Integration of FSS into Cockpit

Hi CMDRs, Frontier.

This suggestion should not replace or change the FSS or any of it's results as it exists now but enhance integration into the cockpit. I feel the separate mode is usefol too (see later in the post) but it would greatly enhance usability and gameplay if it could be integrated in the pre-existing mechanics and the cockpit UI.

How could it look like?

Actually we have already an analysis mode which displays several additional information of our surrounding inside your cockpit UI:
- Pulse wave Scanner results
- DSS Mapped Planets

First thing I'd change is:
- Display Orbit Lines in Analysis mode only as they are related to analysis and planetary system structure

Second addition:
- Have the Signals overlay like it is now in FSS mode display in Analysis mode right in the cockpit. I think this is not only more engaging but it additionally allows you:
+ target a signal by pointing your ship towards it and interact with it like in FSS mode (tuning and zooming)
+ target a signal and fly towards it like any other signal source (see also optional details below)
+ target and bookmark discovered planets as you have immediately access to the nav panel from your cockpit without leaving FSS mode and you can do so with the same mechanics as you target and bookmark planets now
+ you can alway see your ship scanner and avoid being interdicted surprisingly by other ships
+ you might - if this limitation was introduced because of FSS mode being a different view mode - also have analysis/fss mode on when flying faster than 30km/s as you are actually flying the ship now
+ You don't require additional key bindings (for pointing) as you are pointing your ship actually
+ It gives the analysis mode more distinguished and meaningful functinality and (provided the first change above is also liked) makes switching orbit lines on and off be part of it instead of UI settings

Optional additions:
- Since at the current moment also an unresolved signal displayed in FSS at least displays it distance (once pointed at it unzoomed) and direction, these signals could be already displayed in the nav panel (My suggestion does not include the system map as the FSS does not auto-expose the star system's structure - no change required here from that suggestion post, it's another topic I don't want to be discussed here). I consider this optional as is might reveal information which the FSS not currently exactly shows but is almost at the same level so it a bit depends on which kind of information is intended to be delivered from gameplay perspective. So it's please consider it an inspiration rather than a wishlist :)
+ Display (flat - unstructured) list of signals ("Unknown Signal") in the Navpanel
+ Each signal could display the distance (at it is known already also without zooming to a signal)
+ Each signal could also display the wave pattern (the formation triangles - which are also known I think)
+ Signals can be targeted and flown to - like the USS can now, just include the unresolved body signals. The holo indicator shows maybe the exclamation mark for signal source or some generic thing - don't know.
+ Resolving a signal from distance requires still tuning to the frequency in analysis mode and zooming in on it.

What to keep:
- Existing FSS mode should still be kept as a turret mode:
+ It is the same as it is now - just think of SRV turret mode. You can turn an "antenna" and thus maybe be more precise or faster than turning the ship. No change required - it's already there and that's fine
+ It's the only way a multicrew member uses the FSS as he/she cannot access the ships helm. Just like operating the turret weapons - its there too, no change required.
 
There is a lot to like in this proposal.

An obstacle I can see would be in zooming while at speed. While this could be permitted (as it could be in the FSS Scanner Screen but isn't) I think a reasonable compromise would be to allow zooming from the cockpit HUD while the ship is at zero throttle. Alternatively zooming could remain a benefit to using the FSS Scanner Screen while the HUD is only used for the location & tuning, while moving the ship closer to the target resolves the target at improved range when tuned in, or regardless of tuning once within normal scanning range.
 
Yeah, absolutely not sure if zooming would work in faster speeds. Not knowing why the limitation exists it might be considered - or not, I'm fine with both. The exact mechanics would be probably something to try. If this suggestion is ever considered, FD sometimes rigs the game (just implement a sketch) to test some things. I cannot do the same so I leave that decision in experts hands.

My original FSS bindings e.g. had the joystick set up similar as the flight control. It worked intuitive basically as I turn the cursor as I'd turn the ship - witch the inverted y axis. But when zoomed in I catch myself that it suddenly is not. Maybe because of the more 2D look in zoom mode or the fact that in the system mode I have y axis not inverted and in the zoomed in stages it more resembles a map.
However, meanwhile I use the mouse as I'm way more precise with it. ;) But it was not because I found the joystick bad, I just tried different things and found this most suitable for me.
But since the joystick was kind of intuitive the same way as manoeuvring the ship, I think it possible to have a cockpit integration basically. Whether zooming works satisfyingly or is awkward I cannot tell. Maybe FD even already considered it and found it bad. Just thought it could work and if it did it would improve things.
 
Or....they could make the current FSS view and the orerry realistic.

Hi cmdr obyoz,

I might not understand the term realistic in this context. Do you mean that in FSS and the planets should look as they are photographed or with the naked eye? While I would back some sort of that with the orrery, FSS and orrery are kinds of analysis tools which are meant do display things not so easily visible with the naked eye thus augmenting this invisible data in an abstract form while reducing the visual and otherwise distracting data so that the tools user can better concentrate on the data presented by the tool. So this kind of view is most probably intended. So this is one reason for having a switch between analysis and combat modes also turns off and on augmenting views in HUD.

Or do you mean something different like the tools handling? I would not know how such a tool (or 21st century equivalent) would be operated so I cannot make a statement on that unfortunately. Just keep in mind after all it's still supposed to be a game so while a certain skill is favourable using it it should not require a specific education ;)
 
i'd like to have it kind of off to the right of the main dash, a small but definable hologram of the FSS view, this would be much more immersive in VR, and as you say, more practical too!
 
i'd like to have it kind of off to the right of the main dash, a small but definable hologram of the FSS view, this would be much more immersive in VR, and as you say, more practical too!

As long as the current view remains available, because one mans immersion breaker is another mans awesome view of space. ;)
 
As long as the current view remains available, because one mans immersion breaker is another mans awesome view of space. ;)

Well said, Ian Skippy. I carefully chose not to override or replace things which had been introduced, I merely build upon things. Hopefully at least as the player base is huge and I could not possibly have considered all aspects.
It's also not an exact wishlist how I want it to be. It's just a list how I imagine it could be done. The most work and decision is up to the Frontier Devs taking an inspriration and merge it with their plans and own agenda.
 
Hi cmdr obyoz,

I might not understand the term realistic in this context. Do you mean that in FSS and the planets should look as they are photographed or with the naked eye? While I would back some sort of that with the orrery, FSS and orrery are kinds of analysis tools which are meant do display things not so easily visible with the naked eye thus augmenting this invisible data in an abstract form while reducing the visual and otherwise distracting data so that the tools user can better concentrate on the data presented by the tool. So this kind of view is most probably intended. So this is one reason for having a switch between analysis and combat modes also turns off and on augmenting views in HUD.

Or do you mean something different like the tools handling? I would not know how such a tool (or 21st century equivalent) would be operated so I cannot make a statement on that unfortunately. Just keep in mind after all it's still supposed to be a game so while a certain skill is favourable using it it should not require a specific education ;)

Hi,
I meant, instead of having a blue background to the FSS, have a jet black background with realistic planets and suns shining like in the galmap. Same with the orerry.
 
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