“Module cannot be used in this cockpit mode” notification is still in the game...

I want to bind scanner on primary trigger, because thats how it was before and it was convenient, and im simply have no buttons left on my controller, so... Why do i need to see this s**t pops up every time when im using weapons NOT IN SUPERCRUISE???? Can someone explane this to me pls? This obviously needs to be fixed.
 
The OP does have a point though. The current "mode" system is somewhat poorly thought out. Maybe there's more functionality or equipment coming in the future which leverages the modes system.

But the core change that's needed is -either- for different firegroups for each mode, -or- allowing all equipment to work in all modes. It makes NO sense to keep firegroups for equipment in a mode in which they can't be used.

If you have different firegroups for each mode you can easily restrict those firegroups to only allow equipment which can actually work in that mode. And some equipment should work in all modes, for example, deploying countermeasures such as ECM and Chaff. Or certain sensors.

My preference would be just to have all equipment work in all modes - in this case the only thing the mode switch would do is change the HUD layout and information.
So you can have an "exploration" HUD, a "mining" HUD, or the standard "combat" HUD. Perhaps even a new "trading" HUD. Each can be optimised for its primary objective but doesn't actually stop you using your offensive/defensive/scanning equipment without fumbling for the correct mode if you have suddenly have to.
 
The HUD mode switch is , and someone in the DEV team needs to be tied to a chair and smacked about the face with a wet tissue until they admit it.

Why? Pulling trigger to fire a weapon can be set to also automatically deploy hard points.

Ssssooo... Is it *really* that hard to make this switch automatic? There is no scenario where the two can be interchanged, or where you would use both. The FSS can only be used in Supercruise. Weapons can only be used in normal space... Ssooo... Why?

Someone at FD has a hard-on for overcomplicating controls, and I just don't get it. It's like the way we have to bind scanners to fire groups - and then deploy hard points to use them. You know, because we all fit our scanners to hard points, right? It seems it's there purely to make combat harder for those that are not in pure combat fit-outs. And even in combat fit outs - the KWS will get in the way.

In a game where we already have hundreds of potential binds, do we *really* need more complication?

I mean, in all seriousness, and all tissue slapping jokes aside (yes Devs and mods, it was a joke, I know you don't intentionally try to taunt us), FD needs someone that can sit there, go through all the binds, and say "this is pointless, it can be automated, this is pointless, it can be removed, this is silly, it needs to be split"...

The HUD mode switch thing would actually make sense if it was connected to scanners in real space - ie - switch between scanners and weapons to make up for the fact that we only have 2 buttons bound to firing weapons.

Scanners *really* should be passive. The KWS, Wake scanner, cargo scanner etc. - they should just all scan when a target is selected and they are within the scanning arc of the ship. this already happens with normal scans. Seriously, we all know it makes sense. What doe snot make sense, is binding fire groups to scanners - that do not fire - and thus forcing you to deploy hard points for things that are mounted to utility slots.

This HUD mode thing is just yet another example of such fundamental control problems - adding complication simply to add complication. I mean, if I *could* use my FSS in regular space, well, maybe...

And let's be honest, if a message can be automated to say "you're in the wrong mode", then switching to that mode can also be automated.

/rant

As someone that designs automation systems (touch screen interfaces for hi-end smart homes and offices) and control systems for a living, this sort of thing drives me mad. I'd have fired any member of staff that kept it up after 4 years.

Z...
 
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The OP does have a point though. The current "mode" system is somewhat poorly thought out. Maybe there's more functionality or equipment coming in the future which leverages the modes system.

But the core change that's needed is -either- for different firegroups for each mode, -or- allowing all equipment to work in all modes. It makes NO sense to keep firegroups for equipment in a mode in which they can't be used.

If you have different firegroups for each mode you can easily restrict those firegroups to only allow equipment which can actually work in that mode. And some equipment should work in all modes, for example, deploying countermeasures such as ECM and Chaff. Or certain sensors.

My preference would be just to have all equipment work in all modes - in this case the only thing the mode switch would do is change the HUD layout and information.
So you can have an "exploration" HUD, a "mining" HUD, or the standard "combat" HUD. Perhaps even a new "trading" HUD. Each can be optimised for its primary objective but doesn't actually stop you using your offensive/defensive/scanning equipment without fumbling for the correct mode if you have suddenly have to.

This would make sense...

It's not a bug, and the HUD mode switch is a thing you need to bind to a key/button.


Not a bug, it's worse - it's poorly thought out and executed design.

Z...
 
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Easiest solution other than removing the Discovery Mode, which could be built on in the future so meh, would be to just add a option in functions to suppress this warning/error with default off, so new people don't get confused.
 
Easiest solution other than removing the Discovery Mode, which could be built on in the future so meh, would be to just add a option in functions to suppress this warning/error with default off, so new people don't get confused.

Or, place a setting "firing weapon activates combat mode, using FSS activates scanner mode", like we already have for pulling trigger for weapons automatically opens hard points.

Z...
 
Or, place a setting "firing weapon activates combat mode, using FSS activates scanner mode", like we already have for pulling trigger for weapons automatically opens hard points.

Z...

i mean i mix weapons and exploration tools into the same firegroups to minimize their number. so that wouldn't be a viable solution, i mean they could add this as an option, but my idea would guarantee, that people could deal with the problem at hand, namely the error message.
 
Yes I have set up fire groups for modules used in different modes, I never see the message in the OP's complaint, it's fairly simple to do.

The FSS is not in the fire groups, what are you talking about? You need to bind FSS to an individual button, thats what bothers me. I have limited buttons on my x52pro even with a pinkie switch there's no enough combinations for everything. And this FSS is forcing me to dedicate a button only for this special function, otherwise it would interfier with something that i use in normal space, which is stupid. You can not use weapons in SC and you can not use FSS in normal space, but this notification my ears and eyes with continuous spam, if i bind them together. So basicly i need to waste a button on my controller, and bind FSS on special button on keyboard, isnt it brilliant game desing huh?
 
The HUD mode switch is , and someone in the DEV team needs to be tied to a chair and smacked about the face with a wet tissue until they admit it.

Why? Pulling trigger to fire a weapon can be set to also automatically deploy hard points.

Ssssooo... Is it *really* that hard to make this switch automatic? There is no scenario where the two can be interchanged, or where you would use both. The FSS can only be used in Supercruise. Weapons can only be used in normal space... Ssooo... Why?

Someone at FD has a hard-on for overcomplicating controls, and I just don't get it. It's like the way we have to bind scanners to fire groups - and then deploy hard points to use them. You know, because we all fit our scanners to hard points, right? It seems it's there purely to make combat harder for those that are not in pure combat fit-outs. And even in combat fit outs - the KWS will get in the way.

In a game where we already have hundreds of potential binds, do we *really* need more complication?

I mean, in all seriousness, and all tissue slapping jokes aside (yes Devs and mods, it was a joke, I know you don't intentionally try to taunt us), FD needs someone that can sit there, go through all the binds, and say "this is pointless, it can be automated, this is pointless, it can be removed, this is silly, it needs to be split"...

The HUD mode switch thing would actually make sense if it was connected to scanners in real space - ie - switch between scanners and weapons to make up for the fact that we only have 2 buttons bound to firing weapons.

Scanners *really* should be passive. The KWS, Wake scanner, cargo scanner etc. - they should just all scan when a target is selected and they are within the scanning arc of the ship. this already happens with normal scans. Seriously, we all know it makes sense. What doe snot make sense, is binding fire groups to scanners - that do not fire - and thus forcing you to deploy hard points for things that are mounted to utility slots.

This HUD mode thing is just yet another example of such fundamental control problems - adding complication simply to add complication. I mean, if I *could* use my FSS in regular space, well, maybe...

And let's be honest, if a message can be automated to say "you're in the wrong mode", then switching to that mode can also be automated.

/rant

As someone that designs automation systems (touch screen interfaces for hi-end smart homes and offices) and control systems for a living, this sort of thing drives me mad. I'd have fired any member of staff that kept it up after 4 years.

Z...
+1, I support this post.
Respect to the devs, this isn't easy.
But another pass on "deploying" non-hardpoint modules and binding fire controls is needed.

However, I don't mind scanning being active instead of passive, especially if more stealth and piracy gameplay will be worked on like explo and mining in 3.3.

But post above needs serious consideration by FD.
 
I think there is no need for a mode switch button at all. Because when someone is in discovery mode, he/she wants to either use the discovery scanner or the detailed scanner. So when they get out of those scanner modes, the combat mode should be default. As a test, I assigned the same button of entering discovery scanner mode to switch modes, and one overrides the other.
 
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