HUD mode dependent Firegroup selection

With the new mechanics there's a need to increase the number of fire-groups we have - some will be set up for combat, others for exploration.

Currently when looping through firegroups, we see all firegroups, and not just those germane to our current HUD mode.


So, I suggest that when in exploration mode, next and previous firegroup should only loop through the firegroups relevant to exploration.

Similarly, when in combat mode, we only loop through the those relevant to weapons etc.
 
+1, but it needs more that just modal fire groups.
1) We need a an additional hud/ship mode specifically for mining.
2) Ideally, integrate the DSS/FSSS into cockpit HUD operation as modes, rather than separate sub-games. Reaching further we could have Master Cockpit Modes tailored for exploration, combat, mining, docking?, FSD travel?, more? User customized modes?
2) Hud/ship modes should also affect power settings/priorities. I don't need to power mining lasers and seismic charge layers when the pirate is attacking, and I don't need to power the guns while mining. Many mining builds have power management issues, especially if you've fitted those power hungry turrets so you can mine/fight with a crew friend, and when the pirate jumps you is no time to be fiddling with the power plant priorities.

If we are going to the trouble of polishing it, lets polish it. I always loved the Janes F-18 flight sim, if accurate, the US Navy made that aircraft able into go into A-A missile or guns combat, correct weapon selected, radar configured to scan/lock a boresighted target, ready to kill with a single mode select button push and subsequent pull of the trigger, no matter what you were doing when you got jumped.

Get jumped mining in ED, it is toggle hud mode, toggle pri/sec weapons, reset power priorities if needed, close the cargo hatch, and lock your target: a of minimum four separate actions before you can put rounds on target, assuming you didn't have power adjustments to make.
 
+1

A HUD mode for mining would be great, because of how much there is to go through. Combat Mode, Analysis Mode, Resource Extraction Mode.

When I'm mining I tend to deactivate any unneeded modules for the process, to not have things in the way, but you should have a dedicated HUD mode nonetheless.
 
I really need this to be patched in!

As it is now, it annoys me enough that I rather wait it out, expecting a change.
 
Why not just make it dependent on whether or not you're in SC?

Default to Analysis mode in SC and Combat mode when you drop out.
 
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+1, but it needs more that just modal fire groups.
1) We need a an additional hud/ship mode specifically for mining.
2) Ideally, integrate the DSS/FSSS into cockpit HUD operation as modes, rather than separate sub-games. Reaching further we could have Master Cockpit Modes tailored for exploration, combat, mining, docking?, FSD travel?, more? User customized modes?
2) Hud/ship modes should also affect power settings/priorities. I don't need to power mining lasers and seismic charge layers when the pirate is attacking, and I don't need to power the guns while mining. Many mining builds have power management issues, especially if you've fitted those power hungry turrets so you can mine/fight with a crew friend, and when the pirate jumps you is no time to be fiddling with the power plant priorities.

If we are going to the trouble of polishing it, lets polish it. I always loved the Janes F-18 flight sim, if accurate, the US Navy made that aircraft able into go into A-A missile or guns combat, correct weapon selected, radar configured to scan/lock a boresighted target, ready to kill with a single mode select button push and subsequent pull of the trigger, no matter what you were doing when you got jumped.

Get jumped mining in ED, it is toggle hud mode, toggle pri/sec weapons, reset power priorities if needed, close the cargo hatch, and lock your target: a of minimum four separate actions before you can put rounds on target, assuming you didn't have power adjustments to make.

Why not?! Original idea with fire groups just for special modes is great idea and having additionally to that mining mode is as good or even better idea :).
 
I'm getting quite a lot of likes for this, but to keep the thread alive please 'reply to thread', if only to say 'yes please'.

Many thanks.
 
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I'm getting quite a lot of likes for this, but to keep the thread alive please 'reply to thread', if only to say 'yes please'.

Many thanks.

I don't disagree, I think it would be a good idea, but I can't see it being liked by all, there's been a couple of threads demanding mode switching be removed altogether so how do we reconcile that? Personally I only have one hard point equipped with a wake scanner, I disable that when I am out exploring and it doesn't cycle through that fire group.
 
An outstanding idea, I endorse and approve of your product :)

A third firegroup option wouldn't be terrible either but let's try and get your idea implemented first...
 
The OP's suggestion was suggested many times already during the Beta. And yes, it is absolutely at a minimum required.

@BillyBoyFloyd's suggestion of different HUD modes switching power priorities etc as well is one I haven't heard before, but it makes a lot of sense too; I like it. The only concern I have with this is that it might make mode-switching take quite some time. Say you're mining and you've powered down all non-mining gear, then get jumped by a pirate. You quickly toggle to combat mode, but then have to wait 10s or more for your weapons and other combat-related kit to boot up. But it would be great to quickly be able to toggle power priorities etc on sets of equipment - when fighting I have no use for my mining gear and vv, so no need to keep everything powered up.

Perhaps there could be a "standby" mode for gear as well as "on" and "off" - "standby" would still take -some- power, but would reduce boot-up time to only a couple of seconds.

My personal take was that HUD modes should literally just dictate what the HUD displays, and each HUD mode should have its own firegroups. BUT, all equipment should be usable in all modes. You just might not get all the information for that equipment, but it's better to fire a laser blindly than not at all.
It'd be up to the pilot to decide what firegroups/equipment make sense for what mode instead of "not usable" being spammed the whole time.
 
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So, I suggest that when in exploration mode, next and previous firegroup should only loop through the firegroups relevant to exploration.
Similarly, when in combat mode, we only loop through the those relevant to weapons etc.
+1

Why not just make it dependent on whether or not you're in SC?
Default to Analysis mode in SC and Combat mode when you drop out.
Thinking about this it's actually quite a brilliant idea!

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A third firegroup option wouldn't be terrible either...
Yes please.

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2) Hud/ship modes should also affect power settings/priorities.
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I don't have a suggestion, but these are all awesome ideas. I really hope they go in the Fdev hat but certainly OPs only looping thru the relevant mode selections needs to be implemented.
 
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Another suggestion on how to make modes actually useful. There were many around already. And honestly, any of them would be a huge improvement, this one included.

FD basically can't go wrong here in my eyes. Randomly pick any of the suggestions on how to make modes more useful and implement it, it'll always be a huge improvement.
 
Why not just make it dependent on whether or not you're in SC?

Default to Analysis mode in SC and Combat mode when you drop out.

Yeah, brilliant, and super simple!

And unfortunately not good enough. There's more to analysis mode than FSS. (If it was only, that it would be completely pointless. ) Remember that the mode switch also is there for mining. And i yet have to figure out how to mine in supercruise.
 
And unfortunately not good enough. There's more to analysis mode than FSS. (If it was only, that it would be completely pointless. ) Remember that the mode switch also is there for mining. And i yet have to figure out how to mine in supercruise.

There's no reason why you would not be able to switch modes once you've entered either. i.e. If you jump to SC and default to Analysis mode, you should still be able to switch modes manually if you wanted to for any reason.

Additionally - Fire Group issues would be irrelevant if it was just a thing that Fire Groups only applied to things installed on Hard Points.

Anything else should have an assignable key press attached to it.

Why do some things get assignable keys and others do not?

It irritates me to no end that firing a limpet deploys hard points when nothing involved is on a hard point. Always befuddles me that FD continues to employ inconsistent logic in their implementations.

Fire Groups = Hard Points

Everything else assigned to a key press

Probably too simple...
 
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It irritates me to no end that firing a limpet deploys hard points when nothing involved is on a hard point. Always befuddles me that FD continues to employ inconsistent logic in their implementations.
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Yea, same with Wake scanning, which you generally use within the no fire zone and get a snarky radio demand advising you to disarm. So dumb.
 
Good idea, OP. Being allowed to distinguish how functions are mapped my group and by mode would be a welcome improvement.
 
Already often posted.
Hopefully FD are counting and see this needs a rethink and rework.
Well, Agile development- deliver and fail fast, then rework. Just hope FD prios rework on this one sooner than later.
 
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