Got bored, created an Elite Dangerous Controls template/worksheet . . .

Indeed...
Been asking that (Common Sense Defaults based on existing custom bindings for similar and/or identical purposes) for ages.

Lol, they couldn't even bother to bind the map to the "M" key. But they did set a default for "jettison all".:rolleyes:
 
Now you just need one of these:

biggest_keyboard2b2.jpg
 
268 keyboard or button bindings, the rest is sliders and switches and that count does not include joystick axis bindings. Yes, it's ridiculous. We are apparently expected to memorize over 268 buttons/switches, more than 2.5 times the number of keys on a standard 101-keyboard which is approximately the number of buttons and switches a commercial airline or fighter jet pilot must remember. Falcon 4.0, anyone?
<Raises hand>
Thanks for the chart Commander Jetson
 
+1 JetsonRING

Quite a few of the keybinds can be used multiple times.
I gave up counting them though, to be fair.

anyhoo... here's a keyboard template you can use to quickly track which keys you haven't mapped yet!

https://imgur.com/a/3rpS9ai

I'm thinking there may be more bind requirements coming perhaps?
However, if you're clever you can get away with a non-modified keyboard full, plus about half a modified keyboard for EVERYTHING!
(modified = use a modifier key+key where allowed...eg Left_Shift+A)

Modifier keys allowed and all recognized in game= L_Shift, R_Shift, L_ALT, R_ALT, L_CTRL, R_CTRL (not sure about L_WINDOWS and R_WINDOWS tho').
So as you see FD have a LONG way to go before they're finished adding things which require a discrete key sequence to do stuff (tm).

Clicker
 
Last edited by a moderator:
Yeah, I think the controls are really going to need a re-think ...
The goal must be to have consistent controls across contexts. e.g. zoom is zoom, regardless of what mode you're in. Orrery, Galaxy Map, FSS, Camera Suite etc. One keybind and done.
The freedom that FDev gives is potentially useful for some people & some situations, but yes, in general what you describe would be great.

Let's call your suggestion "Basic Input Bindings", and the current system "Advanced Input Bindings". Editing one Basic input binding could set multiple Advanced input bindings.
But editing one Advanced input binding would usually conflict with the Basic input binding, and so the Basic input binding would no-longer show a specific input (instead warning there were multiple inputs) - but still allow the user to override that with a single Basic input binding again.

This would require NO change the to the way input bindings are stored (so 100% backwards compatible), rather it would just be a bit of fancy programming which changes how input bindings are visualised & edited.
 
Last edited:
Why couldn't they just use primary and secondary fire and put everything on a firegroup unnecessary complications and to be honest I'm dreading final release because my bindings have been changed will I get default new ones because I've changed current ones or will I be forever stuck in a mess
 
Posting key binds

To all you commanders out there, would you be willing to post your key binds using https://edrefcard.info/binds

I'm interested in Cleaning up my mappings for the HOTAS-X set-up I've used for the last two years, and accomodating the new binds, but I'm unsure which mappings I can clearly replicate.

If you were to post your binds, I might be able to fine tune my own.

Any chance you would share please.

Thank you
o7
 
Yeah, I think the controls are really going to need a re-think, 3.3 only exacerbates the problem.

The goal must be to have consistent controls across contexts. e.g. zoom is zoom, regardless of what mode you're in. Orrery, Galaxy Map, FSS, Camera Suite etc. One keybind and done.

I don't often agree with people on forums, but when I do, it's because they're right. [up]
 
268 keyboard or button bindings, the rest is sliders and switches and that count does not include joystick axis bindings. Yes, it's ridiculous. We are apparently expected to memorize over 268 buttons/switches, more than 2.5 times the number of keys on a standard 101-keyboard which is approximately the number of buttons and switches a commercial airline or fighter jet pilot must remember. Falcon 4.0, anyone?

The real bird had over a hundred. I stopped counting...
 
The freedom that FDev gives is potentially useful for some people & some situations, but yes, in general what you describe would be great.

Let's call your suggestion "Basic Input Bindings", and the current system "Advanced Input Bindings". Editing one Basic input binding could set multiple Advanced input bindings.
But editing one Advanced input binding would usually conflict with the Basic input binding, and so the Basic input binding would no-longer show a specific input (instead warning there were multiple inputs) - but still allow the user to override that with a single Basic input binding again.

This would require NO change the to the way input bindings are stored (so 100% backwards compatible), rather it would just be a bit of fancy programming which changes how input bindings are visualised & edited.

The proper way to do it IMHO is to have each context have a setting that says "inherit from context X" with overrides per individual setting. In a sense, the way "landing mode override" works: everything stays the same, except for the things you explicitly set to be different.
 
I really never understood the argument that there are too many bindings. You dont have to map a key for every function in the game, just the ones that you use regularly. I have used an XB1 controller since day 1 and never had an issue. 3.3 came with more buttons, but also redesigned the ship menu, so i no longer have things like ship lights or silent running mapped.

It also helps to be a bit creative. For instance, the only real limitation for the controller is the utilities, a lot of time i end up having to put them on a fire group. However, this can be easily mitigated. For instance, on my mining ship, I have chaff, a laser turret, and a gimballed MC. Trigger 2 starts the turret and pops chaff, which I do as soon as i am attacked. The turret will remain firing, so trigger 2 is just for chaff after that, trigger 1 is just the MC.

If you are struggling to find usable control schemes, just set them all to default and go from there. Default at least gives you the basic functions in a usable set up.
 
Back
Top Bottom