Scanner debacle

You can't put the FSS in a fire group.

You can't enter the FSS by putting it in a firegroup, but the controls you use in the FSS can use the same triggers as you would use in the firegroups. I assure you, I do not need to change firegroups when exploring in SC. Whether that is honking, using the FSS, launching probes: same firegroup. All other scanners are bound to the same button in another firegroup.

So that gives two firegroups, two buttons. With that I can use gimballed, turreted and fixed weapons, all SC explo tools, all scanners. If that is too complicated the issue isn't with the game. If your situation is more complex you need to change how you've set it up.
 
And the Detailed Surface Scanner can't be in the same fire group with the Discovery Scanner, as it overrides it. So a separate fire group for that. Now it's only a matter of which mode (combat or analysis) and supercruise or normal flight.

You mean the same fire button - there are two buttons per group - put each on a different button but in the same group. Honestly! I think you are just having a laugh.
 
And the Detailed Surface Scanner can't be in the same fire group with the Discovery Scanner, as it overrides it. So a separate fire group for that. Now it's only a matter of which mode (combat or analysis) and supercruise or normal flight.
I have both in the same fire group.
 
If I was Han Solo, patching together pieces and parts to build my kludged ship to have functionality it wasn't designed to have in the first place - I might have a scanning solution set like the one we have now. However, this is every single ship, old or new.
 
No! It is very unintuitive unless, like you, you already understand how it all works.

If you are seriously in need of it, I did a "guide" thingie - https://forums.frontier.co.uk/threa...fss-and-dss-with-demonstration-videos.465649/ - it isn't all polished (it was made in response to a question in the newcomer's forum a yonk ago) but it is all there, including videos. There are more polished videos from "content creators" (I am not one) and from F D themselves.
 
If you can't see the issue, I can't explain it any clearer.
But that's it - the issue isn't a problem. Others, myself included, play without having to just press buttons until something works, as slowfiddler suggests. I can't believe it's more than just getting used to it for a few minutes.
 
I appreciate all the responses, but I wish some of the more veteran players would take a big step back and look at the amount of key binding and non-sensical trouble shooting this game has come to amass. Now imagine yourself as a new or casual player. It's not right.

I would have thought that this being a British game it would have had more focus on consistency and logic. FD not being able to supply full, working control templates/presets for the game and the controllers the game supports is just appalling.
 
If you are seriously in need of it, I did a "guide" thingie
That's brilliant, thanks! I will have a good read tonight.

Just to be clear, I have everything working - scanning, mining, combat etc. It just seemed partly guesswork getting it all set up - not helped by "Wrong HUD mode" messages. Today's epiphany was realising that multiple scanners can be assigned to the same fire group and button and that the scanner used is context-dependant on the targeted (or not) object.
 
I've been begging for years

Anything NOT on a hardpoint should be assignable to a key press and shouldn't deploy hardpoints when used

Just another QOL ignore from FD

Non-hardpoint functions should also be optional to assign in Fire Groups
 
That's brilliant, thanks! I will have a good read tonight.

Just to be clear, I have everything working - scanning, mining, combat etc. It just seemed partly guesswork getting it all set up - not helped by "Wrong HUD mode" messages. Today's epiphany was realising that multiple scanners can be assigned to the same fire group and button and that the scanner used is context-dependant on the targeted (or not) object.

Yeah, I think that is a mistake many make: trying to give everything 'its own place' by creating piles of fire groups. Once you break out of that many things will 'click'. For example, fire at will turrets can be on the same firegroup and button as whatever you want. Things that only work in combat mode can be in the same firegroup and button as things that only work in analysis mode. Etc. :)

Personal pet-peeve: I wish I could disable the 'cant use in this mode' message...
 
In a nutshell, I manage to get all my "scanners" in one FG.

I have the Composition scanner on Fire 1 and the DSS on Fire 1.
I have the Data scanner and System scanner (honk) on Fire 2.

The DSS only works in SC so it doesn't interfere with the Composition scanner.
The Data scanner doesn't work in SC so it never interferes with the System Scanner and if I'm using the Data scanner to scan, say, a data-point then I'll get a "honk" at the same time, which isn't a big deal.

If I want to FSS stuff properly, I have to press a different button to access it but, meh.
 
In a nutshell, I manage to get all my "scanners" in one FG.

I have the Composition scanner on Fire 1 and the DSS on Fire 1.
I have the Data scanner and System scanner (honk) on Fire 2.

The DSS only works in SC so it doesn't interfere with the Composition scanner.
The Data scanner doesn't work in SC so it never interferes with the System Scanner and if I'm using the Data scanner to scan, say, a data-point then I'll get a "honk" at the same time, which isn't a big deal.

If I want to FSS stuff properly, I have to press a different button to access it but, meh.
Lucky first try.
 
The main "trick" to setting up FGs is definitely (IMO) to think about when stuff gets used and then put things that can't be used together on the same trigger, in the same FG.

For example, you can put a Frameshift Interdictor on a fire button along with a Collector Controller 'cos the FSI only works in SC and the Collectors don't work in SC.
Equally, you can put mining tools on the same trigger as weapons cos the weapons will only work in Combat mode.
 
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