AutoPilotPlus
Full flight automation for DSP: auto ground-launch, boost, warp (incl. to Dark Fog hives/seeds) and landing. Extension for CruiseAssistPlus. Rebuild of tanu/appuns AutoPilot.
About this mod Author’s original text
AutoPilot+
Full flight automation for Dyson Sphere Program, built as an extension of CruiseAssist+. Pick a
target in CruiseAssist+ and AutoPilot+ flies you there: it takes off, boosts the sail, engages warp,
crosses interstellar space, and (new) settles onto the destination planet.
Fresh rebuild of the original AutoPilot (tanu, continued by appuns) for current DSP
(0.10.34+, Unity 2022.3).
⚠️ Dependency — this mod requires CruiseAssistPlus.
AutoPilot+ is an extension of CruiseAssist+ and will not function without it. Install it
(r2modman Mod Manager install it automatically as a dependency) or from
GitHub.
How it works
- Select a destination in the CruiseAssist+ star list. With Auto-arm on, AutoPilot+ engages.
- Take-off: climbs Walk->Fly->Sail off the surface (optionally zeroing gravity) and steers straight out
of the gravity well without boosting, so the mecha reaches space with a full core instead of
burning it fighting gravity. It arcs toward the target as it climbs.
- Sail: once above SpaceAltitude, holds the boost key up to MaxSpeed. If the core drains below
MinEnergyPer it stops boosting and waits until it recharges to ResumeEnergyPer before resuming —
this avoids a stall/boost loop that would leave you frozen and drifting. (If the core never recovers,
the mecha is out of fuel.)
- Warp: engages when far enough (WarpMinRangeAU), fast enough (SpeedToWarp), you have a Space
Warper, and the core has enough energy — mirroring the game's own warp rule.
- Approach / Auto-land: near the destination it caps speed, climbs clear if the target is behind
the planet, then bleeds speed as it descends and hands control back to the game to land.
- Dark Fog targets: when you pick a Dark Fog hive or seed in CruiseAssist+, AutoPilot+ warps toward it
too (including within the current system, since a seed can be most of a system away) and brakes on the
approach so it doesn't overshoot the small, fast target. Braking distance is Tuning/SeedBrakeRange
(default 400 km).
Improvements over the original
- Rebuilt against DSP 0.10.34 / Unity 2022.3 (the old mod loaded but did nothing).
- No dependency on a drifting extension API — CruiseAssist+ and AutoPilot+ share one stable, versioned interface.
- Auto-land on arrival (the original only pointed at the planet).
- Every tuning constant is config-exposed: approach speed cap, min clearance, slerp constants,
units-per-AU, warper item id, plus all the flight thresholds.
- Verbose debug logging that states exactly why warp did or didn't fire.
Controls
The AutoPilot+ window shows state, energy, speed, warper and the last warp decision, with
On/Off, Arm/Disarm and quick toggles. Its title bar carries – (collapse), ⚙ (full settings:
automation, warp, flight energy/speed, space altitude, UI and debug) and ✕ (close — reopen from the
CruiseAssist+ HUD). Movement state, altitude and horizontal speed are shown in the CruiseAssist+ debug
overlay.
Both windows are drawn in CruiseAssist+'s game-style skin, and clicks on them stop at the window instead
of also reaching a building, the camera or a DSP panel behind — see UI/BlockClickThrough in
CruiseAssist+'s config.
Bugs, feature requests & discussion
Please report bugs, request features, or start a discussion on GitHub:
- Bugs / feature requests — open an issue.
- Questions & general discussion — use the Discussions tab.
Credits
AutoPilot+ is a fresh reimplementation of the original AutoPilot. Full credit and thanks to the
developers whose work it builds on:
- Tanu — original author of AutoPilot.
- appuns — continued the mod as DSPAutoPilot.
This rebuild is an independent clean-room reimplementation against the current game API, not a copy of the
original DLL.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: