UI enhancement: Power management keybinds for hardpoint and utility slots - ability to toggle on/off

It would be helpful to have some keybinds to toggle power to ship hardpoints and utility slots to enhance the usability of existing weapon grouping and power management features.

Right now, power management allows to turn these hardpoints and utility slots on/off via the power management screen ("4" panel / module tab), however it takes quite a bit of panel navigation to get that accomplished, especially in the heat of battle, and I think keybinds would help tremendously with that.

The enhancement to weapon groups would be that items mapped to the same trigger in the same weapon group could be selectively enabled or disabled. I stress that this is not a new mechanic as the features are already implemented in game via the power management screen, however the keybinds are not. These would just make that a lot quicker and more convenient to do.

From a realism standpoint, power to individual pylons / hardpoints is very much a feature of RL aircraft via the electrical panel and bus switches. I also point out that things like the light switch and gear already have their own keybinds, yet are also available as toggles from the "4" panel under functions. It's curious to me that lights get their own keybind, yet arguably more important features like enabling or disabling weapons and scanners do not currently.

Z.
 
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It would be helpful to have some keybinds to toggle power to ship hardpoints and utility slots to enhance the usability of existing weapon grouping and power management features.

Right now, power management allows to turn these hardpoints and utility slots on/off via the power management screen ("4" panel / module tab), however it takes quite a bit of panel navigation to get that accomplished, especially in the heat of battle, and I think keybinds would help tremendously with that.

The enhancement to weapon groups would be that items mapped to the same trigger in the same weapon group could be selectively enabled or disabled. I stress that this is not a new mechanic as the features are already implemented in game via the power management screen, however the keybinds are not. These would just make that a lot quicker and more convenient to do.

From a realism standpoint, power to individual pylons / hardpoints is very much a feature of RL aircraft via the electrical panel and bus switches. I also point out that things like the light switch and gear already have their own keybinds, yet are also available as toggles from the "4" panel under functions. It's curious to me that lights get their own keybind, yet arguably more important features like enabling or disabling weapons and scanners do not currently.

Z.
Your reasoning is flawless.

However I'd like not to see this in the game. I don't want to have to employ this kind of strategy to stay competitive. I'm a fighter pilot, not a systems engineer. I don't want this kind of micromanagement in my dogfight.
 
I'm not sure what you mean. The feature already exists in the game, the corresponding keybinds do not. You may not opt to use the feature, however I would think that others should benefit should they use this feature :)
 
I'm not sure what you mean. The feature already exists in the game, the corresponding keybinds do not. You may not opt to use the feature, however I would think that others should benefit should they use this feature :)
What I mean is, I'd like not to have to adopt this strategy to stay competitive. I'd to not have to see this mechanic come to the forefront (by giving them individual binds). The mechanic is there and it is generally not worth it in a dogfight in my opinion. Make this mechanic easier, and it becomes more and more worth the effort. I'd like to see it not become any more worth the effort. I don't want this kind of micromanagement in my dogfight. I'm a fighter pilot, not a systems engineer.
 
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