Problem Arming my SRV

My SRV is useless except for sight seeing because its weapons won't fire. All I get is 2000/0 ammunition status. I've tried selling the hanger, moving to a completely different star system & station and re-buying 2G hanger and new SRV. However, the results are always the same the weapons don't work and the ammunition status is 2000/0. I am unable to make ammunition or fuel because of lack of raw materials and I can't get raw materials because I can't bust up the outcroppings. Also, I have never used the weapons so how did it wind up with no ammunition in the first place.

I would sincerely appreciate any assistance anyone can give me in this. My ship is set up for deep space exploration and it would really be nice to have an SRV that worked.

Thanks
 
srvammo.jpg

That's normal. Your issue is elsewhere. Are you sure you're in the right mode, got the right bindings, etc.
 
Keep in mind that the SRV uses different bindings from the ship, so check:
  • combat mode ( orange HUD )
  • fire button bound to the correct control
  • weapons assigned to the correct fire button
  • far enough form the ship so the turret is deployed
 
Thank you all for your thoughtful responses. I strongly suspect some kind of binding issue. I had a lot of trouble getting the SRV set up and even had to re-bind to the same key a couple of times to get the Turret access to work. I confirm that I am in combat mode when I try to fire the weapons and that they show up on the HUD in orange attached to the fire button 1 list. I am in the Turret when I try to Fire. However, activating Fire button 1 has no effect. I understand that the SRV uses different bindings from the ship. However, in all of the binding options, I only find one section for defining weapon fire bindings and that appears common to both the SRV and the Ship. Is there a hidden set of weapon fire bindings specific to the SRV?

Again, thanks for your input! Francis
 
However, in all of the binding options, I only find one section for defining weapon fire bindings and that appears common to both the SRV and the Ship. Is there a hidden set of weapon fire bindings specific to the SRV?
Fire Groups are separate for Ship / SRV. You can only see the SRV ones when in the SRV ...
 
Keep in mind that the SRV uses different bindings from the ship, so check:
  • combat mode ( orange HUD )
  • fire button bound to the correct control
  • weapons assigned to the correct fire button
  • far enough form the ship so the turret is deployed
+Pips to WEP in PD.
 
At least in the main menu.
SRV controls areassembled undervarious "Driving" options:
Z9L4skC.png

And the SRV fire buttons are somewhere down below "Driving":
oZ3Hwqu.png

(Don't get confused - I'm using dual sticks, and the Options menu doesn't give them seperate names - but it works. Primary is on the right stick, secondary on the left in my case).
 
Thanks again for all the help. I am happy to be able to report that the problem has been resolved. I found the SRV weapon firing bindings and, according to the bindings list, they were correct. I blew them away completely and then rebound them to the EXACT same buttons on the joy stick. Now they work fine. I find it a bit tacky that the bindings listing shows bindings that don't, in fact, exist. As I commented earlier this is not the first time I have run into this with the SRV and had to blow away the binding shown and rebind to the same button/key.

Another question for which one of you may know an answer. What is the purpose of the second binding column? Can different buttons/keys be bound to the same function? (Perhaps Ashnak has already answered this by commenting about using two sticks. I have a a set of SAITEK rudder/brake pedals connected but never figured out how to use them - Second column?)

Thanks again for your help and patience commanders. All the best, Francis
 
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Another question for which one of you may know an answer. What is the purpose of the second binding column? Can different buttons/keys be bound to the same function? ...

Yes you can have two different buttons / keys to one control - this is important if one uses HOTAS for many controls but one also wants to use VA or HCS (which uses VA) - since you can only simulate key-presses via VA.

(I would be happy to have a third input option once Odyssey comes along as trying to use a game controller in addition to hotas and key controls is just not cutting the mustard in the same binds file.)
 
Another question for which one of you may know an answer. What is the purpose of the second binding column? Can different buttons/keys be bound to the same function?
Exactly this. All of the controls have two options - a few have more.
You can, for example, use one column for stick control and the second for keyboard.
Ok, I just tried to write up how I use four button functions from two joysticks, and found when reading that it even confuses me :), so I deleted it again. Ignore the second column in this case if you don't have multi stage trigger buttons.

Actually, I'm using that stick/keyboard approach occasionally. Some of my controls are mapped to stick buttons, but in some other cases, I use the stick buttons to trigger a script, which in turn sends out keyboard presses (easier to handle than adding yet another virtual stick to ED).

As for those controls that have even more options: your thrusters. You get
  • axis controls (in my case, mapped to the stick axes)
  • digital controls (got the main thruster mapped to a clicky wheel for easy 12.5% increments)
  • and all of that duplicated in the "landing overrides" section (so you can, e.g., remap another set of controls for your lateral/vertical thrusters when your landing gear is down so you can align with the pad)
 
Exactly this. All of the controls have two options - a few have more.
You can, for example, use one column for stick control and the second for keyboard.
Ok, I just tried to write up how I use four button functions from two joysticks, and found when reading that it even confuses me :), so I deleted it again. Ignore the second column in this case if you don't have multi stage trigger buttons.

Actually, I'm using that stick/keyboard approach occasionally. Some of my controls are mapped to stick buttons, but in some other cases, I use the stick buttons to trigger a script, which in turn sends out keyboard presses (easier to handle than adding yet another virtual stick to ED).

As for those controls that have even more options: your thrusters. You get
  • axis controls (in my case, mapped to the stick axes)
  • digital controls (got the main thruster mapped to a clicky wheel for easy 12.5% increments)
  • and all of that duplicated in the "landing overrides" section (so you can, e.g., remap another set of controls for your lateral/vertical thrusters when your landing gear is down so you can align with the pad)
Ashnak thank you very much for your clear explanation. I now have my Saitek pedals doing right-left thrusters while the stick retains right-left yaw. Plan to play around with Saitek toe brakes tied to vertical thrusters. Frees up joystick buttons and fumbling around for buttons. I'm interested in your comment about triggering scripts. I would appreciate getting more information if you would supply it.
 
I'm using AHK (Autohotkey), my script and a short explanation are on Github: https://github.com/markus-i/AHK-EDToggle
Other people use Thrustmaster's TARGET software, a nice guide is here: https://forums.frontier.co.uk/threa...ad-status-json-process-flags-keyvalue.539783/
And then there are people who are using Voice Attack - got no links for that one, though. Basically intended and sold as voive control software, you can also use it for scripting actions and trigger them through voice or keyboard commands.
 
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