Surface probes don't count - they are created and powered by magic.The curious fact is that we can launch surface probes without deploying hardpoints...
... I got you all now...![]()
Surface probes don't count - they are created and powered by magic.The curious fact is that we can launch surface probes without deploying hardpoints...
... I got you all now...![]()
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....
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.....
It would also be nice if cargo hatch only used power while opening and closing, limpet controllers only used power when controlling limpets etc.
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.
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.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 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!
Current problem with the design is likely due to game pad limitations on the consoles.
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!!!!!!
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.Well that explains why all my cargo falls out when I deactivate power to my cargo hatch....![]()
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.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.![]()