Targeting the power plant with one key?

Hello commanders!

Is there a way to target the power plant with pressing just one key? As of now, I always go to the left menu "1" and then "Subtargets" and select "Power Plant" and this takes 2 or 3 seconds while I could manage to crash into an asteroid...

Selecting sub targets with the select sub targets key takes me even longer because I often cycle too far and have no cycle back key bound.
 
Edit:I have just now read the last line of your post :)
I don't know if there's a way to do what you ask.I just use the subtarget key.
 
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I have cycle forward and back. If you 'miss' the PP, you can cycle one back instead of go the whole way.

Also, going backwards generally gets to the PP faster.
 
I don't think there is any way to target just one specific module with a key bind.
Like you, I have key bound the the cycle module key....
...unlike you, I also have a key bind for 'cycle back'. :)
 
Hello commanders!

Is there a way to target the power plant with pressing just one key? As of now, I always go to the left menu "1" and then "Subtargets" and select "Power Plant" and this takes 2 or 3 seconds while I could manage to crash into an asteroid...

Selecting sub targets with the select sub targets key takes me even longer because I often cycle too far and have no cycle back key bound.

At the moment there's no way to do this.. However I suggest you to find a way to bind 2 key for "cycle next subsystem" and "cycle prev. subsystem". Then once you locked the target you scroll between subsytem by pressing the "prev. subsystem" key (You will reach the power plant sooner). The "cycle next subsystem" key will be useful if you scroll too much overshooting the powerplant.

Edit: Ninja'd By poseidal :)
 
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I have cycle next and previous bound. On condas I always cycle backwards as it's faster and I know that the PP comes right after the FSD when cycling backwards on the conda. I believe it's 8 presses.
 
There's no way to do it with a single keystroke. The location of the PP in the 'list' varies based on the ship's loadout, so I'm not even certain creating a macro for it would work (or be a violation of some part of the ToS for that matter).

I have the subsystem keys mapped to the up/down arrows on my keyboard. It's the fastest method I've been able to find to scroll through them. If the LCD buttons on the X-52 weren't completely useless in ED, I would have mapped it to one of them to make it easier.
 
I've considered having a Voice Attack command for each ship, as in "Target python's power plant", that will cycle subsystems a number of times depending on the ship. The problem is I'm not 100% sure the power plant will always be in the same position.
 
My solution to a lot of "too many keys" is to use the LeftShift as a qualifier key for stuff. e.g. The "\" key is my subsystem cycle key, and "Shift-\" is my previous subsystem key. If you skip past Power Plant, just shift and you're back. Quick.

Others:
"Shift-Left mouse" for chaff
"Shift-Right mouse" for shield cells

Z X C V - 0, 50, 75 100% throttle
Shift - Z X C V -100, -50, -25, 0 throttle [SO useful when mining, avoiding rammers or finishing off a "fly straight at ya" pirate]

I'm a qualified touch typist, so hate moving my left hand past the middle of the keyboard. :)

- - - Updated - - -

I've considered having a Voice Attack command for each ship, as in "Target python's power plant", that will cycle subsystems a number of times depending on the ship. The problem is I'm not 100% sure the power plant will always be in the same position.

It definitely won't be if there are various optional modules, e.g. if it has two Shield Boosters. I've seen high level Anacondas where Power Plant must be 13 or 14 items from the start.
 
I've considered having a Voice Attack command for each ship, as in "Target python's power plant", that will cycle subsystems a number of times depending on the ship. The problem is I'm not 100% sure the power plant will always be in the same position.

The position is based on the type of ship - so the number of HPs etc. for a conda, going backwards, its 8th. For a python 7. Clippers/Dropships are 6 or 7 too. Anything smaller I don't bother...
 
Thank you all very much for your great hints and help.

I may go for the cycle keys then, I'll bind the cycle back key too. I was afraid to do that because the silly game doesn't warn you if you bind a key that is already bound to another function. Result of that design flaw was, I lost an Asp because I bound "Supercruise" to "S" and when I approached the station to dock, I had to notice that I had no brakes because "S" was formerly "decrease throttle". :eek:

Thank you all and see you out there!
 
Thank you all very much for your great hints and help.

I may go for the cycle keys then, I'll bind the cycle back key too. I was afraid to do that because the silly game doesn't warn you if you bind a key that is already bound to another function. Result of that design flaw was, I lost an Asp because I bound "Supercruise" to "S" and when I approached the station to dock, I had to notice that I had no brakes because "S" was formerly "decrease throttle". :eek:

Thank you all and see you out there!

The game DOES warn you if you rebind, but it only appears at the bottom of the keybind screen until you press another key, so keep an eye on it. It tells you what function was used before for that key, which is useful.
 
I have cycle forward/back on a switch on my H.O.T.A.S. throttle but I agree with you OP, I was just thinking about how it would be really nice is if a player could pre-designate a subsystem they always wanted targeted by default, like a pirate may want to target the cargo hatch or FSD, while a bounty hunter the power plant.
 
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Blimey... Meant to put this in straight afterwards and the phone rang. Rebind warning is tiny, but it IS there. It fades after about 3-5 seconds, so you need to keep an eye on it.

I rebound "Pitch up" to [NUMPAD 4]. You can see that "Roll left" is cleared, but I get the warning:

Rebind.png
 
I've considered having a Voice Attack command for each ship, as in "Target python's power plant", that will cycle subsystems a number of times depending on the ship. The problem is I'm not 100% sure the power plant will always be in the same position.

I have Voice attack setup to target the Power plant on anaconda's. Works fine for NPC ships, for anything else it is usually 1 or two clicks out.
 
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