marco for turning off scbs, and turning on others?

I, like most, have crammed way too many scbs in my ship to handle (I'm running an a8 power).
I keep a few of them powered, leave the rest unpowered. The theory at least is that while in combat if one of the scbs run out of ammo, I can turn it off and turn another one on. In practice, it's proven to be far more difficult than anticipated.
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There has to be a way to may the "turn one scb off/turn another on" function to a button or a key... how do others do this?
 
When going into combat. Go ahead and go to the modules screen and scroll down to the SCBs. This makes it easier to switch them on/off when you need to. If you are pairing say a C6 scb with a C3 scb it helps to have quick fingers.

What I would like to see is a module list I can organize as I see fit. A macro takes some of the skill away from it IMO.
 
Just use one of these:

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I often fly a stealth fit cobra in CZs (no shields, twin heatsinks and all non essential systems turned off), once you're used to flipping systems on and off you'll realise it doesn't really take that long to do. Hell, in the middle of combat I might have to switch my heatsinks, check thruster and powerplant damage and in the worst cases turn my fsd back on to hightail it out of the zone. Although nothing beats switching to flight assist off, shutting down my engines and starting up my AFM units while rapidly cooling and watching the guys wonder around just a few km away wondering where the hell I disappeared to :D
 
I have tried it. It works badly since there is no "reset" module view button. You have to make sure that you are always beginning and ending on the same module and tab, one mistake and the macro goes ape and disables your shield gens or goes to reboot status. Not to mention location of scbs vary from ship to ship and from load out to load out.
After having played with it, I have found that training and learning how to quickly access the module panel is much faster and less error prone.
 
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