Can someone explain this to me?!?

LOL, yes! Though I might be able to one-up you. Going back to power consumption (one of my OP complaints for having to deploy HPs), why does my cargo hatch require more power than my space-warping Frame Shift Drive? The cargo hatch should use the least amount of power in the ship! It's a DOOR....

Same for the SRV hangar... I can understand it needs some power when operated and during the SRV repair... but in flight?
 
I think I can explain this one. KWS is basically on the same power circuit as weapons - in outfitting you can see that the KWS power consumption (which can go ridiculously high for A rated units) is only used in the "deployed" state. Thus KWS is powered down while hardpoints are retracted and you need to deploy hardpoints to use it.

This is different from a composition scanner that doesn't have any power consumption (I would assume it's part of the basic scanner suite) and thus it can be used regardless of hardpoint state.

And for the cargo hatch and FSD, I checked that the upgraded 7A module on my Cutter does consume slightly more power than the cargo hatch :) Does the hatch use the same amount on all ships? On the Cutter it's 0.60 MW.
 
I think I can explain this one. KWS is basically on the same power circuit as weapons - in outfitting you can see that the KWS power consumption (which can go ridiculously high for A rated units) is only used in the "deployed" state. Thus KWS is powered down while hardpoints are retracted and you need to deploy hardpoints to use it.

This is different from a composition scanner that doesn't have any power consumption (I would assume it's part of the basic scanner suite) and thus it can be used regardless of hardpoint state.

Your argument is sound, but personally I'd rather turn KWS on and off in the modules section. Weapons are different - when under attack, I need to be able to quickly deploy them (and activate them) without fussing with a modules panel. Scanning ships and wakes is not a "Oh shirt, I'm under attack!" scenario that requires fast reflexes. AND by forcing me to power up my weapons to use my KWS, my already huge power consumption for KWS is doubled, quadrupled, etc. for deploying weapons I may or may not even use.

To add insult to injury, if I'm tracking someone through their wake, I've got to deploy HPs to scan that wake, and then I immediately need to stow those HPs so I can jump after the fellow who just left, who now may have moved on from his exit point because of this "You put your left laser, you take your left laser out, your put your left laser in and scan the wake about" game.....
 
Your argument is sound, but personally I'd rather turn KWS on and off in the modules section. Weapons are different - when under attack, I need to be able to quickly deploy them (and activate them) without fussing with a modules panel. Scanning ships and wakes is not a "Oh shirt, I'm under attack!" scenario that requires fast reflexes. AND by forcing me to power up my weapons to use my KWS, my already huge power consumption for KWS is doubled, quadrupled, etc. for deploying weapons I may or may not even use.

To add insult to injury, if I'm tracking someone through their wake, I've got to deploy HPs to scan that wake, and then I immediately need to stow those HPs so I can jump after the fellow who just left, who now may have moved on from his exit point because of this "You put your left laser, you take your left laser out, your put your left laser in and scan the wake about" game.....

I completely agree that it would be good to have an option to power up scanners without deploying hardpoints, or for them to only consume power while scanning (since the scanners themselves seem to be permanently deployed).

It would also be nice if cargo hatch only used power while opening and closing, limpet controllers only used power when controlling limpets etc.
 
It would also be nice if cargo hatch only used power while opening and closing, limpet controllers only used power when controlling limpets etc.

At least we don't need to deploy hardpoints to launch limpets... Ironic, seeing how limpets are closely tied to weapons and mining tools. If nothing else, this should go to prove that Frontier can separate scanners from weapons if they choose. It'll take more than just me asking for this before they do, however. I guess nobody else does "Boba Fett" bounty hunting...

Oh well 😥
 
I dont really care why things are this way, what is more important is whether it is good or not. Personally if someone is scanning me near a station, I want to instantly see on my radar who this person is. But that doesnt have to be a triangle, and having it be done in a way that differentiates scanners from folks deploying weapons would obviously be useful.
 
I'm sure that the KWS can be bound to a key the same way so that hitting it doesn't add deploying weapons at the same time. Did the same for shield cell and heat sinks.

KWS cannot be bound to a key like heatsinks or chaff on PC. It has to be set in a fire group. There is no separate entry for it in the keybind options.
 
There's lots of little things like this peppered throughout gameplay (a personal bugbear is requiring we target lock every mineral on the surface to scoop it up - what's that about?).
Can't have a key to request docking 'cause that's gameplay! Really, Fdev?
 
Did I mention the very annoying "mistake" of going to scan a ship but instead firing on it because someone (won't mention any names) was sure he had the scanner fire group set, until he actually pulled the trigger. This is made even more "annoying" when scanning a ship parked inside a station while floating outside that station....

GRRRRR!!!!!!
 
The composition scanner is also "fired" (huh?) at a target and directed at targets, no need to deploy weapons. You all are grasping at straws to try to explain a dumb game mechanic. That's like saying a cop needs to unholster and point his firearm at me to use his radar detector and call in my license plate for ID....

I'm not buying it. Though I will give you A for effort (your explanation is the closest thing to "reasonable" I've seen so far). Still..
The KWS and Wake scanner are tied to the utility slots. It's not that farfetched to assume projecting scanning methods could use the same targeting apparatus used with activating the hardpoints, while the composition , FSS and surface discovery scanner could use a separate system. The cargo hatch is also subjected to stress from the vacumn of space as well as possible intense overheating. Perhaps power is also needed for force fields to keep the cargo secured and to keeping the hatch closed as well.

But then again you're as usual hypochrondically fixating on minor practically trivial points to demean FD and their designs out of some faux sense of customer indignation or forum gaming. If you wanted to critique the initial design, you'd long missed the boat since the initial ks, betas and release, and just jumping up and down on an outcast Sony ps4-slim factory defect island!
 
The cargo hatch is also subjected to stress from the vacumn of space as well as possible intense overheating. Perhaps power is also needed for force fields to keep the cargo secured and to keeping the hatch closed as well.

Well that explains why all my cargo falls out when I deactivate power to my cargo hatch.... 🤔

But then again you're as usual hypochrondically fixating on minor practically trivial points to demean FD and their designs out of some faux sense of customer indignation or forum gaming. If you wanted to critique the initial design, you'd long missed the boat since the initial ks, betas and release, and just jumping up and down on an outcast Sony ps4-slim factory defect island!

The only one fixated, jumping up and down, and acting like a hypochrondic (and also a bit stalkerish) is this one guy who follows me into every thread I post and makes wild accusations. At least I know you don't secretly work for Frontier - you're much too "off your rocker" to be in their employ! Take your meds and go bother somebody else. 👋
 
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Suggested many times.

Hardpoints should be separate and fired with Fire 1 and Fire 2 buttons as assigned to triggers.

Anything internal or on a utility mount should have it's own assignable key press.

Using something on a utility mount should NOT deploy the hardpoints.

Point Defense works as intended without having to deploy HP's

Current problem with the design is likely due to game pad limitations on the consoles. Fine - leave that in place for them if need be, but no reason to do the same on a PC where everyone has a keyboard and/or sophisticated HOTAS and additional keypads like the Cougar MFD panels.
 
Current problem with the design is likely due to game pad limitations on the consoles.

I'm on console, but Frontier has managed to give us a bunch of other things that map to the fire buttons yet do not require weapons to be deployed - honk, probes, limpets, comp scanner, etc. The comp scanner in particular, which comes with a targeting reticle and limited range, proves that a targeting system can be separated from weapon deployment. I honestly don't think it would be hard for Frontier to separate the scanners from the weapons...

BTW, does the manifest scanner suffer the same limitation?
 
I don't use a Manifest scanner, so I can't answer that.

Additionally, I've never owned a console, so I'm glad to hear that it may not be what's preventing FD from separating Hard Points from other functional equipment.

I've always been a bit bewildered by their inconsistent design approach regarding non-hard point gear. It just seems logical and more consistent to just be able to assign separate keys to non- HP stuff. As it stands now, some have their own keys, some don't and need to be assigned to a trigger press, some are just automatic (pd). Some scanners just activate when in range. others have assignable key. others need trigger assign in fire groups... and don't forget the ones that can do both - assign to key or fire group trigger.

It's all just nuts

FD should have sorted this out looooooooooooooooooooooooong ago

Easiest solution would be to make Weapons on Hard Points only assignable to triggers in fire group assignments.

Make everything else have the ability to be activated by both a fire group trigger assignment AND an assignable key.

Far too simple an approach for FD I'm afraid...
 
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Did I mention the very annoying "mistake" of going to scan a ship but instead firing on it because someone (won't mention any names) was sure he had the scanner fire group set, until he actually pulled the trigger. This is made even more "annoying" when scanning a ship parked inside a station while floating outside that station....

GRRRRR!!!!!!

I'm almost convinced stuff like this was done deliberately, just to contrive the possibility of making mistakes.

After all, it'd surely be the easiest thing in the world, and the most sensible, to have 2 fire buttons and a tertiary "activation" button for all the, erm, tertiary junk we have.
Seems like the only reason to deliberately lump all this stuff in together is to turn creating suitable fire-groups into a kind of "mini game".
 
I wonder if you'd played one of the X-games in that franchise Duck. Technicalities and debate aside from which module could be organized where with hardpoints and the UI, while X2,X3 had their own HUD interface with weapons and missiles and such, ED took it to another level with introducing power systems and modular damage , a good implementation on "old-school" rpg space battle game ideas, where most games in the genre just take simple damage with little to no layers of complexity, at most random disabling of some function. In X's case, there was a chance of inflicting enough damage to have a random chance of the enemy pilot disappaearing whether bugging out or killed, and the ship left being able to "hazzed" to new ownership by the pc. But that was pretty much it, no extensive layers of damage complexity that ED introduced on its various modules and subsystems and power management as customized and able to be prioritized by the cmdr.


Well that explains why all my cargo falls out when I deactivate power to my cargo hatch.... 🤔
It's for the case when power is used to reinforce the hatch and cargo under stress when needed. There's variants of mechanisms and ideas from sci-fi and real world devices that would be lost on limited thought fixated on bashing the current working game mechanics, i.e. wasted on this thread topic.

The only one fixated, jumping up and down, and acting like a hypochrondic (and also a bit stalkerish) is this one guy who follows me into every thread I post and makes wild accusations. At least I know you don't secretly work for Frontier - you're much too "off your rocker" to be in their employ! Take your meds and go bother somebody else. 👋
Nah, just pretty much had it with the nitpicker inanity and misleading of this thread ops and the half-baked one. I remember when you first arrived , your first questions and experiences about the game, and thought initially you wouldn't end up like this. What a bunch of malarky coming from the manic posting of EBL fixation sigs unsettling this forum for several past months, perhaps it's you who needs to take meds to manage your filtered naysaying and hypo nits. Glad you're not working on, or in charge of the game and currently stuck on that ebl island (there's some hope, the PS5 non-slim will be passing by someday). Your hypo tics and delusions would wreck the game and send Frontier into bankruptcy where we'd all be forever stuck with jokes of spacesim projects from CIG or limited scoped ones from EA, Bethsesda, etc.
 
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