The "Let There Be Flight" mod [Updated 14.09.2022. 1.6 compatible.] [Available on Nexus] [BETA] [Spoilers]

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The LTBF mod was updated 14.09.2022 and uploaded to Nexus.


Greetings,

Made a vid of the "Let There Be Flight" mod, which I'm already totally in love with. Have been doing nothing else since I got it. Should be in the game from the get go, if you ask me. Seems to be around for a while now, but still not available on Nexus. You can find a download link on the description page of the vid, and on Nexus.

Archer Hella EC-D i360 0:17
Rayfield Caliburn 4:29
Militech Behemoth truck 11:14
Yaiba Kusanagi CT-3X 14:23


Cheers.

Edit: "Look! Up there in the sky! It's a bird! It's a plane! No, it's...

Update: The "Let There Be Flight" mod was updated on 22.07.2022 with new flight features.

Made a 2nd vid to showcase them. However, starting from 11:07, it spoils very prominently how the game was put together, so if you prefer not to see that, then it's best that you stop watching from there.

You can find the download link in the vid's description.

vehicles used:
Makigai MaiMai P126
Mahir MT28 Coach 4:55
Yaiba Kusanagi "Mizuchi" 7:07


Edit: In case you want to uninstall the "Let There Be Flight" mod, you have to manually delete each of the following files at their respective file locations.
Take heed that all the files of the "Let There Be Flight" mod that you're going to delete, contain a modified date sitting on 22-Jun-22 7:57.

This concerns the latest version of the mod on Steam. No idea about GoG or Windows Store.

C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\archive\pc\mod\let_there_be_flight.archive
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\bin\x64\fmodstudioL.dll
fmodstudio.dll
fmodL.dll
fmod.dll
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\r6\input\let_there_be_flight
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\codeware Folder Modified 22-Jun-22 10:01
let_there_be_flight.reds
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\r6\tweaks\let_there_be_flight.yaml
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\red4ext\plugins\let_there_be_flight Folder Modified 22-Jun-22 10:01
 
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Looks pretty cool i agree.

Sadly alot of modmakers seem too not use nexus anymore after some "bad" decisions made on there.
 
Yep it seem pretty fun :)
I was quite surprised when I fall on the video "randomly" last time. This mod require to be known, for sure.
 
Looks pretty cool i agree.

Sadly alot of modmakers seem too not use nexus anymore after some "bad" decisions made on there.
Probably because game devs need to take special heed these days just so, mods aimed for their IPs, never ever do anything that compromises it.

Yep it seem pretty fun :)
I was quite surprised when I fall on the video "randomly" last time. This mod require to be known, for sure.
Yeah, weren't it for you, would still not know of it. So, thank you very much, choom. ;)(y)
 
New version of this great mod that we can find on github and made by jackhumbert: jackhumbert / let_there_be_flight

We already need the tools and the official support for modders!!! They will make Cyberpunk 2077 bigger

 
Probably because game devs need to take special heed these days just so, mods aimed for their IPs, never ever do anything that compromises it.
No it was because some shit Nexusmods did specifically. Its old news now but there was some drama and some people left.

Just installed the flying mod and its pretty cool. But im starting too se why they dont allow flying cars in game. So much lod issues at spots and its really really hard too judge speed ^^
 
It's advisable to keep it under 285mph when altitude is below half a Megatower above the center of the city. My game CTDs a lot exceeding that there.
I mostly noticed some lods seem to be missing or not just made. Rocket island for example is "empty" as some distances but a bit closer o further away it looks fine (some things seems too be there others dont). Also its sometimes pretty clear when it loads in new lods ^^ But ive been enjoying it so far. Really cuts down on travel time ^^
 
I mostly noticed some lods seem to be missing or not just made. Rocket island for example is "empty" as some distances but a bit closer o further away it looks fine (some things seems too be there others dont). Also its sometimes pretty clear when it loads in new lods ^^ But ive been enjoying it so far. Really cuts down on travel time ^^
Yeah, was already aware of the rocket platform. Went there earlier with the Fly mod. The whole thing is nonexistent.
The rocket only launches when you're on the rollercoaster, at a moment it's impossible to go there.
 
So... I found this mod.

It is very educational. I've learned even more about the city than I knew while driving hundreds of hours on the ground level.

On my first start, I had a mishap. No idea what I pressed. The car charged up into the skies and had hit near 3k speed and over 12k meters altitude before I got it to start going down. Yikes.

One thing. A feature suggestion. Since the cars can surpass Mach 1 with this mod, you as the author can look for the easiest way to display the transonic bubble and breaking the sound barrier. The explosion could be made to evoke the same fright reaction from the public as other explosions when close enough to the ground. Technically, everyone should hear that very well in almost every CP2077 case, but it won't matter if V is high enough = can't watch it unfold. Culling.
 
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One thing. A feature suggestion. Since the cars can surpass Mach 1 with this mod, you as the author can look for the easiest way to display the transonic bubble and breaking the sound barrier.
I am NOT the author. You can post suggestions at the site you got it from. Just start a thread in "Issues" with "Suggestion" as it's topic, and he'll respond.
 
Hi. I didn't even see you. Now I see that you are the OP.
I was writing "to whomever it concerns".

About the rest, nice suggestion.
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On another note, this mod also helped me find the location where that braindance in the school takes place, during The Hunt quest (or such). You know, the place where the boy runs off and meets a big cow with the head wrapped-up? That braindance takes place in a physical location somewhere in the world = the 16 x 16 km ground plate. I've seen it before, but I couldn't climb there. This mod allowed me to inspect it, and this is it! One more piece of the puzzle fell into place. Amazing!
 
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On another note, this mod also helped me find the location where that braindance in the school takes place, during The Hunt quest (or such). You know, the place where the boy runs off and meets a big cow with the head wrapped-up? That braindance takes place in a physical location somewhere in the world = the 16 x 16 km ground plate. I've seen it before, but I couldn't climb there. This mod allowed me to inspect it, and this is it! One more piece of the puzzle fell into place. Amazing!
Yeah, this mod showed me where the last Basilisk op takes place. That location is crawling with high invisible walls, that eject you off your vehicle if you fly into them. Have to heed your altitude over there.
 
Yeah, this mod showed me where the last Basilisk op takes place. That location is crawling with high invisible walls, that eject you off your vehicle if you fly into them. Have to heed your altitude over there.

Is it the altitude or the speed? My current observations indicate that past certain speed those bouncer zones do not react. Tho, I keep it over 2k just cause I like it when the city feels so tiny.
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I mostly noticed some lods seem to be missing or not just made. Rocket island for example is "empty" as some distances but a bit closer o further away it looks fine (some things seems too be there others dont). Also its sometimes pretty clear when it loads in new lods ^^ But ive been enjoying it so far. Really cuts down on travel time ^^
That rocket island has a very neat feature: that launch pad.
If you have crazy Cali like me, you can go there and have a driving madness all day long.

Also, I noticed a smaller island between NC and that space base island... just two objects on it. It reminded me of the Pampus island we have over here, between Amsterdam and Almere in the Netherlands.
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For example, this is relatively low compared to where the ground level where the targets (the casino, the backdoor to the Arasaka tower, the Scav den where they kept Saul vs. the artificial lake over Judy's childhood town and more) are.

 
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Altitude. Some of them are rather high. Speed doesn't matter. All of them are hard-coded. If you smash into them, you'll know. Trust me.
Following your input, I've done more tests.

It seems like there is the magical absolute altitude of about 255-256 meters, above which one can safely fly over the bouncer zones. The altitude-relation is evident, unlike the speed one.

Now that I own the airspace, I am encountering various finds.


I also just had a crazy mishap, in which I was teleported to 12k meters altitude. Nice shots! And I returned home safely.


photomode_26062022_003249.jpg
 
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Yeah, happened to me too a couple of times. Reminds of this wormhole in another game where everything that went missing all over the map, came out of.
Hah! Like Sheogorath in Oblivion, dumping dissidents into a freefall to a certain place on the island. Just give them a backstab and see. ;)
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So far, the safe altitude that shouldn't catch any of the bouncer zones seems to be 450 meters.
 
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I... um, also struck the Arasaka building at a 3000+ speed.
If it's still standing then reluctantly have to agree that that despicable gonk's idea wasn't such a bad one after all.
You are aware that the jump button activates the world's most sophisticated, state of the art Speed-brakes?
 
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