Scanner key fires missiles when scanner deactivated
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Scanner key fires missiles when scanner deactivated
So I'm wondering if you guys could fix this please. Every time I come back from a long scanning trip, something I rather enjoy by the way, I often find myself hitting the scan button, which is also the missile button, after I've turned off the scanner. This very often ends up with a missile flying into a station or friendly.
Edited to change title to not confuse about this being feedback on a technical issue.
Edited to change title to not confuse about this being feedback on a technical issue.
Last edited by Defektiv on Fri, 20. Dec 13, 23:34, edited 1 time in total.
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As far as I remember in the settings. This is at least the place where I assigned mine to one of the 2 thump buttons of my mouse.dzhedzho wrote:Umm where exactly is the binding for the long range scanner?Terre wrote:I changed the key binding to shift+r, that put an end to the wasted missiles.
But yeah
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I have 2 buttons for missile launch, both of them activate the scanner as well as the missile launcher. I am yet to find one which works only for missiles and one only for scanner...BinarySlave wrote:As far as I remember in the settings. This is at least the place where I assigned mine to one of the 2 thump buttons of my mouse.dzhedzho wrote:Umm where exactly is the binding for the long range scanner?Terre wrote:I changed the key binding to shift+r, that put an end to the wasted missiles.
But yeah
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I'm not sure why this was moved to general as this is an actual technical problem. The missile fire and scanner buttons are merged functionally into one right now. Even if you change assignments for one, both utilize the same assignments.
I can change the second Fire missile option in settings and it will change the scanner key assignment. But the scanner key still fires missiles when the scanner is deactivated!!
I can change the second Fire missile option in settings and it will change the scanner key assignment. But the scanner key still fires missiles when the scanner is deactivated!!
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The problem really is with the Modes. Why they ever thought it was a good idea to have to switch to a "mode" in order to send the pulse. If they wouldn't have tried overlapping key functions to make it more 'controller friendly' then modes wouldn't have been necessary.Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem. The missile fire and scanner buttons are merged functionally into one right now. Even if you change assignments for one, both utilize the same assignments.
I can change the second Fire missile option in settings and it will change the scanner key assignment. But the scanner key still fires missiles when the scanner is deactivated!!
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As far as I am aware controller has more than 1 button. Why would they map it to the most dangerous button?Akeela wrote:The problem really is with the Modes. Why they ever thought it was a good idea to have to switch to a "mode" in order to send the pulse. If they wouldn't have tried overlapping key functions to make it more 'controller friendly' then modes wouldn't have been necessary.Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem. The missile fire and scanner buttons are merged functionally into one right now. Even if you change assignments for one, both utilize the same assignments.
I can change the second Fire missile option in settings and it will change the scanner key assignment. But the scanner key still fires missiles when the scanner is deactivated!!
Last edited by dzhedzho on Sat, 21. Dec 13, 11:53, edited 1 time in total.
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I have used the long range scanner a fair amount and not noticed any missiles firing on deactivation. 

Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
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"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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Ahhh... the DFDI issueBinarySlave wrote:Oh, come on, Roger. This is simply because you never have pressed R a few minutes after the scan-mode no longer being active. It's as easy as this.Roger L.S. Griffiths wrote:I have used the long range scanner a fair amount and not noticed any missiles firing on deactivation.

Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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That WOULD be a believable excuse, but both options are labeled Fire missile in the options (as shown in my original screen shot). If this was by design then they need to fire the intern that set it up that way. Why would you make a scanner function and then assign it to Fire a missile when the scanner is not active? That makes no sense at all.Terre wrote:Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
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because console port, duh.Defektiv wrote:That WOULD be a believable excuse, but both options are labeled Fire missile in the options (as shown in my original screen shot). If this was by design then they need to fire the intern that set it up that way. Why would you make a scanner function and then assign it to Fire a missile when the scanner is not active? That makes no sense at all.Terre wrote:Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
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