Separate firegroups per HUD mode

Given that we now have two HUD modes and modules are simply unusable in the wrong mode - it is impractical having to cycle through all fire groups in all modes, rather have two distinct sets.

It would be a great improvement to keep the discovery scanner out of the combat HUD, and vice versa.
 
My idea to fix this was to let us assign a HUD mode to a specific firegroup.
Your way works too :)

As long as something is done to make this less of a mess.

At the very least turn off the warning about being in the wrong HUD mode when I try to use the discovery scanner and have a weapon assigned to the same mouse button.
 
Given that we now have two HUD modes and modules are simply unusable in the wrong mode - it is impractical having to cycle through all fire groups in all modes, rather have two distinct sets.

It would be a great improvement to keep the discovery scanner out of the combat HUD, and vice versa.

This would be a great help!
 
In the Beta Forums there was also discussion regarding this. Here is a imo awesome solution which can be easily expanded on:
https://forums.frontier.co.uk/showt...-unnecessary?p=7128570&viewfull=1#post7128570
https://forums.frontier.co.uk/showt...nalysis-Mode?p=7197944&viewfull=1#post7197944

Basically using flags which module makes sense in which circumstance (also including supercruise, hardpoint deployment etc if you want) and then hiding it in the HUD while cycling trough the firegroups, where firegroups in which all modules are hidden gets skipped (again depending on HUD Mode and other flags).

This needs to happen, would make the HUD Modes worthwhile and would make a massive QoL Improvement (as I detailed here: https://forums.frontier.co.uk/showt...nalysis-Mode?p=7126117&viewfull=1#post7126117)
 
Last edited:
Back
Top Bottom