Add dedicated hotkey for caustic sinks

The title pretty much says it. There's no (dedicated) hotkey for using caustic sinks.

I think they may work with the heat sink hotkey but they didn't for me. And even if, I wouldn't know which one is triggered. Having caustic sinks in a fire group is pretty cumbersome.

I'd imagine to have it work like this:
  • If at least one of the caustic sinks is full, eject those
  • If all caustic sinks are empty, do nothing
  • Otherwise eject the caustic sink most filled
 
No hotkey, but the way they operate doesn't really need one. Just put all of them in a separate fire group and jettison them all at once when they're full. That's what I do at least, but I can understand why some would want it.
 
No hotkey, but the way they operate doesn't really need one. Just put all of them in a separate fire group and jettison them all at once when they're full. That's what I do at least, but I can understand why some would want it.
I am probably going to do this, I had them on separate triggers as I was unclear how they worked in practise at first.
 
I woudnt mind a dedicated bind for caustic sinks, but i dont particularly feel a real need for one.
But again, why say no to a QoL feature?
 

rootsrat

Volunteer Moderator
No hotkey, but the way they operate doesn't really need one. Just put all of them in a separate fire group and jettison them all at once when they're full. That's what I do at least, but I can understand why some would want it.
It really depends on a build. When you have 4 or 5 firegroups it makes it often just annoying to try and find which one the CSinks are in.
For me it'd be an essential QOL improvement, even more so that HSinks do have a hotkey, so it's just inconsistent game design.
 
It really depends on a build. When you have 4 or 5 firegroups it makes it often just annoying to try and find which one the CSinks are in.
For me it'd be an essential QOL improvement, even more so that HSinks do have a hotkey, so it's just inconsistent game design.

I guess the difference is that it doesn't matter which heatsink you pop, whereas the caustic sinks fill up individually. It would need new logic to choose the particular sink as per the OP's post, or Fdev would need to recode the logic to bring it in line with heatsinks - so that e.g. your ship has a caustic level which starts doing damage to the hull once it gets above 100, and popping any caustic sink drops it back to 0.
 
It really depends on a build. When you have 4 or 5 firegroups it makes it often just annoying to try and find which one the CSinks are in.
For me it'd be an essential QOL improvement, even more so that HSinks do have a hotkey, so it's just inconsistent game design.
Yeah, exactly that.
 
No hotkey, but the way they operate doesn't really need one. Just put all of them in a separate fire group and jettison them all at once when they're full. That's what I do at least, but I can understand why some would want it.

I guess the difference is that it doesn't matter which heatsink you pop, whereas the caustic sinks fill up individually. It would need new logic to choose the particular sink as per the OP's post, or Fdev would need to recode the logic to bring it in line with heatsinks - so that e.g. your ship has a caustic level which starts doing damage to the hull once it gets above 100, and popping any caustic sink drops it back to 0.
I just tried @CMDR X suggestion above and it works fine so a single bind should also work as long as the CSs are displayed on the HUD so you can see when to press the button.

I had the two CS on the secondary trigger and the collector limpet on primary so didn’t need to swap fire groups.
 
Yeah, exactly that.
I ‘third’ that sentiment. Having recently tried an FDL out for AX - with a caustic sink(because I don’t really want to deal with caustic missiles or any caustic on it at all with the low hull) - finding the firegroup with it if I needed to eject, especially while getting shot by a Medusa or Hydra is not exactly ideal.

Why do I have more than two or three firegroups on it to begin with, because I’m that weird person using a controller and reaching for a keyboard key and thus letting go of either right or left stick to drop a sink is meh.

… even if having heatsinks tied to the secondary trigger with two modshards is also not particularly ideal. Been too lazy to figure a combination out for the controller that is practical in combat.
 
… even if having heatsinks tied to the secondary trigger with two modshards is also not particularly ideal. Been too lazy to figure a combination out for the controller that is practical in combat.
A game controller offers 34 possible configurable button combos. Certainly one of the least used ones can be remapped for deploying a heatsink (the original mapping, if you need it, being relegated to a keyboard key). Then it's just a question of committing that combo to muscle memory.

That's, in fact, what I did quite some time ago. In my case I mapped heatsink deployment to Y+L1, and I find it works well. (It kind of lines up with B+L1 being silent running, which is a bit related. Although I do admit I sometimes confuse the two because they are so similar.) I don't remember what the original default mapping for Y+L1 was, but it was something I really don't need.
 
I don't remember what the original default mapping for Y+L1 was, but it was something I really don't need.
Opening the Codex after a discovery. I personally might consider swapping out A + L2 because it handles the sensor zoom functions and… does anyone ever use or need them?
 
..
When you have 4 or 5 firegroups it makes it often just annoying to try and find which one the CSinks are in.
..

4 or 5 firegroups?? Heavens to Murgatroyd! Well yeah, in that case maybe a dedicated might come in handy. 😅

Either way, the CSink progress line has to be visible at all times or else how do you know when to eject them? Seems like an "always there" fill bar would be needed too. Kind of like your temps are visible for helping controlling heat. That or a sound warning or something. 🤷‍♂️
 
It is always visible to the side of the currently selected fire group, if it is not in that particular one. So, technically, that isn’t an issue.
I never noticed that. I'll have to check it out. I only always have 2 firegroups (except on my T10 miner).

My problem is that I'm running out of HOTAS and G27 wheel buttons for any more bindings.
And I hate modifier keys..
 
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4 or 5 firegroups?? Heavens to Murgatroyd! Well yeah, in that case maybe a dedicated might come in handy. 😅
Aren't that many firegroups completely normal in heavy-duty mining, given how many modules you need in order to do that? Several types of scanner, even more types of mining weapons, prospecting limpets, collector limpets...
 
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