Need these bindings/options

Might as well throw in a +1 for more firegroups since the thread taken a turn in that direction. It would make using more than two types of weapon on a single ship much more fluid.

Luckily, I have this on hand to turn the direction back away from it again:

https://forums.frontier.co.uk/showth...=1#post1828787

"This isn't going to happen. We've chosen to use a two trigger system and as a result we've based a lot of the UI layout and functionality around this concept. We would not add another fire button unless we also redesigned the way the hud works to accommodate the fact that you can't just do a left/right split to show which weapons belong to which trigger. Likewise we'd need to extend the functionality of the fire group UI to add the new trigger. Having two triggers forces you to group weapons sensibly and to utilise the fire group switching functionality skilfully to maximise your ability in a fight. It also doesn't penalise those players that don't have access to extra buttons they could bind to a third trigger when such an option would be considered integral if it was available. "



https://forums.frontier.co.uk/showth...=1#post3793018

"I see you're a star player at the hyper-bole scoring touch downs for both teams.

You may want this button but we do not. We've explained our reasons multiple times, you may not agree with them but that makes them no less valid. If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative. It is a useful balancing measure to ensure the ships with umpteen hard point slots are more difficult to use when you have unique weapons and systems spread across them. It makes the HUD cleaner and less cluttered. It works extremely well on control pads and even joysticks that surprisingly often lack more than one dedicated trigger button. Mouse controls work well with it. It requires less button presses to cycle through fire group options. "
 
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Luckily, I have this on hand to turn the direction back away from it again:

https://forums.frontier.co.uk/showth...=1#post1828787

"This isn't going to happen. We've chosen to use a two trigger system and as a result we've based a lot of the UI layout and functionality around this concept. We would not add another fire button unless we also redesigned the way the hud works to accommodate the fact that you can't just do a left/right split to show which weapons belong to which trigger. Likewise we'd need to extend the functionality of the fire group UI to add the new trigger. Having two triggers forces you to group weapons sensibly and to utilise the fire group switching functionality skilfully to maximise your ability in a fight. It also doesn't penalise those players that don't have access to extra buttons they could bind to a third trigger when such an option would be considered integral if it was available. "



https://forums.frontier.co.uk/showth...=1#post3793018

"I see you're a star player at the hyper-bole scoring touch downs for both teams.

You may want this button but we do not. We've explained our reasons multiple times, you may not agree with them but that makes them no less valid. If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative. It is a useful balancing measure to ensure the ships with umpteen hard point slots are more difficult to use when you have unique weapons and systems spread across them. It makes the HUD cleaner and less cluttered. It works extremely well on control pads and even joysticks that surprisingly often lack more than one dedicated trigger button. Mouse controls work well with it. It requires less button presses to cycle through fire group options. "

Ah, I didn't realise (one of?) the devs was so ... enthusiastic about the number of fire groups. Guess a third fire group isn't happening, although I of course stand by my positive opinion of it.
 
Arghhhh, why does seemingly everyone who wants more "fire groups" always get them confused with fire buttons...? You can have as many fire groups as you want, already.
And the reasons for only two fire 'buttons' is the same now as it's always been and still will be 1000 years from now... in game and in real life.
 
Lets make this simple, Remap fire buttons
1: Beam weapons (Lasers and such...)
2: Projectile weapons (Cannons, Multi-Cannons, and Rail Guns)
3: Missiles

Now do you see what we are getting at ???


Arghhhh, why does seemingly everyone who wants more "fire groups" always get them confused with fire buttons...? You can have as many fire groups as you want, already.
And the reasons for only two fire 'buttons' is the same now as it's always been and still will be 1000 years from now... in game and in real life.
 
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Arghhhh, why does seemingly everyone who wants more "fire groups" always get them confused with fire buttons...? You can have as many fire groups as you want, already.
And the reasons for only two fire 'buttons' is the same now as it's always been and still will be 1000 years from now... in game and in real life.

Can't speak for anybody else, but I tend to think of it in terms of groups and modes rather than buttons and groups. Obviously those aren't the standard terms, and I'd usually remember to filter them for clarity when posting about it.

We could go back and forth over how many of the given reasons for not allowing seamless use of more than two types of weapons also apply in reality. Now I realise that the number of fire buttons seems to be a strangely charged topic I think it's probably better to save it for the time being though.
 
Since FD has said that they are working on QoL issues, I want to reiterate how strongly I want a Request Docking key binding.

Please, please, please! I really want this in the 2.4 or 3.0 release.

Common actions shouldn't be buried deep in menus, requiring significant interaction: Press and hold UI button, left, right, right, down, select, select, (then left, left, release UI button - to restore menu state for next invocation for my Voice Attack macro). Blech!

The VA macro is unreliable, due to timing delays and initial menu state. This unreliability sometimes triggers supercruise instead of issuing a docking request.

There really should be a keyboard binding for Request Docking, even if it's not assigned a key by default.
 
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