Switching cockpit mode

I have tried to find Switch Cockpit Mode under Mode Switches as I have seen suggested here in the forum as a way to implement new key-bindings, but Switch Cockpit Mode does not exist on my latest version of Elite Dangerous.

How do you switch cockpit modes?

At the moment I cannot use any of my weapons because of this new deal with switching cockpit modes.

Help would be very appreciative!
 
Options > controls > select a new preset (this will add the bind).

Yes you will have to redo any customizations and stuff, annoying...

If anyone knows where this option is, then you could kindly point us to it, made my life heck too! And if it was there before, it certainly isn't now. I can see it after resetting my binds using a new preset, but not beforehand.
 
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Is this the most stupid thing in the game?
It introduces only limitations and provides no benefit at all...

Having different modes per se could be a good thing, if it only affected visualization, and there were more things to show. X4 Foundations for instance has 3 modes.

What modes shouldn't do is prevent using gear, that is an annoying restriction, there is no reason why weapons can't work in analysis mode, or scanners in combat mode. Modes should only affect visualization. Currently the only thing they do is show the blue planets or ring hotspots after scanning with probes. There could be a lot more stuff being shown in each mode, but the game barely makes any use of the hud for displaying info.
 
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Is this the most stupid thing in the game?
It introduces only limitations and provides no benefit at all...

I've found one benefit: It keeps me from accidentally deploying my hardpoints when in or near a station. This way I can keep the binding that auto deploys hardpoints when I squeeze a trigger. Of course, I often accidentally hit boost when trying to deploy landing gear (ps4, very similar bindings), so I probably think a little different than most.
 
I don't particularly mind having the different cockpit modes - In fact it's generally a good thing as it allows you to multi-task the fire buttons on my controller, but the thing that does not ring right with me, is that as the individual fire groups only have use in the mode that they contain controls for, Why are there not two separate sets of Fire Groups - one for each mode.

I use a voice attack macro along with the EDDI plugin to get weps deployed quickly in an emergency (Check & if necessary switch cockpit mode, Check and if necessary deploy hardpoints, read current firegroup and if necessary apply input to set it to the first FG. This also allowed me to turn off the Auto-deploy hardpoints setting.
 
Switch Cockpit Mode does not exist anywhere. So I guess that I have to get rid of all customized bindings which resets all bindings, and then hope that the Switch Cockpit Mode shows up.

I also just wanted to see if the basic combat tutorial has been updated with the Switch Cockpit Mode update. I wonder why the tutorial itself wasn't updated either before or concurrently with the the Cockpit Mode having to be in a specific mode?
 
fss.jpg

It's above the one highlighted.
 
Having different modes per se could be a good thing, if it only affected visualization, and was more things to show. X4 Foundations for instance has 3 modes.

What modes shouldn't do is prevent using gear, that is an annoying restriction, there is no reason why weapons can't work in analysis mode, or scanners in combat mode. Modes should only affect visualization. Currently the only thing they do is show the blue planets or ring hotspots after scanning with probes. There could be a lot more stuff being shown in each mode, but the game barely makes any use of the hud for displaying info.
I agree, the cockpit mode in ED looks like another place holder.
When I switch to analysis mode for example I would like to see a new set of displays and tools coming down next to me (for example a display with the FSS on one side and a target reticule for the surface probes on the other side).
 
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I agree, the cockpit mode in ED looks like another place holder.
When I switch to analysis mode for example I would like to see a new set of displays and tools coming down next to me (for example a display with the FSS on one side and a target reticule for the surface probes on the other side).
Yeah, I don't get why it was implemented. Currently it's just something for me to try and ignore in general except when switching between the modes.

I'm guessing they have or had more planned for it. It might even just be a leftover from when they were fleshing out what to do with the Exploration update and how to go about implementing different aspects of it.
 
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I also could not see the option for this bind in the menu when I first launched the game (coming from a pre mode switch backup).
After changing from my custom settings to the default xbox pad profile (and applied) the option was then present. I guess adding it manual would probably work too, but if you have a really old config (pre mode switch? Possibly older in my case) then it simply is not there.

I did post about it before the bug tracker thing, so maybe it should be re-added.
 
I haven't redone my bindings from scratch since 2015. I've been fairly active throughout though. So yeah, maybe a bug or conversion issue going from more distant update settings.
 
For pc users you could probably open a default mapping file in an editor, find the line for mode switch, copy and paste that line in to the mapping file you're using, then it should show up. After backing up the directory first of course.
 
The two modes have at least a couple of benefits for me.

  • In Analysis Mode mapped planets are covered by ugly blue glow areas (which arguably aren't all that useful outside the FSS, but that's a slightly different complaint). In Combat Mode they look nice again.
  • As someone else said, in Analysis Mode you can't accidentally fire weapons if you happen to have the wrong fire group selected. It's like having a Master Arm switch.

...And it doesn't add a great deal of hassle normally, at least for me. You can clearly tell which mode you're in. I've only found it inconvenient when Voice Attack got confused, but that's VA's problem not Elite's.

So I actually kind of like it.
 
My only legit complaint about analysis mode is its hud elements are in the stock orange despite my custom hud. I got really sick of that orange by year two.
 
As with most people, the mode switch has already prevented me accidentally firing guns when I didn't actually want to. Re: firegroups, it seems you can double-load them to take advantage of how scanners only work in analysis mode and guns in combat. So map a single group with both scanners and guns, then switch between modes to get the one you want.

Not that I've tried it myself yet; I'm terrified I'll try to scan a system and shoot the station instead.
 
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