Option to turn of the warning message for wrong cockpit mode

Please give us an option to turn off this pointless and annoying message.
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As you can so on the Screenhot i'm using the second fire button on this firegroup for 2 different tools, which can only be used in the right mode.
I know what i'm doing so please give me an option to turn off such annoying warnings!
 
Nooo, as OP points out, many of us are assigning multiple functions to the same firegroup/trigger.

Whilst I have sorted out all my nuisance warnings, it would be great if the devs gave us a toggle.

Ah, I see what you're saying. Though my suggestion was to make it optional - so you could still do that without flipping modes if you don't select that option. +1 to OP's suggestion.
 
Agreed. The warning is fine when the user is not used to the new mode flipping feature, but quickly becomes an nuisance when you have binds in the both modes for the same button on same fire group. If not make it optional, then make it smart enough to reconise when there is something bound to it the way it is currently used.
 
This. I don't want to have to have separate firegroups for each mode. I stack things, specifically BECAUSE I know it isn't usable in a particular mode so it lets me streamline firegroups. If this warning is gonna happen constantly, it effectively removes the entire point of different cockpit modes.
 
Each of the hard points displayed in the HUD list whether or not they are available for immediate use. If not they
have a "swap mode" underneath their display. Work with this and a player will never see the module cannot be
used message. The message then becomes a backup in case one is not paying attention after playing 10 hours.
 
Each of the hard points displayed in the HUD list whether or not they are available for immediate use. If not they
have a "swap mode" underneath their display. Work with this and a player will never see the module cannot be
used message. The message then becomes a backup in case one is not paying attention after playing 10 hours.

The issue is that we WANT to double-bind things. It makes life way easier to keep firegroups down.

FSD Interdictor can't be used out of supercruise? Weapons can't be used IN supercruise? Sweet, they can go on the same button then without conflicting.

Want to have a few guns on your mining ship? Oh look, mining tools can only be used in analysis mode and weapons can only be used in combat mode. Let's put them on the same button! Less firegroups to keep track of, and no conflicts because the modes take care of that!

Do either of those things, though, and now you have to deal with being constantly reminded that you can't use something you aren't even trying to use. Sure, I can offload them to different firegroups so they don't interact at all, but then I have entire firegroups devoted to exclusively combat modules and exclusively analysis modules. Then the question becomes "Why are there separate modes if I'm gonna have to split them into different firegroups anyway?"

I actually really like the different cockpit modes. It makes it easier to streamline firegroups - or at least it would if I could turn off those goddamn reminders.
 
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The issue is that we WANT to double-bind things...

Sorry, I was actually answering the OP's post. As for your comments one click resolves it.

Have the right hard points but in the wrong mode? One click to the right mode.
Have the right mode but the wrong hard points? One click to the right hard points.

My fire 1 and 2 buttons have exactly what I want when I want it. The whole point of the
modes is to allow multiple bindings on the same control. Also probably necessary
for the Xbox and PS4.
 
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Alternatively, if certain modules can only be used in certain modes, allow the user to specify separate groups for combat mode and analysis mode. So, split the Fire Groups screen into 2 parts, with Combat modules listed in one half, and analysis modules in the other.
 
My fire 1 and 2 buttons have exactly what I want when I want it. The whole point of the
modes is to allow multiple bindings on the same control. Also probably necessary
for the Xbox and PS4.

There's a constant annoying error message if you actually do that, though. I'm gonna break it down, since you clearly aren't getting it.

Let's say I have a multicannon in a firegroup, on the primary trigger. Let's say I also have a pulse wave analyzer on the same firegroup, also on the primary trigger.

I fire the multicannon. I want to fire the multicannon. I don't want to fire the pulse wave analyzer. The pulse wave analyzer does not fire. This is good.

As I pull the trigger on the multicannon, an alert comes in. It's telling me that I'm trying to use a module in the wrong mode. Now I could switch to analysis mode to use the pulse wave analyzer (with one click, as you suggest), but I don't want to use the pulse wave analyzer, I want to use the multicannon, and I don't want to be alerted every time I pull the damn trigger.

All of the tools and weapons are exactly accessible, exactly where I want them, on exactly the triggers I want them on. This is correct. However, it comes with the cost of an error message informing me that I can't use a module that I'm not actually interested in using, because it's in another cockpit mode, even though I don't want to use things in that mode right now, as evidenced by the fact that I'm in combat mode and not analysis mode.

Do you get the issue now?
 
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The entire point of separating modules based on usage into Combat or Analysis is so they can co-exist within a firegroup without being fired at the same time. The warning message is just another Glaring Alarm being shoved in our face when we try to use the mechanic as intended.

Ie. I have a combat fitted mining ship
In analysis mode I have:
A1 Discovery scanner A2 Surface scanner
A1 Pulse wave analyzer A2 Prospector limpet
B1 Abrassion Blaster B2 Mining lasers
C1 Sub-surface Missiles C2 Mining lasers
D1 Seismic Charges D2 Collector limpets

In Combat mode I have:
B1 Pulse lasers B2 Multi-cannons

To separate these all out so I don't encounter the "Cockpit mode" message would take six firegroups, and when a sneaky DBX starts hitting me I would much rather only need to move between four fire groups to get to my weapons. The upper right panel displays relevant information, especially when mining, such as the Charge yield and timer or Contact detection. I don't need constant alerts that ONE of my hardpoints exists for another cockpit HUD mode.
The "Module cannot be used in this cockpit mode" should ONLY come up when trying to activate a weapon/utility within a firegroup that has no counterpart in the current cockpit mode. If I have a Detailed surface scanner in A2 and nothing else, then the alert should come up if I hit my secondary fire while out of supercruise or in combat mode.
 
I would prefer they allow us to set up individual fire groups for the two modes. I wouldn't need to cycle through so many useless groups in a combat situation that way, and it would just be cleaner overall. They also shouldn't restrict which modules can be used in which mode if they go down this path. More player choice is never a bad thing.
 
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