Incorrect Cockpit mode - suppress the notification?

Hello, is there a way to suppress the notification? The way I have firegroups set up I got weapons and discovery scanner on the same firegroup, causing using any of the modules to give me the notification all the time.
 
I first thought this but it's not such a bad idea. During a fight having to cycle through 4 or 5 different configurations trying to get to your set-up is much more annoying.
What we could do with is separate fire groups for each mode and have it remember which group you were in on the previous mode when you switch back and forth... Only allow options in the fire groups that are valid for the mode. It would be marginally more group management but much more useful.

At the same time can we get some rationalisation of what things need hardpoints deployed or not please?
 
What we could do with is separate fire groups for each mode and have it remember which group you were in on the previous mode when you switch back and forth... Only allow options in the fire groups that are valid for the mode. It would be marginally more group management but much more useful.

I concur. The current approach is far too fiddly and still involves cycling through loads of groups. Plus: when you're in supercruise, if you're in the wrong mode for something, it's hidden.
 

All weapons at one button i assume ...

Not necessarily. For instance, PA's on the primary fire button, rails on the secondary fire button. That's only one fire group. If you have an interdictor, you can just assign it to one of the fire buttons, you won't need a whole new fire group for that. The weapons won't work in supercruise, the interdictor won't work in normal space anyway, so you can avoid the hassle of a totally unnecessary fire group. If you want to use the discovery scanner, too, you still won't need a new firegroup. You can even use the same fire button for the interdictor and the discovery scanner, since the two will only work in different HUD modes, but that's going to keep triggering the annoying (and totally unnecessary) "incorrect cockpit mode" messages.
 
Seriously though, an optional toggle to suppress the notifications for anyone who understands how modes work and doesn't want to have twice as many firegroups, is it too much to ask?
 
Seriously though, an optional toggle to suppress the notifications for anyone who understands how modes work and doesn't want to have twice as many firegroups, is it too much to ask?

Yeah the option to disable that message should be right next to the one that disabled the "scan detected" messages.
 
It should be separated either by groups OR by mode, this double setting is just useless, therefore the message is too!
 
The mode notification defeats the purpose of having the modes, if you need to switch modes to activate a weapon or system, there shouldn't be a warning for being in the wrong mode for one item bound to the same button in a different mode. Firegroups/Modes should be separate from each other, in essence you should have Combat firegroups, C1 C2 C3 C4 etc, and Analysis firegroups A1 A2 A3 A4 etc... The bindings for the two firebutton in each mode in each firegroup ought to be totally separate. Combat firegroup 1 fire button 1, C1-1, being separate to C1-2 and also separate from A1-1, but the way its implemented just now pressing your primary fire in Analysis mode fire group 1, A1-1, also activates everything bound to C1-1.

Its not just a pain for combat, it also manifests itself in mining, pulsewave scanner is under analysis IIRC, yet mining tools and limpets are combat, so mining stream is switch mode to analysis, pulse wave scan until you find a tasty asteroid, switch mode, fire the prospector, use the ming tools, charges / lasers / subsurface / abrasion blaster etc, ping out collectors, switch mode, fire the pulsewave rinse repeat. All the time getting spammed with messages about wrong mode, so to save getting nagged to death you are best setting up multiple firegroups to group analysis mode in separate groups from combat mode systems, which means the flow now includes another, multiply repeated, step changing firegroups, many times. So mining ends up being switch to analysis, switch to pulsewave firegroup, pulsewave, find something, switch to combat, switch to mining firegroups, fire prospector, maybe switch firegroup again, fire mining tools - charges / blasters / lasers / missiles / whatevz, fire out some collectors, switch to analysis, switch firegroups, fire pulsewave, rinse repeat.

Modes as implemented in this game suck. Put it this way, I use the same hat for my pips on the distributor as I do for navigating the selector through the menus, in menu mode my pips don't change when I move this hat, in flight mode menus don't move when I change the pips. Modes, as in combat / analysis ought to be similary compartmentalised and thoroughly separated.
 
Also, who decided the ship needs to come to a omplete stop in supercruise to use the new cartography tools, FSS and its probe launching detailed surface scanner? Why can't we FSS while supercruising at speed towards something interesting? We've been able to use mkI eyeball and parallax observations for millenia to chart the stars, surely a 34th century computer instrument can compensate for the movement of the vessel when doing its omnidirectional radio tuning observations?
 
Mining tools all work in Analysis Mode, so no need for constant mode-switching there. The problem with mining is actually that you must be in Analysis Mode to use the tools, but your turrets must be in Combat mode to work, so they removed the possibility of mining while defending yourself.

The current implementation of modes is definitely to the detriment of the game. It added nothing but an extra button press and a spammed error message.

Either the error message should be able to be disabled, actually making modes useful to condense fire groups, or modes should just be removed from the game.

And if modes are kept in, please let defensive turrets work in Analysis Mode.
 
The current implementation of modes is definitely to the detriment of the game. It added nothing but an extra button press and a spammed error message.

Also: the blue square brackets look a bit rubbish and don't match the rest of the HUD. My brain is also convinced that they aren't correctly centred, but I suspect that might be an optical illusion. Preferred it before the change TBH.
 
Never saw any reason the modes were added in the first place and still don't, also while we are at it can we get the 'no collection targets' pop up in the info window removed, it's quite enough to list it along with everything else but blocking everything else out with it is just unnecessary.
 
I can see that modes can be useful rather than annoying but I think that requires mode specific fire groups.

You could even take it further and make the mode switch a mode cycle.. Allow commanders to set up as many modes as they like with as many groups as they care for per mode. Allow naming and limited colour selection per mode. Remove mode restrictions on module/weapon use. If you want one mode with all the groups like before you're sorted. If you want two modes like now, great and it'll be better than now because you won't trip over things you can't use. If you want even more modes, fine, have combat, general scanning, mining and helping out ships at signal source modes - each only has groups and fire options they need. Set up would be more involved but only as involved as your ship supports and you care to make it... I think this is a form of useful, scalable, depth to add.
 
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