Give us keybinds to turn off individual modules

I'm interested in smuggling but imo some more UI friendliness is needed.

We need separate keybinds for turning off individual modules. At the very least, one keybind to turn off everything except life support and another keybind to turn off thrusters.
Having to manually uncheck every module every time you want to sneak around is tiresome.

I've also heard of shutting down cold in combat to escape detection is a useful tactic. Keybinds would help loads.
 
I can imagine a key bind for everything would soon become cumbersome but being able to set up power 'profiles' might be a good compromise. We have power priorities now - may be something as simple as manual control over each priority would work
 
I can see keybinds for individual fire groups coming before this.

But D.S. suggestion for control over power priorities is an interesting approach.
 
I can imagine a key bind for everything would soon become cumbersome but being able to set up power 'profiles' might be a good compromise. We have power priorities now - may be something as simple as manual control over each priority would work

Good idea. I'm not sure if it has any purpose other than stealth (so might only need a toggle between two profiles) but still a handy thing to have. Maybe something as simple as a way to define a personalised Silent Running profile?
 
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Sentience;2101509We need separate keybinds for turning off individual modules. .[/QUOTE said:
No. No please understand the difference. You WANT. You don't NEED. You want your request because it is convenient, not because it adds anything significant to immersion or gameplay. You WANT it because you can't be bothered to use the mechanics already there.
 
I was thinking about this the other day, when bumping my Vulture off the conning tower. :)
How about have a generic "Safe Mode"? When enabled, it will switch off certain modules, and disable certain keybinds. Different people could use it for different things, e.g. explorers and traders would like different things on/off at the touch of a button. For traders being able to switch to "Safe Mode" might mean:
Disable keybinds: primary fire/secondary fire/weapon deployment/boost/75%/100% throttle
Disable modules: FSD/Cargo Hatch

For combateers, it could disable all weapon modules, e.g. so they can KWS without risking an FF.

For explorers, disable Shields, AFMU, Heat Sinks.

One touch, and you're back fighting, flying or repairing, and it's simple enough to configure a single on/off switch, rather than too many different power options, when in reality it tends to be "everything on", or "I'm working, I only need <blah>"
 
No. No please understand the difference. You WANT. You don't NEED. You want your request because it is convenient, not because it adds anything significant to immersion or gameplay. You WANT it because you can't be bothered to use the mechanics already there.

By your logic you don't NEED a separate key binding for ECM, you only WANT it. You can trigger the ECM without a separate key binding so why have one?

He NEEDs something in the game to reduce the unnecessary level of tedium and time wasted from through using a poorly designed interface, flipping through various tabs and then scrolling through until he finds the appropriate item and then toggling it on or off. The kind of action that may be required while being fired upon.
 
I'd prefer a keybind to turn the Autodock on and off rather than having to manually disable it from the modules panel.

However, if you have VA, you can set up a macro to do it for you on a voice command. Just make sure you still have the same positions for those modules if you upgrade or change ships. Being able to manually change the order so all your ships had certain modules in the same position on the list would help a lot.

If you do it with VA, remember that each time you access the modules panel, the cursor will always be on the last module you selected in most cases unless you jump or log out. Set the macro to go to the modules tab then deselect the modules you want and return to the top of the list. That way, even after a jump, it will start at the top of the list every time.
 
No. No please understand the difference. You WANT. You don't NEED. You want your request because it is convenient, not because it adds anything significant to immersion or gameplay. You WANT it because you can't be bothered to use the mechanics already there.

Ooookay here we go. I was going to reply with something snarky but I think the guy below me got it right. So for your convenience here is his quote (okay...it was kinda snarky):

By your logic you don't NEED a separate key binding for ECM, you only WANT it. You can trigger the ECM without a separate key binding so why have one?

He NEEDs something in the game to reduce the unnecessary level of tedium and time wasted from through using a poorly designed interface, flipping through various tabs and then scrolling through until he finds the appropriate item and then toggling it on or off. The kind of action that may be required while being fired upon.
 
I set up my Logitech G15 macros to do something like this...
Press G1 to press 4, right arrow, down arrow, space, left arrow, 4 etc etc.
Works, but fiddly...
If only I can work out how to automatically target that power plant!
 
I set up my Logitech G15 macros to do something like this...
Press G1 to press 4, right arrow, down arrow, space, left arrow, 4 etc etc.
Works, but fiddly...
If only I can work out how to automatically target that power plant!

I did the same thing with my razer orbweaver; it's very functional.
 
No one needs anything its a computer game......

Individual keybinds for modules and target components would be very good for those of us that use voice attack

It would save a lot of time in tense moments and seriously improve my immersion.
 
Good idea. I'm not sure if it has any purpose other than stealth (so might only need a toggle between two profiles) but still a handy thing to have. Maybe something as simple as a way to define a personalised Silent Running profile?

One purpose other than stealth is for pure fighters that are tight on power availability. Typically pilots could live with not having all their weapons powered at the same time as their KWS, but lack a way to switch the two quickly. Configurable power groups would add some interesting tactical options around power management, I think, as well as the decisions that it causes at the ship-building stage.
 
One purpose other than stealth is for pure fighters that are tight on power availability. Typically pilots could live with not having all their weapons powered at the same time as their KWS, but lack a way to switch the two quickly. Configurable power groups would add some interesting tactical options around power management, I think, as well as the decisions that it causes at the ship-building stage.

For that isn't module priority already good enough?

Sorry, I missed the KWS part.
 
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For that isn't module priority already good enough?

Sorry, I missed the KWS part.

yeah, the kws is currently the most ridiculous module in that matter, since you have to deploy hardpoint to use it, so you can have it set to a different prio than the weapons.

wouldn't be a problem if that thing wasn't so power hungry, but actually it eats a lot of power doing nothing 99% of the time, tbh i even considered ditching it even tho i'm bounty hunter, that's how bad it is designed.

the easy way around this would be to make it usable when hardpoint are retracted, like the other scanners (except cargo maybe? never used that one.)
on the same topic, another badly designed module is the maintenance thingy, currently useless since it can't repair the vitals part.

best solution would be to swich off the weapons if they are not used in the currently selected weapon profile...THAT would be awesome
 
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Configurable power options is gamey. Any real system would not be switched on and off to save a little bit of power, switching it on and off all the time would be a great way to burn it out.

Modules consumer power even when not being used directly - live with it. No different than many systems in modern civilian and fighter aircraft - things need to remain powered to be available, initialised, warmed-up etc. etc. - you don't flip them on and off all the time.

Saying that I have nothing against binds to run modules on/off directly - but, if turned off, modules should take an appropriate amount of time to become online and available again. (to prevent macro lovers gaming things)
 
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Could have something like a fire group column in the modules tab. I'm thinking 2 groups, maybe 3.
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I don't like the idea of using macros personally. I don't really use silent running so not a big deal for me. Hmm, how about a fire group type thing that's just for selecting whether to power down or not during silent running?
 
Configurable power options is gamey. Any real system would not be switched on and off to save a little bit of power, switching it on and off all the time would be a great way to burn it out.

Modules consumer power even when not being used directly - live with it. No different than many systems in modern civilian and fighter aircraft - things need to remain powered to be available, initialised, warmed-up etc. etc. - you don't flip them on and off all the time.

Saying that I have nothing against binds to run modules on/off directly - but, if turned off, modules should take an appropriate amount of time to become online and available again. (to prevent macro lovers gaming things)

Well the thing that you cannot have power supply to power all stuff is gamey also... real aircraft has power output to power everything.
 
Configurable power options is gamey. Any real system would not be switched on and off to save a little bit of power, switching it on and off all the time would be a great way to burn it out.

Modules consumer power even when not being used directly - live with it. No different than many systems in modern civilian and fighter aircraft - things need to remain powered to be available, initialised, warmed-up etc. etc. - you don't flip them on and off all the time.

Saying that I have nothing against binds to run modules on/off directly - but, if turned off, modules should take an appropriate amount of time to become online and available again. (to prevent macro lovers gaming things)

no, computers, for example, do it all the time.

you might not notice it, but your GPU turn off partsof itself when not used, and reduce frequency and voltage.

same goes for the CPU, various if not all USB devices, pretty sure lightning devices too, and all PCI-express does the same, as well as network interfaces, HDD etc....

this is even more the case in the ARM world, where some specific execution cores are disabled completely (3D / 2D / Crypting / Audio / video etc...), hence why their power saving is so good.

it does happen, but you don't even notice, since it is fully integrated and automated.

so it doesn't make sense that something that is THAT trivial today, isn't done in a distant future where you hop solar systems like you travels citys today

check about APM, in the intel world, which was introduced in 1992 (now replaced by ACPI, or even maybe newer instructions sets with even more advanced functions)
 
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I want a specific keybind for everything too. Does not mean FD will or should do it. The mechanic that already exists for this stuff is perfectly balanced IMO. It takes both skill and a little knowledge to quickly navigate and perform the tasks you want to during combat. It needs to stay the way it is, even if its just so that those with advanced control setups dont get too big of an advantage. There are other reasons though, the most important of which is also the primary reason this game is so good...Immersion..
FD have clearly designed a system that keeps the control systems in the cockpit relitively minimal. By having a simple menu system to control varios things on the ship, it saves both space and weight and also adds to the asthetics by not having switches everywhere.
Back onto balance, it keeps the playing field even. Everyone needs to navigate the exact same menus to control functions. If this was not the case, then those with expensive HOTAS with perfectly placed hat switches everywhere would crush those with mouse and keyboard. Its fine how it is.
 
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