Let us bind multiple controls to the same key!

As the title says, would it not be possible to allow us to have multiple controls bound to one key? From a design standpoint I can't see this being a bad thing, there's several times I myself have been really wanting this, for example, I never run with both chaff and shield cells, so I would love to bind both these to the same key, and not have to change the bindings when I change my loadout. Another example is wanting to have shield cells and heat sinks bound to the same key, as I always fire these together, at the moment I have to open up a whole new firegroup just for this...

Let me know what your thoughts are

Thanks,
Fred T.A
 
Three+ fire buttons is my only gripe. Binding multiple functions to the same key can lead to gameplay problems, causing arbitrary changes to modules and ships that don't need to happen.
 
Yep, I would love a tertiary fire too (using x52 pros), already made two threads on the topic and hasn't seemed to have any result xd

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Three+ fire buttons is my only gripe. Binding multiple functions to the same key can lead to gameplay problems, causing arbitrary changes to modules and ships that don't need to happen.

Only if the player binds stuff in a problematic way, and certain binding combinations could be disallowed.
 
Yeah, double bindings could be useful, but also a nightmare if the user isn't careful. The current system, where it pops up and asks you to confirm could have another option to allow doubles, but maybe there's a deliberate restriction by design. I think there's room for some bindings that could be more forgiving in their contextual double binding. Like, I can't bind the "Show CQC scoreboard" to a button that's already mapped to an existing function in the main game ("Enable FSD to Hyperspace", for example). Could also say it's odd that you can't get to the binding for "UI Nested Toggle" without toggling a nested menu :D

What you're asking for does sound achievable with some kind of macro software like autohotkey, if it helps.


Since you are on about bindings... I wouldn't mind a third fire button :)

Alas, it has already been stated that it would take major UI reworking to achieve.
 
Yep, I would love a tertiary fire too (using x52 pros), already made two threads on the topic and hasn't seemed to have any result xd

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Only if the player binds stuff in a problematic way, and certain binding combinations could be disallowed.

Please, you trust Frontier to fix the actual problem instead of taking the axe to something else completely unrelated?

Do we need to see another round of nerf heatsinks to fix silent running, except this time in the control bindings?
 
You can use buttons as modifiers, so for example on my ps3 controller I click in the left thumbstick and I get access to my ship consumables on the button pad where it's usually my lateral thrusts. Doing this you can have everything bound to just a few button combos based on which ones you press in which order.
Also I'm pretty sure there is/will always be 2 fire buttons due to controllers.
 
Since you are on about bindings... I wouldn't mind a third fire button :)
Or a fourth.. given the amount of players who are KB+M / KB+JS / HOTAS and the absolute glut of buttons we have available to us.
The need for that can be likely removed instantly if KWS and other scanners of the like would NOT require to be fired manually effectively wasting a fire group.
And discovery scanners being disabled in normal flight for the sake of not honking all time while using the weapons that share their group, which is done for the same reason, saving the switching of fire groups.

I'd not mind a 3rd firebutton though for these scanner bothers, because they are bothersome.


Binding multiple controls to the same key would be also nice because then I could have Triangle + Down for landing gear and after landing (where the landing gear does no longer react to it for obvious reasons) toggle the SRV deployment panel. That'd make it so much nicer.
 
The need for that can be likely removed instantly if KWS and other scanners of the like would NOT require to be fired manually effectively wasting a fire group.
And discovery scanners being disabled in normal flight for the sake of not honking all time while using the weapons that share their group, which is done for the same reason, saving the switching of fire groups.

I'd not mind a 3rd firebutton though for these scanner bothers, because they are bothersome.


Binding multiple controls to the same key would be also nice because then I could have Triangle + Down for landing gear and after landing (where the landing gear does no longer react to it for obvious reasons) toggle the SRV deployment panel. That'd make it so much nicer.

Yeah, that's another nice example. Clearly this option would open up many ways that could make the control interface more intuitive.
 
Yeah, that's another nice example. Clearly this option would open up many ways that could make the control interface more intuitive.
Said example would need a new UI element though because although that example is rather straight forward which of the inputs is the primary one and which the secondary (SRV panel when landed) it might not that simple for other combinations that people could come up with.
So you'd need a way to tell the game which is primary and which is secondary. Mhm, since we got two bindings it could maybe go by that, if two share a binding then the left overrides the right.
 
I don't understand, this proves my point? This is a feature that has been asked for multiple times but isn't going to happen

You said you had made two threads about it and it didn't seem to have had any result.

The 'result' is that one of the dev team have told you and others repeatedly and categorically that it is not going to happen, ever.

It might not be the outcome you wanted, but it is by any definition a result.
 
Since you are on about bindings... I wouldn't mind a third fire button :)

I'd prefer scanners to simply have their own fire group. I see no reason why a weapons slot should be taken up by a discover scanner, a KWS or cargo scanner.

Z...
 
I'd prefer scanners to simply have their own fire group. I see no reason why a weapons slot should be taken up by a discover scanner, a KWS or cargo scanner.

Z...
They should simply autofire if the target is unscanned and within range and arc...

The exception would be the discovery ones and these should just be disabled in normal flight so you don't honk constantly while using that firegroup for it's assigned weapons.
 
You can use buttons as modifiers, so for example on my ps3 controller I click in the left thumbstick and I get access to my ship consumables on the button pad where it's usually my lateral thrusts. Doing this you can have everything bound to just a few button combos based on which ones you press in which order.
Also I'm pretty sure there is/will always be 2 fire buttons due to controllers.

How did you do that? It sounds interesting since I'm currently trying to configure an xbox controller with my laptop for those times I might want to play on the go and don't want to lug a joystick around.
 
You can already do this by editing your input file manually.

The overwriting of inputs is just a feature of the options menu to prevent you from messing up your controls.

How did you do that? It sounds interesting since I'm currently trying to configure an xbox controller with my laptop for those times I might want to play on the go and don't want to lug a joystick around.

Just press and hold the desired modifier button and then press the activating button upon setting the input.
 
You can already do this by editing your input file manually.

The overwriting of inputs is just a feature of the options menu to prevent you from messing up your controls.



Just press and hold the desired modifier button and then press the activating button upon setting the input.
Thanks. I normally play on my desktop PC buy I take a controller with my Macbook so I can play when I'm away from the house. I do rideshare driving and sometimes have some downtime between passengers.
 
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