Scanner key fires missiles when scanner deactivated

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Defektiv
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Scanner key fires missiles when scanner deactivated

Post by Defektiv »

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.
Last edited by Defektiv on Fri, 20. Dec 13, 23:34, edited 1 time in total.
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Terre
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Post by Terre »

I changed the key binding to shift+r, that put an end to the wasted missiles.
dzhedzho
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Post by dzhedzho »

Terre wrote:I changed the key binding to shift+r, that put an end to the wasted missiles.
Umm where exactly is the binding for the long range scanner?

But yeah
BinarySlave
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Post by BinarySlave »

dzhedzho wrote:
Terre wrote:I changed the key binding to shift+r, that put an end to the wasted missiles.
Umm where exactly is the binding for the long range scanner?

But yeah
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
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Post by dzhedzho »

BinarySlave wrote:
dzhedzho wrote:
Terre wrote:I changed the key binding to shift+r, that put an end to the wasted missiles.
Umm where exactly is the binding for the long range scanner?

But yeah
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.
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...
Defektiv
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Post by Defektiv »

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!!
Akeela
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Post by Akeela »

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!!
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.
dzhedzho
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Post by dzhedzho »

Akeela wrote:
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!!
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.
As far as I am aware controller has more than 1 button. Why would they map it to the most dangerous button?
Last edited by dzhedzho on Sat, 21. Dec 13, 11:53, edited 1 time in total.
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Terre
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Post by Terre »

Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.
dzhedzho
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Post by dzhedzho »

Terre wrote:
Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.
It is a clear usability problem
TinkerToy
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Post by TinkerToy »

Terre wrote:
Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.
Quite so. Rather change the player than the game, eh ? :wink:
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

I have used the long range scanner a fair amount and not noticed any missiles firing on deactivation. :gruebel:
Lenna (aka [SRK] The_Rabbit)

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BinarySlave
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Post by BinarySlave »

Roger L.S. Griffiths wrote:I have used the long range scanner a fair amount and not noticed any missiles firing on deactivation. :gruebel:
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. ;)
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

BinarySlave wrote:
Roger L.S. Griffiths wrote:I have used the long range scanner a fair amount and not noticed any missiles firing on deactivation. :gruebel:
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. ;)
Ahhh... the DFDI issue :P
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
Defektiv
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Post by Defektiv »

Terre wrote:
Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.
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.
dubnium
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Post by dubnium »

Defektiv wrote:
Terre wrote:
Defektiv wrote:I'm not sure why this was moved to general as this is an actual technical problem.
Not so much a technical problem, more of a bio-ware failure, forgetting the current mode to which the craft is set.
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.
because console port, duh.
thedesertwolf wrote:On the Twelfth patch of X-mass Egosoft gave to me Twelve broken promises, Eleven layers of menus, 10 bad design decisions, nine lines of terrible dialogue, Eight non-functional capitals, seven squatting grandmas, six strange memory leaks, A promised Targeting feature still in development, four misconstrued UI decisions, three unstable stations, two attempts to fix trading and a broken game in a pear tree.

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