for 2.10 found on Nexus here.
You should now have a bootable Cyberpunk with functioning Let There Be Flight and Mod Settings.
BUT IT'S NOT ALL, you now need to set a few things up.
- Navigate to and open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\inputs.xml" with a notepad
- Look around the inputs and set up the controls you think would be best
(If at that point you're lost, here are my inputs that I use exclusively with a gamepad and Anti Grav Drone mode, the controls are LS Y = Pitch, LS X = Yaw, RS Y = Lift, RS X = Strafe/Sway, L1 R1 = Roll, L2 R2 = Throttle, select all and copy paste in the said file:
<?xml version="1.0"?>
<bindings>
<!-- VEHICLE DRIVE - used when player is mounted as driver and can control vehicle -->
<context name="VehicleDriveBase" append="true">
<include name="VehicleFlightToggle" />
</context>
<!-- VEHICLE DRIVER COMBAT - used when player is mounted as driver and has weapon equipped -->
<context name="BaseVehicleDriverCombat" append="true">
<include name="VehicleFlightToggle" />
</context>
<!-- VEHICLE COMBAT - used when player is mounted as passenger and has weapon equipped -->
<!-- <context name="VehicleCombat" append="true">
<include name="VehicleFlightToggle" />
</context> -->
<context name="VehicleFlight">
<!-- <include name="CameraMovement" /> -->
<!-- <include name="VisionActions" /> -->
<include name="UIExploration" />
<include name="PhotoMode" />
<include name="QuickLoadAndSave" />
<include name="Items" />
<include name="VehicleFlightToggle" />
<!-- <include name="Combat" /> -->
<!-- <action name="ShootPrimary"map="Flight_Fire1" /> -->
<!-- <action name="ShootSecondary"map="Flight_Fire2" /> -->
<!-- <action name="ShootTertiary"map="Flight_Fire3" /> -->
<!-- <action name="Flight_Trick" map="Flight_Trick" /> -->
<action name="Flight_Options"map="Flight_Options"/>
<action name="Flight_UIToggle"map="Flight_UIToggle"/>
<action name="Flight_RightStickToggle"map="Flight_RightStickToggle"/>
<action name="Flight_ModeSwitchBackward" map="Flight_ModeSwitchBackward"/>
<action name="Flight_ModeSwitchForward"map="Flight_ModeSwitchForward"/>
<action name="Flight_HoodDetach" map="Flight_HoodDetach"/>
<action name="Roll"map="Flight_Roll"/>
<action name="Pitch"map="Flight_Pitch"/>
<!-- <action name="FlightCombat_Toggle" map="FlightCombat_Toggle" /> -->
<action name="UseConsumable"map="UseConsumable_Button" />
<action name="SurgePos"map="Acceleration_Axis" />
<action name="SurgePos"map="Flight_SurgePos" />
<action name="SurgeNeg"map="Deceleration_Axis" />
<action name="SurgeNeg"map="Flight_SurgeNeg" />
<action name="TurnX"map="Flight_Yaw" />
<action name="Yaw"map="Flight_Yaw" />
<action name="Lift" map="Flight_Lift" />
<action name="Sway" map="Flight_Sway" />
<!--action name="LeanFB"map="LeftY_Axis_Vehicle" /-->
<!--action name="RockFB"map="LeftY_Axis_Vehicle_RockFB" /-->
<action name="ToggleVehCamera"map="VehicleCameraToggle" />
<action name="VehicleCameraInverse"map="VehicleCameraInverse_Button"/>
<action name="Exit"map="ExitVehicle_Button" />
<!-- <action name="CycleLights"map="Vehicle_CycleLights" /> -->
<action name="Flight_LinearBrake" map="Flight_LinearBrake" />
<action name="Flight_AngularBrake" map="Flight_AngularBrake" />
<action name="ZoomIn"map="ZoomIn_Button"/>
<action name="ZoomOut"map="ZoomOut_Button"/>
</context>
<context name="VehicleFlightToggle">
<action name="Flight_Toggle" map="Flight_Toggle" />
</context>
<!-- EVENTS -->
<acceptedEvents action="Flight_Options">
<event name="BUTTON_PRESSED" />
<event name="BUTTON_RELEASED" />
</acceptedEvents>
<acceptedEvents action="Flight_Trick">
<event name="BUTTON_PRESSED" />
<event name="BUTTON_RELEASED" />
</acceptedEvents>
<!-- MAPPINGS -->
<mapping name="Flight_Toggle" type="Button">
<button id="IK_Pad_LeftThumb" />
<button id="IK_E" overridableUI="vehicleFlight"/>
</mapping>
<mapping name="Flight_RightStickToggle" type="Button">
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="Flight_Options" type="Button">
<button id="IK_Pad_X_SQUARE" />
<button id="IK_R" />
</mapping>
<mapping name="Flight_Trick" type="Button">
<button id="IK_Pad_RightShoulder" />
<button id="IK_3" />
</mapping>
<mapping name="Flight_ModeSwitchBackward" type="Button">
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Flight_ModeSwitchForward" type="Button">
<button id="IK_Pad_DigitRight" />
<button id="IK_G" />
</mapping>
<mapping name="Flight_HoodDetach" type="Button">
<button id="IK_Joy5" />
</mapping>
<mapping name="Flight_UIToggle" type="Button">
<button id="IK_Pad_DigitUp" />
<button id="IK_Y" />
</mapping>
<mapping name="Flight_Fire1" type="Button">
<!-- <button id="IK_Pad_RightShoulder" /> -->
<button id="IK_LeftMouse" />
<button id="IK_Joy3" />
</mapping>
<mapping name="Flight_Fire2" type="Button">
<button id="IK_Pad_DigitUp" />
<button id="IK_RightMouse" />
<button id="IK_Joy6" />
</mapping>
<mapping name="Flight_LinearBrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_C" />
</mapping>
<mapping name="Flight_AngularBrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_C" />
</mapping>
<mapping name="Flight_SurgePos" type="Axis" >
<button id="IK_JoySlider2" />
<!-- <button id="IK_Joy1" val="0.5" /> -->
<!-- <button id="IK_Joy2" val="2.0" /> -->
</mapping>
<!-- <mapping name="Flight_SurgeNeg" type="Axis" >
<button id="IK_Joy4" val="0.5" />
<button id="IK_Joy5" val="2.0" />
</mapping> -->
<mapping name="Flight_Roll" type="Axis" >
<button id="IK_Pad_RightShoulder" val="1.0" overridableUI="vehicleFlightRollRight"/>
<button id="IK_Pad_LeftShoulder" val="-1.0" overridableUI="vehicleFlightRollLeft"/>
</mapping>
<mapping name="Flight_Pitch" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_JoyY" />
</mapping>
<mapping name="Flight_Yaw" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_JoyX" />
</mapping>
<mapping name="Flight_Lift" type="Axis" >
<button id="IK_Pad_RightAxisY" />
<button id="IK_JoyV" />
</mapping>
<mapping name="Flight_Sway" type="Axis" >
<button id="IK_Pad_RightAxisX" />
<button id="IK_Right" val="1.0" overridableUI="vehicleFlightSwayRight"/>
<button id="IK_Left" val="-1.0" overridableUI="vehicleFlightSwayLeft"/>
</mapping>
<!-- PAIRED AXES
<pairedAxes name="RightFlightStick" xAxisMapping="Flight_Sway" yAxisMapping="Flight_Lift" deadzonePreset="Default" />
<pairedAxes name="LeftFlightStick" xAxisMapping="Flight_Roll" yAxisMapping="Flight_Pitch" deadzonePreset="Default" /> -->
</bindings>
The flight controls are very sensitive at first and you need to disable a few things to make everything ok, so you most likely will need to change the settings, here are mine:
BUT WAIT! There are a few bugs, some you can fix:
- Unable to see the phone calls on screen (fix: Auto Answer Call)
- Erratic audio after 30-40mins of playing (fix: restart the game (with No Intro Videos installed to save time))
- Exploding vehicles (fix: Open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\packed.reds" with Notepad, search "if biggestImpact" set number above 1.0)
AS FOR OTHER MODS you can get some working, I'd select a date closest to the release of LTBF preview, sort the file sections by version and choose what you need.
What a phenomenal game on its own.
__________________
NO THIS MOD DOESN'T WORK ON 2.21
Either explain it only works on 2.10 in the description or take it down.... Or just keep it the way it is and keep getting frustrated people in your comments.
Everything here is free, so it would be particularly inappropriate to complain that it's not perfect. Plus, you get help in the comments. You seem to have forgotten that dev have lives, work for free, receive very little recognition, and, above all, have to deal with people who don't care about what they are going through.
Rather than complaining, realize how lucky we already are with all these mods.
It's a sad moment if you do read everything (I just did) to land on your post. Come on, bro.... Inconsiderate. Rude. Have some respect for other people (and their time), bro <3 This is not what modding is about either.
Simply by making the effort to read the other comments like NoMediocrityAllowed's who has already explained several times how to do it :
- have the game in version 2.10 (or 1.63)
- go get the mod on Github
It's the only way otherwise it's impossible.To play Let There Be Flight on >2.0 as of the 11/02/2025:
- Uninstall previous versions of Cyberpunk
- Find and install Cyberpunk 2.10 (not 2.12, not 2.13, not 2.0)
- Install Let There Be Flight's requirements and mod files found on Jack Humbert's GitHub page here.
- Install Mod Settings 0.2.3 for 2.10 found on Nexus here.
You should now have a bootable Cyberpunk with functioning Let There Be Flight and Mod Settings.
BUT IT'S NOT ALL, you now need to set a few things up.
- Navigate to and open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\inputs.xml" with a notepad
- Look around the inputs and set up the controls you think would be best
(If at that point you're lost, here are my inputs that I use exclusively with a gamepad and Anti Grav Drone mode, the controls are LS Y = Pitch, LS X = Yaw, RS Y = Lift, RS X = Strafe/Sway, L1 R1 = Roll, L2 R2 = Throttle, select all and copy paste in the said file:
<?xml version="1.0"?>
<bindings>
<!-- VEHICLE DRIVE - used when player is mounted as driver and can control vehicle -->
<context name="VehicleDriveBase" append="true">
<include name="VehicleFlightToggle" />
</context>
<!-- VEHICLE DRIVER COMBAT - used when player is mounted as driver and has weapon equipped -->
<context name="BaseVehicleDriverCombat" append="true">
<include name="VehicleFlightToggle" />
</context>
<!-- VEHICLE COMBAT - used when player is mounted as passenger and has weapon equipped -->
<!-- <context name="VehicleCombat" append="true">
<include name="VehicleFlightToggle" />
</context> -->
<context name="VehicleFlight">
<!-- <include name="CameraMovement" /> -->
<!-- <include name="VisionActions" /> -->
<include name="UIExploration" />
<include name="PhotoMode" />
<include name="QuickLoadAndSave" />
<include name="Items" />
<include name="VehicleFlightToggle" />
<!-- <include name="Combat" /> -->
<!-- <action name="ShootPrimary"map="Flight_Fire1" /> -->
<!-- <action name="ShootSecondary"map="Flight_Fire2" /> -->
<!-- <action name="ShootTertiary"map="Flight_Fire3" /> -->
<!-- <action name="Flight_Trick" map="Flight_Trick" /> -->
<action name="Flight_Options"map="Flight_Options"/>
<action name="Flight_UIToggle"map="Flight_UIToggle"/>
<action name="Flight_RightStickToggle"map="Flight_RightStickToggle"/>
<action name="Flight_ModeSwitchBackward" map="Flight_ModeSwitchBackward"/>
<action name="Flight_ModeSwitchForward"map="Flight_ModeSwitchForward"/>
<action name="Flight_HoodDetach" map="Flight_HoodDetach"/>
<action name="Roll"map="Flight_Roll"/>
<action name="Pitch"map="Flight_Pitch"/>
<!-- <action name="FlightCombat_Toggle" map="FlightCombat_Toggle" /> -->
<action name="UseConsumable"map="UseConsumable_Button" />
<action name="SurgePos"map="Acceleration_Axis" />
<action name="SurgePos"map="Flight_SurgePos" />
<action name="SurgeNeg"map="Deceleration_Axis" />
<action name="SurgeNeg"map="Flight_SurgeNeg" />
<action name="TurnX"map="Flight_Yaw" />
<action name="Yaw"map="Flight_Yaw" />
<action name="Lift" map="Flight_Lift" />
<action name="Sway" map="Flight_Sway" />
<!--action name="LeanFB"map="LeftY_Axis_Vehicle" /-->
<!--action name="RockFB"map="LeftY_Axis_Vehicle_RockFB" /-->
<action name="ToggleVehCamera"map="VehicleCameraToggle" />
<action name="VehicleCameraInverse"map="VehicleCameraInverse_Button"/>
<action name="Exit"map="ExitVehicle_Button" />
<!-- <action name="CycleLights"map="Vehicle_CycleLights" /> -->
<action name="Flight_LinearBrake" map="Flight_LinearBrake" />
<action name="Flight_AngularBrake" map="Flight_AngularBrake" />
<action name="ZoomIn"map="ZoomIn_Button"/>
<action name="ZoomOut"map="ZoomOut_Button"/>
</context>
<context name="VehicleFlightToggle">
<action name="Flight_Toggle" map="Flight_Toggle" />
</context>
<!-- EVENTS -->
<acceptedEvents action="Flight_Options">
<event name="BUTTON_PRESSED" />
<event name="BUTTON_RELEASED" />
</acceptedEvents>
<acceptedEvents action="Flight_Trick">
<event name="BUTTON_PRESSED" />
<event name="BUTTON_RELEASED" />
</acceptedEvents>
<!-- MAPPINGS -->
<mapping name="Flight_Toggle" type="Button">
<button id="IK_Pad_LeftThumb" />
<button id="IK_E" overridableUI="vehicleFlight"/>
</mapping>
<mapping name="Flight_RightStickToggle" type="Button">
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="Flight_Options" type="Button">
<button id="IK_Pad_X_SQUARE" />
<button id="IK_R" />
</mapping>
<mapping name="Flight_Trick" type="Button">
<button id="IK_Pad_RightShoulder" />
<button id="IK_3" />
</mapping>
<mapping name="Flight_ModeSwitchBackward" type="Button">
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Flight_ModeSwitchForward" type="Button">
<button id="IK_Pad_DigitRight" />
<button id="IK_G" />
</mapping>
<mapping name="Flight_HoodDetach" type="Button">
<button id="IK_Joy5" />
</mapping>
<mapping name="Flight_UIToggle" type="Button">
<button id="IK_Pad_DigitUp" />
<button id="IK_Y" />
</mapping>
<mapping name="Flight_Fire1" type="Button">
<!-- <button id="IK_Pad_RightShoulder" /> -->
<button id="IK_LeftMouse" />
<button id="IK_Joy3" />
</mapping>
<mapping name="Flight_Fire2" type="Button">
<button id="IK_Pad_DigitUp" />
<button id="IK_RightMouse" />
<button id="IK_Joy6" />
</mapping>
<mapping name="Flight_LinearBrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_C" />
</mapping>
<mapping name="Flight_AngularBrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_C" />
</mapping>
<mapping name="Flight_SurgePos" type="Axis" >
<button id="IK_JoySlider2" />
<!-- <button id="IK_Joy1" val="0.5" /> -->
<!-- <button id="IK_Joy2" val="2.0" /> -->
</mapping>
<!-- <mapping name="Flight_SurgeNeg" type="Axis" >
<button id="IK_Joy4" val="0.5" />
<button id="IK_Joy5" val="2.0" />
</mapping> -->
<mapping name="Flight_Roll" type="Axis" >
<button id="IK_Pad_RightShoulder" val="1.0" overridableUI="vehicleFlightRollRight"/>
<button id="IK_Pad_LeftShoulder" val="-1.0" overridableUI="vehicleFlightRollLeft"/>
</mapping>
<mapping name="Flight_Pitch" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_JoyY" />
</mapping>
<mapping name="Flight_Yaw" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_JoyX" />
</mapping>
<mapping name="Flight_Lift" type="Axis" >
<button id="IK_Pad_RightAxisY" />
<button id="IK_JoyV" />
</mapping>
<mapping name="Flight_Sway" type="Axis" >
<button id="IK_Pad_RightAxisX" />
<button id="IK_Right" val="1.0" overridableUI="vehicleFlightSwayRight"/>
<button id="IK_Left" val="-1.0" overridableUI="vehicleFlightSwayLeft"/>
</mapping>
<!-- PAIRED AXES
<pairedAxes name="RightFlightStick" xAxisMapping="Flight_Sway" yAxisMapping="Flight_Lift" deadzonePreset="Default" />
<pairedAxes name="LeftFlightStick" xAxisMapping="Flight_Roll" yAxisMapping="Flight_Pitch" deadzonePreset="Default" /> -->
</bindings>
The flight controls are very sensitive at first and you need to disable a few things to make everything ok, so you most likely will need to change the settings, here are mine:
BUT WAIT! There are a few bugs, some you can fix:
- Unable to see the phone calls on screen (fix: Auto Answer Call)
- Erratic audio after 30-40mins of playing (fix: restart the game (with No Intro Videos installed to save time))
- Exploding vehicles (fix: Open "Cyberpunk 2077\red4ext\plugins\let_there_be_flight\packed.reds" with Notepad, search "if biggestImpact" set number above 1.0)
AS FOR OTHER MODS you can get some working, I'd select a date closest to the release of LTBF preview, sort the file sections by version and choose what you need.
Secondly, everything was working perfectly until I decided to incorporate your control scheme. Copied your instructions exactly but now my games flatlining when i try to load in from main menu.
I replaced your input scheme with the original and the game runs normally again but id really like to implement yours it seems far more intuitive.
Any ideas?
Maybe you could share your inputs.xml?
Many Thanks
I did only copy pasted what I had so I don't know what could possibly be the problem. I recommend going line by line comparing with the original file (use Notepad++ with vertical lock or something) and see what's up.
Modding is for the industrious, there's always more stuff to fix.
an updatepeople to read other comments before posting...GitHub repository for "Let There Be Flight":
The author is no longer active (he has a life too). In any case, if anyone out there knew how to update the mod, you can be absolutely certain it would have already been done years ago. But as you can see, that's not the case.
And it's not for nothing that there are even pinned posts explaining the only ways to get the mod working. We have no choice. Despite all these explanations, there are still dozens of people who never read anything and don't look at the dates of anything, and then come back and ask for updates all the time...