Incorrect Cockpit Mode Message

So I tried to optimize my firegroups, putting weapons and scanners into the same firegroup, since I can switch from analysis to combat mode, suggesting that those two things won't interfer.

It works, kind off...

I have may multicannon array and the discovery scanner on button 2.

When I switch to combat mode, I can fire my mulitcannons.
When I switch to analysis mode, I can use the discovery scanner.
So far so good.

If there was not this stupid message destroying all the goodness:
"Incorrect Cockpit Mode. Press your button".

Aaargh. Is this a relevant issue for you folks too? I have not found something about this on Issue Tracker yet.
 
But what's the intention to it, I wonder? To clutter my screen and annoy me?

I know, it is there to remind newbies why theire assigned tools might not be firing off. But maybe it would be enough to have this reminder being sent once.

If we could hav it that we are allowed to set weapons and scanners to the same fire button, without having a annoying warning everytime we hit that button, it could be a QOL feature so we don't have to make as many weapon groups as we had to to prior to analaysis/combat mode.
 

Deleted member 38366

D
I'd also prefer a smart System, one which detects Player Intention and adapts to it (i.e. while in Combat Mode, there's a Weapon assigned and activated but an Analysis Device or a Device intended for SuperCruise usage as well - System detects intention to use the Weapon(s) within that FireGroup combination and doesn't give any Warning Message on the Analysis Devices)..

At best, it'd be nice if that error HUD Message appears once and then not again, unless Cockpit Modes are switched. That'd minimize the HUD clutter quite a bit already.

PS.
I remember then V3 was released I found the Mode Warnings extremely confusing despite being a very experienced Player, as I was bombarded with them before figuring everything out and re-sorting my entire Fire Groups.
My takeaway was that this likely must have been extremely confusing for new Players.
 
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I see a good use for the mode switching in scenario situations, where you have to scan megahip beacons in the mid of combat.

One can easyly switch to the data-scanner with on press of a hotkey and one has not to clutter the firegroups with yet another firegroup for scanners or switch to modules to activate and deactivate the thing.

I like to keep my firegroups slim in combat-situations. For me it just sucks to have to cycle through six different firegroups to find the tool I need. And that's no exaggeration. I have ships that need five to six firegroups to operate in a scenario situation.
 
The whole cockpit mode implementation is nonsense. I don't dislike the idea itself, but why can we even cycle through fire groups when we are in the wrong mode?

Add two different sections for mapping fire groups, one for combat and one for analysis. Depending on the cockpit mode, just skip the other fire groups while cycling through them.
 
Yeah this is pretty mad.

It seems like it would have been a great way to split up those fire groups into more manageable sections of combat and none combat, either by having separate firegroup settings for each mode, or by the current implementation, just without the error messages spamming the hell out of you.

The mode currently allow for two entirely separate fire groups, to be within one firegroup now, as certain things will only work in a certain mode, it's nice, except for that hideous message...
 
This is truly quite annoying.
The incorrect cockpit mode message guff is going off when I am using the kill warrant scanner in combat mode. I cannot understand why it would need to do this. Devs please fix this that would be super great. .

Flimley
 
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I only have one question regarding cockpit modes:

Why?
It’s a workaround exclusively made for the fss I suspect.
With all it’s many key inputs doubling up on the main game, it required hard separating from the orange HUD.
Flimley
 
But what's the intention to it, I wonder? To clutter my screen and annoy me?

not intentionally. imo it was just to get the release rushed out. nothing personal, baby.

now it's a mess that's really hard to fix, i can't see how without a complete redesign. so they just go with it and adopt the classical frontier sphynx posture. it's supposed to be smart(tm) technology; actually it's just thrown together, user unfriendly and on top of that even buggy. not even the bugs seem worth fixing in months.

vanity shop anyone?
 
It’s a workaround exclusively made for the fss I suspect. With all it’s many key inputs it required hard separating from the orange HUD.

Flimley
I still don't get it. I can use the FSS in combat mode, and all the buttons I have mapped to things like DSS are exclusive to these, they don't double for any combat-related buttons. The ONLY thing Analysis mode gives me is that stupid augmented reality blue overlay over planets, something that I think should be only visible when using the DSS.

It's stupid, stupid, stupid, especially since Frontier moved a bunch of sensors and tools (like mining lasers) over to Analysis mode only, sensors and tools that worked fine in "combat mode" before there were even modes.

STUPID
(modes, not you)
 
I agree, ONE non instrusive notification message would suffice.
Constantly spamming the INFO window, causing one to lose info otherwise important, is beyond stupid
 
I got to go to work, but I'll file a Issue tomorrow, checking what kinds of scanners all are affected.

Out of the top of my head scanners working only in analysis mode are: discovery- wake- and data- and compositescanners.

I don't think it would be too hard to fix this "double-bind alert".
 
It’s a workaround exclusively made for the fss I suspect.
With all it’s many key inputs doubling up on the main game, it required hard separating from the orange HUD.
Flimley

But the FSS needs to be activated separately anyway. Basically we have 3 cockpit modes now. It's absolutely useless currently.
 
The cockpit modes thing was evidently part of the original design idea - and probably had a lot more to it in the design docs, likely linked to exploration stuff.

The mining team manged to use it somewhat properly - exploration stuff (the FSS etc) didn't really use it properly, as honestly, it kind of looks like they were going to have it all integrated into the cockpit, but never managed to work it out in time for release.

It likely has future "stuff" to be used by it as well, FD put things like that in.
 
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