Fire Group complexity post Ch 4 release.
Posted: Wed Mar 27, 2019 12:38 pm
Depending on how a ship is outfit the fire groups can get messy with all the new modules and tools.
One thing I did was look at everything and sort them into operational modes, for example Wake Scanner only operates in normal space and DSS only operates in supercruise at low speed.
So I assigned them to the same group and key and let the game sort out which to fire depending on if I am in normal space or supercruise. I have to put up with warnings about being in the wrong mode for the "off" item sometimes but I can put up with that for the convenience.
It is a generic idea even though that was a specific application. For example miners often assign collector controllers and mining lasers to the same group and key and let the game keep track of when to fire collector limpets.
One thing I did was look at everything and sort them into operational modes, for example Wake Scanner only operates in normal space and DSS only operates in supercruise at low speed.
So I assigned them to the same group and key and let the game sort out which to fire depending on if I am in normal space or supercruise. I have to put up with warnings about being in the wrong mode for the "off" item sometimes but I can put up with that for the convenience.
It is a generic idea even though that was a specific application. For example miners often assign collector controllers and mining lasers to the same group and key and let the game keep track of when to fire collector limpets.