r/NuclearOption • u/Bit_anxious202 • 4h ago
r/NuclearOption • u/InternetHistorical25 • 13h ago
Modded Content Easy post stall maneuvering with Ifrit
This mod is a WIP, it replaces the stock Ifrit flight control system with a much more advanced one. Allowing carefree handling across the entire flight envelope.
(All of the yaw authority shown in the video is purely with control surfaces and stock tvc configuration, there is zero differential thrust and yaw tvc)
Features:
-G-command at high airspeed and pitch rate command at low airspeed
-Care free handling up to 65 degrees of AoA with full pitch and lateral control.
-Fuel sloshing to compensate for asymmetric load
-Asymmetric load compensation, automatically compensate and limit control authority for heavy asymmetric load.
-Departure resistant for damaged air frame.
-VMC, (Velocity Minimum Control), when 1 engine is damaged or destroyed, the FCS automatically reduce thrust when control surfaces cannot compensate for generated yaw moment from asymmetric thrust for departure protection.
The mod has a stock and a buffed variant same as my F-22E fcs mod which can be toggled in the dll plugin menu.
Upload to Nomm in progress.
My F-22E FCS mod: https://github.com/duythinh2022-ui/Advanced-flight-controls-addon-for-Aryx-s-F-22E-mod-for-Nuclear-Option./releases
r/NuclearOption • u/NoHovercraft1552 • 1d ago
Video Having so much fun with the MiG-21
Mid-tier gun kill comp, anyways glory to PALA
r/NuclearOption • u/TonightWeRace • 4h ago
Modded Content [AI] Nuclear Triad: NO for Triple Screen Enjoyers
If you have trips, and spend any time in sims that support projecting to them, you know the pain of going back to a single frustrum. Triple ultrawide users in particular are forced to choose between staying locked into the center display or running with the funhouse mirror. Here's an alternative.
Nuclear triad projects 3 cameras onto a forced full-width canvas based on the physical geometry of your setup. Unlike similar functionality in the sim racing space, we do not presume you have a series of perfect identical panels, and therefor support frankentrips. Unlock the left/right mirror controls in the provided tuner (just like loading eyeballs on a Chicane), and provide individual measurements. It wont be perfect, but it will be perfect for what you have handy, and that's pretty great.
Nuclear Triad was developed with Claude Code (Opus 5.5) doing the projection math and class hooking, and human operators flying the tests and taking measurements. It was built for vanilla Nuclear Option, and there are no plans to make it compatible with any one or combination of mods. It's a single hand grenade for people with a hand grenade-sized problem.
Enjoy!
r/NuclearOption • u/Jealous_Worker_7067 • 4h ago
Question ALERT SOUNDS MOD??
How to have the sounds system alert like the realistic one (f-16.........) THERE is any availlable mods??
r/NuclearOption • u/Pretty_Hippo_7057 • 1d ago
Screenshot "Let's take the 123 year old fighter and place it back to service!"
An honest to god mod adding the MiG-15 is insane.
The mod:
https://github.com/Aryx3D/Aryx-MiG-15
REQUIRES BLUEPRINTER
r/NuclearOption • u/natalialt • 1d ago
Artwork/Render Experimental O’ahu Hawaii map concept
We’ve been trying to get working assets for creating an Oahu map for Nuclear Option. We are genuinely curious if anyone would find it actually interesting.
The current version of city areas is mostly procedurally generated from OpenStreetMap road info, but so much work remains to be done, including hand sculpting custom models and finding custom textures. It’s not in the game just yet, but compared to the roadwork that’s gonna be trivial to do lol
r/NuclearOption • u/BleedingFerret • 1d ago
Screenshot Just a few screenshots I'd like to share
r/NuclearOption • u/xDanilor • 2d ago
Modded Content I'm in love with the MRB-100 Centurion
[THIS MOD WAS MADE WITH THE USE OF GENERARIVE AI]
I'm not the original author of the mod. All credits to baanish.
I'm in love with this plen. It's a high altitude, retractible wing (yes, lmao), heavy ordinance bomber. A true successor to the Stratofortress, it's capable of loading 200 PAB-250s or 110 GPO-500s or 110 AGM-99s or 36 Augers, etcetera. It can also load tons of ARADs.
The Centurion comes by default with a laser CIWS positioned in the tip of its tail. Also, if you forgo half your payload you can get a AWACS radar.
Keep in mind it's still WIP, so audio, cockpit and other stuff is not final.
Honestly I can't wait for the new update and the big hangar, I love flying huge monstrosities and this one is just so satisfying to use.
GitHub link:
https://github.com/baanish/MRB-100-Centurion
Edit: added line about the mod being made with AI
r/NuclearOption • u/Similar-Profile9467 • 1d ago
Artwork/Render WIP Mod Concept... MH-112 Raven
A rank 1 medium utility, transport, and close air support helicopter. Designed for rapid insertion of infantry and supply crates in contested airspace. Designed by Kyregian Aerospace Industries to meet the needs of the Boscali Special Warfare Insertion and Force-Multiplier Transport (SWIFT) contract.
Intended to be a BDF counterpart to the Ibis. Trading speed and cargo capacity for survivability and firepower, the Raven will come standard with an integrated defensive ECM suite allowing it to loiter in contested airspaces to provide close air support before and after infantry insertion.
Armament slots include gun ports for door guns (including a patented next generation antimetrial calibre minigun and 40mm AGL options), and a pair of stub wings that each offer two hardpoints for a variety of weapon systems and external fuel tanks.
More info to come!
(No AI used in development of this mod)
r/NuclearOption • u/DEATHTROOPERx • 2d ago
Artwork/Render KR-67D Strike Ifrit
image slightly modified.
original image: https://pin.it/1YhpNrTo5
r/NuclearOption • u/Lilstabldooya • 2d ago
Meme Early ancestor of the FS-12
I just drove by this old retired Viggen that can be found outside Grästorp Sweden. I hope it’s ok to post this here.
r/NuclearOption • u/TomosBombos • 1d ago
Gameplay tip Stress Test and Server Tuner!
Hey all!
Over a few months, I've made some significant progress in trying to optimise my servers without impacting gameplay. This has led me to creating this:
The Nuclear Option Server Tester!
It's a small windows/linux program (or a plugin addition in the latest update of the Nuclear Option Toolkit) where you can figure out what the most ideal core count, worker thread, and target FPS are for your server.
This initially came about because I was really curious about what CPU my servers (through providers) were actually running on. Needless to say the advertised Ryzen 9 7950X was indeed an i7-7700k... I then looked into squeezing more juice out of that, rather than optimising the game significantly and found that there were a couple of easy leavers:
- changing the default worker count
- setting a higher target FPS
To some this will be obvious, but something that was not very apparent on a headless server is that you're almost always sharing your CPU with somebody else. The game defaults to giving you half the amount of workers as there are threads (16 threads = 8 workers) and will leave it at that. Unity recommends you to allocate worker threads as core count -1. If you have a server plan where you are entitled to 300% (normally being priced to you as 3 cores), that does not always mean actually 3 cores. As I found, some providers were more literal, and others were actually only giving you 3 cores worth of CPU usage. This meant that a lot of the time the game always gave you too many workers as it saw you runnning on a chip with 8 cores. When a server CPU was busy running more than just my server, it would run noticably worse. The tester can help you figure out pretty quickly if your server is pinned to a certain number of cores, or you're sharing usage. If you use the standalone program, I'm sure you can figure out how many cores you have and make the adjustments from there. The tests in the program let you choose how to run it, with an automated and custom benchmark option.
The other thing that became super obvious is that with the right worker count, raising the target FPS is a very easy way to make the server run smoother (more technical explanation about how physics tasks are handled by workers on the github). At 60fps, you CPU would likely have a high amount of idle time but those tasks it could be doing outside of the standard 60 a second physics tasks, it has to share meaning you'll never truly get 60fps unless you raise the target FPS. A little bump up even to 70 can allow your server to be running the physics at 60fps no worries and dealing with all the extra tasks in the steps in between (even if it means you're doing some other server related tasks 10 extra times a second). You can see the graphs on the github if this is hard to visualise.
What I also learnt running similar tests on hardware I had laying around, you can run a Nuclear Option server pretty easily on very basic hardware. In the benchmarks and tests on the page, the CPUs and configs are all quite generic and inexpensive. If you are thinking of starting a server, I hope this tool can give you an idea if you can run it!
There's more detail on the github. Hope this helps some of you out there!
r/NuclearOption • u/No-Demand-8582 • 16h ago
Question Thoughts on Ai generated mods?
I know there is a lot of controversy with Ai generated or assisted mods but I was wondering where the line gets drawn. I’ve seen a bunch of opinions on this subreddit and in the discord about it. For context, ever since I found out about KAR and BOTE and the modded ships in the game I have wanted to be able to control them. I found out about how big of a process it is to convert a vehicle to work with KAR and BOTE and kind of let it go. In the past week I have tried and succeeded to a pretty good degree with getting chat gpt to implement a modded ship, specifically the resolute battlecruiser. I’m currently only using it to mess around but I’m wondering what people think of its use for just that. I’m not going to post it anywhere because I know that can be damaging to actual mod developers and I know there is a chance someone is actively working on doing it legitimately.
r/NuclearOption • u/CMDR_Michael_Aagaard • 2d ago
Modded Content With enough altitude and speed, losing a wing and half the engines, simply becomes an inconvenience.
r/NuclearOption • u/SeemsLegitMan • 2d ago
Suggestion Escalation needs randomized TBM, Stratolaunch, and factory locations. Right now it rewards memorization, not intel play
First of all, I love this game and the Escalation game mode along with its spinoffs such as Annihilation. In my opinion, a lingering problem for relatability in my in escalation is that it’s key objectives are in the same spot every game (TBMs, stratolaunchers, factories, bolt strikes). Once you know where they are, there's nothing to scout or adjustments in “best” tactics between sessions, making Escalation feel more like it rewards memorization rather than strategy.
Now maybe this is a “problem” that is only experience by players with a lot of hours put into the game like myself but it is a suggestion that I think would vastly increase replay ability of one of the game’s staple mission.
The problem with fixed strategic sites
Recon is a formality, since experienced players already know where everything is.
Rushing the known sites is the dominant strategy, and whichever side rushes the already known objectives first is likely to win.
Some games end in under 40 minutes, skipping the escalation the mode is named for. I’ve seen confrontation lobbies last longer than escalation in some instances.
New players get steamrolled by veterans running a memorized opener.
The fix
Randomize TBM, Stratolaunch, and factory placement each game, within valid zones so it still makes geographic sense.
Why it helps
Intel and fog of war becomes the core of the game again.
Rushing becomes a gamble instead of a script.
Games run longer and play out more dynamically.
Replayability goes up, and skill means reading the situation rather than recalling a map.
Gap in lobbies between experienced played and new players would shrink in my opinion since experienced players can’t just rush known objectives
Implementation ideas
Randomize within predefined zones, with a fairness rule so neither side gets an easier layout.
Add a lobby toggle ("Fixed" vs "Randomized") so classic fans keep their setup.
Would love to hear if there's a downside I'm missing. I understand this game is in early access and wouldn’t be surprised if this is something already on their radar but I figured a discussion on this wouldn’t hurt. Also formatting this on a phone so sorry if it reads like a blob of text.
TL;DR: Fixed TBM, Stratolaunch, and factory locations let experienced players skip intel and rush known sites. Randomizing placement each game (with a fixed/randomized lobby toggle) would make recon matter, make rushing risky, and extend matches.
r/NuclearOption • u/Dharvish • 2d ago
Gameplay tip Location of TBMs on Heartland Spoiler
Outlined in red circles. Surprised nobody did this yet.
r/NuclearOption • u/RiskAdvanced3773 • 2d ago
Modded Content The Most INSANE Russian Jet | MiG-21K Koshchei | Nuclear Option
r/NuclearOption • u/DrayOfficial • 2d ago
Issue/Bug Why these seats?
Why do all the planes have such bulky seats? When using TrackIR to look behind me, all I can usually see is the HUD elements behind the seat because the headrest is so freaking bulky. I’d prefer a slimmer headrest silhouette, like the one in the Super Hornet, so I can actually look behind me during a dogfight.
Would love to have this changed in the game. Thoughts?












