Separate Scanner Bindings

The two trigger limitation does seem to be a fundamental design decision that would be difficult to undo.
The continuing proliferation of equipment bound to fire groups apparent in Beta is making it worse.

However, separating scanners from weapons could perhaps alleviate the problem.

Two new bindings:
- Cycle scanner
- Fire scanner

I think this would probably be enough, because I'm not sure there are that many instances where you need to use two scanners and keep swapping between them.
Perhaps the cycling could also be based on where you are or what your current target is:

SC: DS, DSS
Normal Space - no target selected: PWS
Normal Space - ship selected: KWS, MS, XS (if Thargoid)
Normal Space - wake selected: WS
Normal Space - object selected: Comp Scanner, Data Scanner as appropriate

Did I miss any scanners?
 

Deleted member 192138

D
There's a click and hold scanner - discovery scanner
There are click and hold with an object selected scanners - wake, manifest, KWS, xeno, datalink, composition scanners
There's a click to send out a pulse scanner - pulse wave analyser
Finally there's a launch minigame firing probes not really a scanner quite confusingly named now that it's a surface mapper and the FSS mode gets you the - detailed surface scan(ner).

The first two categories could all be bound to the same button in the same firegroup and only trigger a response in the context appropriate setting. Indeed you can already do this now, except you have to bind each of them individually, they each take up HUD space, and half of them will feel the need to kick back a message saying you're in the wrong mode or travelling at the wrong speed etc. We don't need an additional layer of bindings to do these things, we just need them condensed into one scanner in the firegroup the pings all of them off and generates a context appropriate setting - without unnecessary visual clutter.
 
We don't need an additional layer of bindings to do these things, we just need them condensed into one scanner in the firegroup the pings all of them off and generates a context appropriate setting - without unnecessary visual clutter.

Agree



I used to have a zillion (well alot) fire groups, and then I have gradually toned these down and down and down, and now I have all the "scanners" in one fire group. As it is hard to cycle through lots of fire groups... having one or two really makes a difference. And I have to "guess" less on what binding is my scanner on.... And I always bind them the scanners the same way now, so that once I get to the scanner fire group, I know which scanner is on what button (primary/secondary)...
 
I'm not suggesting an additional layer of bindings, I'm suggesting exactly two bindings to operate all scanners.

Fire Scanner
Cycle Scanner

Which scanners cycle and which scanner fires would be context sensitive based on where you are and what target is selected.
 
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Barnard17
and half of them will feel the need to kick back a message saying you're in the wrong mode or travelling at the wrong speed etc.


Misty_Dark
now I have all the "scanners" in one fire group. (primary/secondary)...

So, they will all work if they are in the same fire group and even on the same button,, but,, there is going to be a lot of error messages??
 
So, they will all work if they are in the same fire group and even on the same button,, but,, there is going to be a lot of error messages??

Basically that, I could accept that, as having only 1 or 2 fire groups are so much more beneficial, than having 3 or more.





And now when we have scanner and weapon mod, but no intelligence about what things that should be used in what mode, you get notified about stuff that can not be used in this mode. But I still prefer that over having multiple Fire groups.
 
Basically that, I could accept that, as having only 1 or 2 fire groups are so much more beneficial, than having 3 or more.





And now when we have scanner and weapon mod, but no intelligence about what things that should be used in what mode, you get notified about stuff that can not be used in this mode. But I still prefer that over having multiple Fire groups.

Well as soon as I got both a KWS and ADS I decided my minimum was 3 FG's.
Unless they changed it, the only way the KWS is going to work is if it is not on the same FB as anything else and I want the KWS in a FG with some weapons so i will probably end up with 4 FG's..
 

Deleted member 192138

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I'm not convinced that grouping all scanners together would be a good idea.

I think something like this would be much more helpful.

Okay. People have mice with a basic standard of two buttons to click on it (mouse 1 and 2). I have additional buttons which I use for macros but FDev can't guarantee everyone will have that, and my free hand is used for thrust and manoeuvring and occasionally tapping another button but its sustained use needs to be concentrated on that purpose. A gamepad has two triggers and two bumpers with, depending on layout either option is used for the 2 existing firegroups and then forward and reverse thrust/throttle. Depending on how somebody has their bindings set up two firegroups can be intuitively bound to left hand on the screen being the left trigger/mouse click, and the right hand on the screen being the right trigger/mouse click.

I don't have a HOTAS so I don't want to be presumptive about how many options people have but seeing as they're all different by model, the only real rule seems to be a trigger, a hat, and a starting point of two additional buttons on the main stick - then after that get a diagram out for your specific parts.

So if we have firegroups with a primary, secondary, tertiary and auxiliary fire button - which people may need to sustain a click on depending on what they have bound to it - where do you propose these buttons go on a control layout that means we can reasonably expect everyone to functionally use them in a sensible way? How to you represent these four distinct firing options in the HUD without generating a lot of visual clutter to navigate/that obscures the view and ends up more confusing than informative? I'm not saying you can't individually find a way to get four fire buttons active for yourself, but designing a game around a niche control input possibility isn't sensible or accessible.

Now that the patch for Chp 4 has gone live and the functions have embedded in a little my position really hasn't changed substantively, but seeing as the thread has been resurrected I'll reiterate with a slight update:

- The detailed surface scanner is no longer a scanner in the same form as other scanners. It doesn't get you the detailed surface scan information, which is now generated through FSS activity. Instead it surface maps through launching probes at stellar bodies as a distinct minigame launched from supercruise. It should be renamed to something more intuitive to its function so that its historic link to a now shifted function isn't a source of confusion. By the game mechanics (that it launches probes) it should also now be a utility module, with existing optionals remaining as they are but no longer available for purchase, so as not to penalise explorers far away from a station. The only other optional modules that launch something from the ship are the limpets (through the cargo bay) and the ship launched vehicles (through the appropriate hatch). There's nowhere to launch the probes from, so they should be fire from a surface fitted module.

In terms of fire groups for the DSS it makes sense to have a distinct key to bind in a fire group, as this is not a simple scanning function that can be reduced. An optional hotkey binding to do this similar to a heatsink would be sensible but shouldn't be mandatory. Having the ability to set the fire probes button to something distinct from the launch DSS mode firegroup button would be good too, please.

- Pulse Wave Analyser makes sense to have a distinct key to bind in a fire group, as this is not a standard scanner in the same way as the others and produces a visual response that you may not always want. An optional hotkey binding to do this similar to a heatsink would be sensible but shouldn't be mandatory.

- The discovery scanner now no longer needs to have a distinct firegroup button as it can now be activated in FSS mode through a separately bound control layer. I quite like that I can still have it in a firegroup so that I don't have to go into the FSS to fire off a honk. However as its main function is in supercruise there's little no reason to not have a context appropriate HUD response (ie don't tell me anything when I don't need to know) but still have it slaved to the same activation function as ...

- Literally every other scanner in the game. Which all operate in the same way - I have an object selected, I face it within my active scanning arc and within range, and I hold the bound fire button of the appropriate firegroup until the scan completes.
Why are some of these literally the same (datalink scanner and composition scanner)?
Why do I need to set each of these in a fire group individually?
Why do I need the visual clutter in the HUD to tell me everything I have in that firegroup when they have identical operation? The only distinction being that some of the specific scanners can be upgraded to complete more quickly or have a longer range but that doesn't change how they mechanically work in terms of my gameplay interaction.
Why would I always need them to tell me their failure or success? This could easily be a context appropriate response based on whether I have am in supercruise or normal space, and whether I have a human ship/xeno ship/geological feature/data interface targeted that the ships systems can recognise and return the appropriate message for.

My solution: install each of these modules individually in line with current outfitting. The ship then recognises which scanner modules are installed and slaves them all through a scanning systems package. Then you only have to set one scanner in the fire groups, with each of the distinct scanners slave to that as its subsystems (which can be represented in the firegroups tab without making me bind each individually). But hopefully I know what I installed on my ship: I don't need an individual fire button for each; I don't need them to create visual clutter in the HUD; I only need one of them to generate a context appropriate firing response message at a given time. An optional hotkey binding to do this similar to a heatsink would be sensible but shouldn't be mandatory.
 
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Barnard17
Mostly Harmless
Originally Posted by Hardcard View Post (Source)
I'm not convinced that grouping all scanners together would be a good idea.

I think something like this would be much more helpful.
Okay. People have mice with a basic standard of two buttons to click on it (mouse 1 and 2). I have additional buttons which I use for macros but FDev can't guarantee everyone will have that, and my free hand is used for thrust and manoeuvring and occasionally tapping another button but its sustained use needs to be concentrated on that purpose. A gamepad has two triggers and two bumpers with, depending on layout either option is used for the 2 existing firegroups and then forward and reverse thrust/throttle. Depending on how somebody has their bindings set up two firegroups can be intuitively bound to left hand on the screen being the left trigger/mouse click, and the right hand on the screen being the right trigger/mouse click.

Then there are those of us that think flying anything with a mouse is sacrilegious.
Add to that we think that by the millennia of the game, we should at least be able to control most ship functions by voice if not a mind link.

So I have every ship function except SELF DESTRUCT, JETTISON CARGO and ENGAGE HYPERDRIVE (*) programmed via Voice Attack.
I also use a CP-48 (Considering upgrading this to a 60 key. Why use an external KeyPay? Because the keys have a true grid layout and can be programmed to run macros. Yes I know, there is a very complex system in MS to set up macros for the standard key board.) Programmable Keypad at my left hand and a Logitech X3D Pro in my right hand. (I cannot make use of a left hand HOTUS because a severe burn on my left hand left the thumb and pointer finger somewhat touch insensitive and a bit crampy/twitchy)

All throttle control is by VA or the 5 bottom left keys on the keypad. I have almost every 5% speed increment programmed to a VA macro, and since I can also control the PIPS by voice I actually approach 1.5% increments.

Thrust, pitch, roll, yaw are mapped to both the the keyboard keypad, VA commands and to the CP-48 in the same layout as the Keyboard Key pad.

Now in Options> Controls if you look close you will see that there are two columns where an INPUT (KEY or JS Axis or JS Button, mouse axis or mouse button) can be bound.

So, EVERY SCANNER that can be given a separate binding in OPS/CONT can be bound to a separate Key/button.

I enter the FSS with {SHIP NAME} Full scan.
{SHIP NAME} Scan holds down the key to get the initial scan.
{SHIP NAME} PROBE fires a probe.
{SHIP NAME} Scanner name, scan activates that scanner.

I have mapped the mouse to use for targeting the probes.

My VA has presently 182 commands.

(* one exception)
I have an Emergence Escape from Normal Space VA Macro that will:
Set PIPS 2 Shields and 4 Engines
Set 5% Throttle
Boost
Select the NEXT SYSTEM
withdraw hard points
Start the HYPERDRIVE Charging
I have 5 seconds minimum to point at the Vector
Then the it BOOSTS again which will take the ship into Hyperdrive if I have gotten out of Mass Lock.
If not, I manually boost toward the Vector as needed.

YYMV
 

Deleted member 192138

D
Frontier Development would be making a mistake to:
1. Duplicate functions without adding distinct features. That's bad design.
2. Do so upon the assumption that people will be paying extra for a third-party, unofficial software to enhance their experience.
3. Noting especially that such software isn't available to the console playing community so you'd be formally enforcing a stratification of the sort of service their player base gets.

You can set voice attack to respond to multiple voice commands with the same output to the game, so having a single keybind for all scanners wouldn't effect your gameplay experience unless you'd be really annoyed to think that your different voice commands are actually outputting the same key press whilst you're actually flying.

All throttle control is by VA or the 5 bottom left keys on the keypad. I have almost every 5% speed increment programmed to a VA macro, and since I can also control the PIPS by voice I actually approach 1.5% increments.

Great. I fly FAOff so I have input control to a granularity of 1m/s. I don't expect you to play the exact same way I do though, so I didn't think it would be relevant.
 
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TWe don't need an additional layer of bindings to do these things, we just need them condensed into one scanner in the firegroup the pings all of them off and generates a context appropriate setting - without unnecessary visual clutter.

Damn right. +1 repped.
You got to wonder what kind of mind comes up with this s**t.
 
Great. I fly FAOff so I have input control to a granularity of 1m/s. I don't expect you to play the exact same way I do though, so I didn't think it would be relevant.
Humnnn.. Interesting idea. Cannot imagine needing control to 1m/s but I do use the FAoFF function in several combat/evasive action VA commands.
 
- Pulse Wave Analyser makes sense to have a distinct key to bind in a fire group, as this is not a standard scanner in the same way as the others and produces a visual response that you may not always want. An optional hotkey binding to do this similar to a heatsink would be sensible but shouldn't be mandatory.

I actually like the idea of 4 buttons in the fire groups panel. But this is what is needed more, a specific bind for the PWA as I would really like to be able to program a voice command toggle system for continuous ping and turning off the continuous ping. Doing that with a mouse button become really problematic if you need to change to another program while playing elite.
 

Deleted member 192138

D
I actually like the idea of 4 buttons in the fire groups panel. But this is what is needed more, a specific bind for the PWA as I would really like to be able to program a voice command toggle system for continuous ping and turning off the continuous ping. Doing that with a mouse button become really problematic if you need to change to another program while playing elite.
Double bind the fire trigger so that you can set a bind for voice attack. But you'll still need to remember to turn it off if you change firegroups.
 
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