More keybinds/ functions - Toggle Supercruise, Next contact (ie, materials, not just targets)

It seems like there's a number of functions in the game that are unnecessarily obtuse by requiring navigating through menus. It'd be a huge QoL improvement to enable bindings for these.

The key ones I've found are toggling supercruise, trying to cycle through materials dropped when destroying an enemy. I'm sure there are plenty of others! I appreciate that "request docking" makes sense to be under a comms panel but that'd be a huge time saver too!

Please consider what needs a binding now that the game has grown. People don't have to use them if they don't want them!
 
The best way would be to be able to bind a hotkey to ANY menu/submenu in the game, right in the game UI (instead of the Settings menu)
 
Where is that? I've been looking for it and haven't seen it.
There is a binding to active supercruise that I use, but not to activate supercruise assist that I could see, if I'm wrong please let me know where it is!
Yes, supercruise assist was what I meant.

No there is no assignment for supercruise assist, it has been asked for often.

I was answering the question that didn't mention "assist" - sorry if I confused anyone.
 
There are multiple issues with controlls bindings that northing short of a re-write could fix to be honest.

We have views and menu’s that are “active” together,
Namely the later taped on features.
System view and the galaxy map are distinct isolated entities and don’t share bindings that launches with the game.

But then we have things like the
The engineers screen,
The multicrew gunner cam,
The detail surface scanner (probe launcher)
the Full Spectral Scanner,
The livery store,
Codex,
Station menu’s
Which are designed as if they are separate entities but are sit on top of the “Helm” view, because we are still rendering the same ships and stations so no need to load in/out assets.
It’s still fun that you can turn your ships lights on and off, even though your are docked and sitting in outfitting.

However then you wind up not being able to bind a key/button that does the same thing (exits from said the newly added screen so you can see the helm view)
because it’s already in use for another screen doing the same thing. Grrrr. They is a allow context based binding, with a big flashy warning that things can get confusing from there on in, I don’t know whether that was a quick-fix workaround the devs used, which made it into the game, as it sounds like it switches off the “check if binding is in use”. But I’ve not scientifically tested it to ensure that in in fact the case.

let’s like the firing groups.
I tend to have the discover scanner and the datalink scanner attached to the same button. I can honk and scan a point at the same time, but only when the scanning hud mode is active, otherwise only the datalink scanner works (and I get spam in my info panel saying the HUD is in the wrong mode (intentionally) for the Discovery scanner to work.

So they need a major cleanup :)

What would be great and I’ve suggested it several times but their is (major) risk for abuse.


Each of the ships function has an exposed API accessible for third parties (like voice attack, or remote tablet apps) to access instead of them be just reproducing the same “bind” in the operating system that the game picks up.
Because when you rebind, with a new controller or have to reproduce your binds in a third party app, it’s a nightmare.
I suppose (much like some websites) you could have your frontier login. To ensure the “external” commands going to the client on your computer, is your account and not some button mashing drone.
 
You asked brilliantly in my brains rendering of your questions.
I’m dyslexic, my brain perceives what it wants to perceive when it comes to writing.

I had to double check that you hadn’t actually written “supercruise-assist”, as I thought you did write that, because know sure as heck I want a key bind for that too :)
 
I think major problem is, this is consoles game too. So consoles cannot have too many bind or different then menus UI.
That's why it is so limited.
 
I think major problem is, this is consoles game too. So consoles cannot have too many bind or different then menus UI.
That's why it is so limited.
You can already bind wayyyy more functions than it's ever possible to on a console controller, even using extensive shift-states, so that's a moot argument.

As long as the functionality is also accessible via menus, there's no reason not to expose some/most of the functions as bindables for people who want to do so. Different people have different priorities in this game and may never use some bindables which exist but wish other functions would be bindable. Currently it's somewhat random as to what is and isn't directly bindable.
 
Another problem is in code for sure. It's old-style designed, i.e. to add 1 function you need manually change couple places I guess.
Remember all last bugs? With right menu & carrier (its still there btw, if you will open 2nd pop window there, like "abandon" option, then do something like hyper jump, only relog will fix result). Or current log print. If you select on map system to jump it prints in log for tools, if you select in left panel - it don't.
So this will always happen in old-style coding. There is no single point for anything to add/fix. Code is spread. Same "todo" could be even copy-pasted. So to add 1 binding they may need to revise 10 places. Like, "on active left panel", "on active right panel", "on no panel active" - all those scenarios has own bind.
 
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I'm curious as to what you think "old-style" vs "new-style" code means?
For example this I would suggest "old-style":
https://github.com/haproxy/haproxy
Procedural programming, plenty of copy-paste, everything is done manual.
"New-style" I would suggest something like proper OOP or(and) functional programming, where most of work is done by compiler.
Or in another words, you do "new style" if you "trust in your compiler". If you try to have control over everything - its old style.

Most arduino lessons / libraries are "old styled". They teach to have control of everything, however this device x5 times at least overcomes zx spectrum, for example. So no need. I made once test/example project where translated some lib to modern C++. Same speed/size, but 20x better to read and upgrade.

Not so long ago I got trapped by this. Was thinking 1000 of sqrt per second will be slow. But decided to leave as is without tricks. Eventually game uses 0.5% cpu while yourtube 10% on same machine.
So "trust in your compiler" and do code for humans.
 
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"New-style" I would suggest something like proper OOP or(and) functional programming, where most of work is done by compiler.
Only because it's functional/OOP doesn't mean you don't have duplicated control points etc. Anything non-trivial, especially with a UI, will have multiple places where you invoke the same/similar functionality. Of course, if you can show me something which is completely "new style" where you only have to ever touch a single function/object to modify some state or invoke some functionality, I'd be interested to see it.

And no, a simple library/test doesn't quite cut the cheese; back in University we also did things "properly" (whether functional, procedural, OO, ... take your pick, the paradigm doesn't really matter) but that never translates (in my experience) to a non-trivial real-world situation where you have constantly changing requirements as well as time and resource constraints on implementing, delivering, and supporting a project.
 
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