Hoping someone here might have a workaround for this newly introduced "feature".
I like to maneuver my ship using keyboard while using the mouse for anomaly scanning and with the Season 6 update: "WASD keys can now be used to control the scanning and mining minigames." This means now I cannot turn while scanning, otherwise the key presses affect the mini-game interface.
I've cleared the movement keys using /unbind <key>, and tested it so that the key no longer affects movement and it also stops the key from affecting the scanning game, but when I bind the key to movement ( using "/bind Q +left" for example ) it automatically is active for the mini-game again.
Is there any way to get a key bound to movement and NOT the mini-game interface at the same time? Does the mini-game use a different command that I can bind a key other than the movement keys just to get it away from the movement keys?
Hoping someone here might have a workaround for this newly introduced "feature".
I like to maneuver my ship using keyboard while using the mouse for anomaly scanning and with the Season 6 update: "WASD keys can now be used to control the scanning and mining minigames." This means now I cannot turn while scanning, otherwise the key presses affect the mini-game interface.
I've cleared the movement keys using /unbind <key>, and tested it so that the key no longer affects movement and it also stops the key from affecting the scanning game, but when I bind the key to movement ( using "/bind Q +left" for example ) it automatically is active for the mini-game again.
Is there any way to get a key bound to movement and NOT the mini-game interface at the same time? Does the mini-game use a different command that I can bind a key other than the movement keys just to get it away from the movement keys?
Any help would be appreciated.
This has been a bit of an annoyance for me as well. Why in the Cosmos they would even bind the mini-games to WASD in the first place, without allowing the bindings to be separately remapped, baffles me. I would like to see this reverted back to how it originally was, at least. It is most annoying for me while in space, collecting samples.
Hopefully there is a work-around I haven't been able to figure out but someone else has. Otherwise, this should be reported in Bug Reports too. I'll wait a bit to see what others have to say, then I'm going to submit an official bug report on it.
Full Name: Zeryn Zebulon Zebular Short Name: Zebular ( @zebular ) Starfleet Rank / Serial: Vice Admiral, Field Captain / SZ-872-112 Fleet Registry / Command Ship: Fleet Admiral of the Betazed Patrol / U.S.S. Zebulon, NX-91333-C Diplomatic Registry: Starfleet Ambassador, Betazed Ambassador, Son of the Thirteenth House of Betazed Species / Birth Date / Birth Place: Half-Betazoid, Half-Human / Stardate 27481.22 / Rixx City, Betazed Handles:@zebular (PC) • @MtnDewFreak (XBOX) • @Terraseer (PS4)
I just recently came back to STO and this was one of the first things that annoyed me. I like to keep flying while scanning so I can quickly move to the next anomaly but this feature messes up with that.
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Hopefully there is a work-around I haven't been able to figure out but someone else has. Otherwise, this should be reported in Bug Reports too. I'll wait a bit to see what others have to say, then I'm going to submit an official bug report on it.
Short Name: Zebular ( @zebular )
Starfleet Rank / Serial: Vice Admiral, Field Captain / SZ-872-112
Fleet Registry / Command Ship: Fleet Admiral of the Betazed Patrol / U.S.S. Zebulon, NX-91333-C
Diplomatic Registry: Starfleet Ambassador, Betazed Ambassador, Son of the Thirteenth House of Betazed
Species / Birth Date / Birth Place: Half-Betazoid, Half-Human / Stardate 27481.22 / Rixx City, Betazed
Handles: @zebular (PC) • @MtnDewFreak (XBOX) • @Terraseer (PS4)