Key bindings for HUD control panels

It would be great to have key bindings for specific HUD control panels (i.e. modules, fire groups, etc) rather than just the groupings. The should allow improved support for macros (using external software). At the moment, there is no way to guarantee which panel will show when one of the group keys is pressed.
 
It would be great to have key bindings for specific HUD control panels (i.e. modules, fire groups, etc) rather than just the groupings. The should allow improved support for macros (using external software). At the moment, there is no way to guarantee which panel will show when one of the group keys is pressed.

This has been suggested before (by me included) and the answer is always the same. FD are unlikely to include anything where scripting can be done that would give any competitive edge.
 
This has been suggested before (by me included) and the answer is always the same. FD are unlikely to include anything where scripting can be done that would give any competitive edge.

I had a feeling it might go that way. Good thing they didn't decide HOTAS devices gave a competitive edge. :/
 
I had a feeling it might go that way. Good thing they didn't decide HOTAS devices gave a competitive edge. :/

...Or headlook devices give a competitive edge, or voice activation software gives a competitive edge, or etc... etc...

A few key binds to help simplify some people's lives is hardly going to cause an noticable "competitive edge" in reality.


For example, I have voice controlled scripts to turn modules power on/off. Giving a bind to force return to a specific pane/tab would just mean it was more reliable... not better. ie: It won't really giving a competitive advantage, because the genie is already out of that bottle!
 
If this OP is a step too far, I'd like to request the ability to toggle both panels OFF, anyway;
So a headlook to either side doesn't always automatically trigger panels?

This would be very useful for mining in asteroid fields (thrustering from place to place) and might improve vistas eg. while docking, or just looking out your window as you pass a star/planet, exploring.

Mostly though, a real boon to us hardworking miners :D
 
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If this OP is a step too far, I'd like to request the ability to toggle both panels OFF, anyway;
So a headlook to either side doesn't always automatically trigger panels?

This would be very useful for mining in asteroid fields (thrustering from place to place) and might improve vistas eg. while docking, or just looking out your window as you pass a star/planet, exploring.

Mostly though, a real boon to us hardworking miners :D

This would be nice!

A bind to enable/disable panels from popping up during headlook. And it should of course have a HOLD/TOGGLE option on it!
 
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Good thing they didn't decide HOTAS devices gave a competitive edge. :/
I agree, not least since they'd've been lying. HOTASes are generally more fun, but the average HOTAS is much less precise than a good mouse and keyboard setup. YMMV, especially if you've got a really expensive HOTAS, which might be more comparable.

Regarding FDs stance on Voice Attack, etc, I believe they've indicated that they don't regard it as any of their concern, so long as it doesn't exceed what a skilled player could achieve on their own. That said, FD might be less likely to invest much time in something mainly beneficial to those players making use of such things.
 
It would be great to have key bindings for specific HUD control panels (i.e. modules, fire groups, etc) rather than just the groupings. The should allow improved support for macros (using external software). At the moment, there is no way to guarantee which panel will show when one of the group keys is pressed.

I do successfully use Voice Attack for a lot of complex commands.
Docking in a rush is so quick I hardly notice the panel flick on and close, before docking is granted.
Targeting and module management are things I am yet to toy with.
I do think sub targeting would be useful too if not a little bit cheaty.
 
If this OP is a step too far, I'd like to request the ability to toggle both panels OFF, anyway;
So a headlook to either side doesn't always automatically trigger panels?

This would be nice!

A bind to enable/disable panels from popping up during headlook. And it should of course have a HOLD/TOGGLE option on it!

I hadn't thought of this. But agree. It would be handy.

... I still want my individual page bindings though. Maybe I'll have to come up with a workaround. :/
 
I hadn't thought of this. But agree. It would be handy.

... I still want my individual page bindings though. Maybe I'll have to come up with a workaround. :/

Individual page/tab bindings would be nice :)

...and on another side note. A bind to turn off orbit lines etc in the HUD (TOGGLE/HOLD).
 
Individual page/tab bindings would be nice :)

...and on another side note. A bind to turn off orbit lines etc in the HUD (TOGGLE/HOLD).

If you had the tab bindings, you'd be one step closer to reliable orbit line control... well, toggle at least.

I'm really loving my new X-55. The throttle controller has a bunch of toggle switches and buttons. And it has a 3-mode switch. I want to be able to use all my toys. I'm thinking using the modes for different bindings for standard flight, combat, etc.
 
... I still want my individual page bindings though. Maybe I'll have to come up with a workaround. :/

When the CQC beta came out and there was a lot of talk about CQC ranking, showing in your face on the right panel, the idea came to me that it might be cool if panels remembered the last page you were looking at, when closed. They ALMOST do now, but I suspect it's for a limited time, maybe 10 seconds or something but eventually they default back to the front page.

Again it might be something for a toggle, but if you could set to always open on modules page, or cargo, whatever, just by leaving it there, for me would be cool change. I don't know whether that would make life difficult for using voice attack, or whether it would help your OP IF individual page binds don't get adopted.
 
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Again it might be something for a toggle, but if you could set to always open on modules page, or cargo, whatever, just by leaving it there, for me would be cool change. I don't know whether that would make life difficult for using voice attack, or whether it would help your OP IF individual page binds don't get adopted.

As far as macros go, anything that makes it consistent (i.e. you know that if you press key X then tab Y will open) would work. I just thought it would make more useful to have bindings for all the pages. That way it could be handy for people who just wanted quick access to particular tabs - without necessarily taking it further with macros.
 
When the CQC beta came out and there was a lot of talk about CQC ranking, showing in your face on the right panel, the idea came to me that it might be cool if panels remembered the last page you were looking at, when closed. They ALMOST do now, but I suspect it's for a limited time, maybe 10 seconds or something but eventually they default back to the front page.

I think they reset each time you jump?
 
...Or headlook devices give a competitive edge, or voice activation software gives a competitive edge, or etc... etc...

A few key binds to help simplify some people's lives is hardly going to cause an noticable "competitive edge" in reality.


For example, I have voice controlled scripts to turn modules power on/off. Giving a bind to force return to a specific pane/tab would just mean it was more reliable... not better. ie: It won't really giving a competitive advantage, because the genie is already out of that bottle!

I completely agree. It would only be a competitive edge if it were not open to every one which it would be.

Let us not forget the 'edge' they gave some players a while ago when they mistakingly gave some of them over a billion credits. Did they take them back? Did they hell. I'll bet those commanders are all running around now in Anacondas with prismatic shields and all the trimmings feeling rather smug. Now that is a competitive edge! lol
 
It would be great to have key bindings for specific HUD control panels (i.e. modules, fire groups, etc) rather than just the groupings. The should allow improved support for macros (using external software). At the moment, there is no way to guarantee which panel will show when one of the group keys is pressed.

That's the point. No one button does it all solutions. Learn to use the panels in a tight spot take skills. Macros and one click solutions were pretty much ruled out over a year ago. Elite is a sim more than an arcade game.

A few key binds even for simple stuff would mess up the balance and dumb down the sim experience considerably.
 
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Well I have only one macro on my GHOST M8000X mouse and it's ridiculously long and totally unnecessary: Docking Request. I just did it to check out the function itself but ended up keeping it. Lazy is lazy.
 
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That's the point. No one button does it all solutions. Learn to use the panels in a tight spot take skills. Macros and one click solutions were pretty much ruled out over a year ago. Elite is a sim more than an arcade game.

A few key binds even for simple stuff would mess up the balance and dumb down the sim experience considerably.

*confused* If it's a simulation, can you imagine in a real life situation, docking taking as much faff as it does now? ie: Why can't I ask my computer to "Request Docking". (Yes and I know it can be scripted, but it's too much faff and unreliable IMHO)

So, unfortunately I can't do a simple thing like that (using Voice Attack) to request docking because ED does not provide a simple bind to reset my position on the (left) panel(s).


Now before we get into "competitive" advantage and "dumbing down"... I can already (& do) use voice attack to switch modules on/off. The "advantage" is there, already, and available. As for dumbing down? Define dumbing down? I quite like the ideal of writing scripts to better utilise the performance of my ship in different situations... Hardly sounds like "dumbing down" to me at least ;) Are we suggesting because I can see an advantage, and utilise it, I shouldn't? Because I already am ;) What we be nice is if it was more readily available & simpler to utilise IMHO... Faff != better IMHO.
 
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That's the point. No one button does it all solutions. Learn to use the panels in a tight spot take skills. Macros and one click solutions were pretty much ruled out over a year ago. Elite is a sim more than an arcade game.

A few key binds even for simple stuff would mess up the balance and dumb down the sim experience considerably.

I don't know if even full macros would offer someone that much of an advantage.

But as far as Elite being a sim goes... that's exactly why I want it. I have this lovely HOTAS in front of me which makes me feel more like I'm in some sort of craft than sitting in front of a keyboard. I want to be able to assign some basic functionality to my little toggle buttons. What if, like NeilF, I want one of my toggle buttons to control showing orbit lines? How is that gaining an advantage?!

I don't want to go off-topic in my own thread, but I also support using crowdsourced trade data too because to me that makes my sim more real. I think it all comes down to how much a player wants to abuse something. I could go into combat with another player with the "advantage" of switching module configuration at the flick of a switch and then lose because I personally refuse to spam shield potions.

Anyway, back to the start. Macros, be it via device or voice, are already here. I don't think adding a binding which would be useful even without bindings would make that much difference.
 
anything that allows external software to give a competitive edge should be actively deterred by FD. If it's a worthy feature that should be supported it should be supported natively in the game. If you want to be strange and talk to your computer to do something, fine, but it should offer no speed or behavioral benefit that someone couldn't have by not using the third party software.

The danger with adding bindings to many things is that software can be written that then potentially could reliably play the game for the player or do actions on the player's behalf. Having a shortcut to power off a certain module is one thing, but you can't enable a player to run a bot that auto-targets the power supply of the closest hostile target and opens fire on them, redistributing power dynamically and instantaneously in response to being fired upon. There's convenience and then there's complicity. No honest player wants to see the tools to easier bot making rolled out on a red carpet.
 
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