Cannot Comply

Here we are in 2021 and I got only 50% chance of plugging a USB stick into my computer upside-up.

This guy gets it. If we don't learn from our mistakes, we make more mistakes. We do slowly improve, but we also regress. I remember the time before they started color coding the different ports and uses you could accidentally plug your mouse into the monitor port and vice versa and the computer wouldn't boot and yet nothing would appear obviously wrong.
 
Yeah it does - top right m8.
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So you have a big vague message in the top right telling you to look at the smaller information in the bottom right?

This is a minor issue most of the time, and I can understand the where the 'duh' comments are coming from. At least its generating interesting discussion.

However I don't want to mess around remembering if its hardpoints or hardpoints and scoop or just scoop if my shields are rapidly approaching 0%, I just want to jump away with miminal opportunity for any mistakes trying to put the right thing(s) away one at a time whilst freaking out about whether I'm about to die.

Maybe I'm the only pilot who occasionally deploys hardpoints instead of retracting the scoop, or opens the scoop instead of retracting hardpoints before jumping after scooping after combat, but I doubt it. During unexpected combat, this is a lot more of a concern.
 
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Basically yes, to include the specific accurate information via the channels they're using. And/Or even better a keybind that has everything built in to "do everything I need to do to jump, because I really want to jump" i.e. automate it. The tradeoff is accidental jumping if you hit the wrong key. But if you're in a situation where jumping away is the only thing that will keep you alive you want to optimise for survival.
Please don't take my previous comment to heart mate, I was just havin' a sarcastic moment.

I completely agree, players need warnings if anything is and what is deployed while trying to initiate an FSD jump.

Just an idea off the top of my head would be to have hard points, etc. automatically stow away when initiating a jump. But that might possibly cause a few problems during combat etc. So maybe a 3 second countdown before stowing hardpoints, landing gear and/or cargo hatch or even a warning like you get when you have an SLF active while initiating a jump.
 
Well then surely the solution is just "If those indicator lights aren't lit, press the hardpoint deploy button" rather than asking them to change the ship UI?
I think we're all saying, they forgot one of the 3 lights, so put the 3rd one in the obvious spot that Greasetrap42 indicated. It's not like they have to rebuild things, or even change the layout. Just put the one in that they forgot. If it were a real ship, with a physical dashboard, modders would be drilling a hole there, and sticking a LED in it, with a tastefully printed label saying "Hardpoints".
 
I remember the time before they started color coding the different ports and uses you could accidentally plug your mouse into the monitor port and vice versa and the computer wouldn't boot and yet nothing would appear obviously wrong.

As a person that worked in IT fixing home computers I can assure you that for the average user that made no difference at all!
 
No, it just gives the generic message that can mean hard points, scoop, or gear. It'd be nice if it said which one. We need the hardpoint indicator, to go with the gear and scoop at the bottom right. It really should already be there. But you can work through, if the gear and scoop indicators are dark, that means it's weapons up. It requires more thinking, and right after an exhausting combat session, problem solving a puzzle may be difficult. Sometimes, you just want to jump, let supercruise assist drop you at a station, and auto-dock land you. Not everything has to be tedious.
The hardpoint indicator is the whole hud being covered with lists of weapons available on each trigger, on a ship like an Anaconda it is sort of obvious.
 
On the original issue, while a more specific message would help, I like the idea I saw a few months back (can't remember who said it now, sorry) of having the option to double-press "activate hyperdrive" and have it automatically retract scoop, gear and weapons.

Well then surely the solution is just "If those indicator lights aren't lit, press the hardpoint deploy button" rather than asking them to change the ship UI?
Sure, and the solution to the "cargo collected" warning overlapping the scoop UI for several seconds is to wait several seconds before scooping the next thing, and the solution to the FSS warning messages being huge is to just ignore them entirely, and the solution to module damage being quietly reported buried in a side panel is to submit tens of bug reports about the Contacts panel not working because it's not at all obvious your sensors have been destroyed. (A simple "Sensors offline" message in the contacts panel, if they are, would do a lot!)

If you try to enter hyperspace and it doesn't work for reasons other than deployment of modules, the message is not "cannot hyperspace: no target / target obscured / target out of range / drive offline / drive destroyed / insufficent fuel / mass locked", leaving you to figure out which applies - it actually says which one of those things applies.

The UI is:
  • highly inconsistent about the priority with which it reports messages relative to their actual importance
  • fails to set sensible defaults for several things, requiring manual changes each time (from wing beacons to cargo pickup/drop amounts for missions)
  • has occasional missing options (e.g. you can't filter by Pirate Attack state on the galaxy map)

It's better than it was in 2.4 - where additions for features since 1.0 had been piled up on the original (fairly good) 1.0 design to breaking point - but it still needs a lot of work. It shouldn't be controversial to point that out, even if most experienced players have been using it so much that they just reflexively work around and see through all the various issues.
 
So you have a big message in the top right telling you to look at the bottom right?

This is a minor issue most of the time, and I can understand the where the 'duh' comments are coming from. At least it generating interesting discussion.

However I don't want to mess around remembering if its hardpoints or hardpoints and scoop or just scoop if my shields are rapidly approaching 0%, I just want to jump away with miminal opportunity for any mistakes trying to put the right thing(s) away one at a time whilst freaking out about whether I'm about to die.
As a person that worked in IT fixing home computers I can assure you that for the average user that made no difference at all!

Yeah, but for the people that were above the average user level, they understood the value immediately and never wanted to go back. Connect green to green and not green to purple. Win.
 
On the original issue, while a more specific message would help, I like the idea I saw a few months back (can't remember who said it now, sorry) of having the option to double-press "activate hyperdrive" and have it automatically retract scoop, gear and weapons.


Sure, and the solution to the "cargo collected" warning overlapping the scoop UI for several seconds is to wait several seconds before scooping the next thing, and the solution to the FSS warning messages being huge is to just ignore them entirely, and the solution to module damage being quietly reported buried in a side panel is to submit tens of bug reports about the Contacts panel not working because it's not at all obvious your sensors have been destroyed. (A simple "Sensors offline" message in the contacts panel, if they are, would do a lot!)

If you try to enter hyperspace and it doesn't work for reasons other than deployment of modules, the message is not "cannot hyperspace: no target / target obscured / target out of range / drive offline / drive destroyed / insufficent fuel / mass locked", leaving you to figure out which applies - it actually says which one of those things applies.

The UI is:
  • highly inconsistent about the priority with which it reports messages relative to their actual importance
  • fails to set sensible defaults for several things, requiring manual changes each time (from wing beacons to cargo pickup/drop amounts for missions)
  • has occasional missing options (e.g. you can't filter by Pirate Attack state on the galaxy map)

It's better than it was in 2.4 - where additions for features since 1.0 had been piled up on the original (fairly good) 1.0 design to breaking point - but it still needs a lot of work. It shouldn't be controversial to point that out, even if most experienced players have been using it so much that they just reflexively work around and see through all the various issues.

Ok, this guy gets filed under people who see the situation similar to me. Woohoo.
 
Ok, this guy gets filed under people who see the situation similar to me. Woohoo. Except he missed an opportunity to also rant about the trading screens. :cool:

To be fair, I do understand that some of these issues are also due to trying to support limited input controllers for the consoles. Some of them are not though.
 
Except he missed an opportunity to also rant about the trading screens
I ranted about those a couple of weeks ago, though :)

(Separate buy and sell filters, document what the red and green supply/demand bars actually mean ... actually I'm mostly happy with the market screens nowadays compared with some of the UI which hasn't been touched anywhere near as recently)
 
The HUD already does indicate if your hardpoints are deployed, it doesn't need a separate indicator for those that can't see the first one. This sounds like the recent request to add a 3rd or 4th mention of star type before a jump and makes about as much sense.
The hardpoint indicator is the whole hud being covered with lists of weapons available on each trigger, on a ship like an Anaconda it is sort of obvious.
I suspect none of you fly ship without weapons installed in the hardpoints...
 
I suspect none of you fly ship without weapons installed in the hardpoints...
I have several but I don’t recall using them for anything like Wake Scanning that requires me to operate the hardpoints.
Cobra III set up for racing.
Dolphin used as a Taxi.
Phantom nominally set up for exploration.
T9 unarmed freighter.
 
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