Who the h*ll designs these stations....????

So many bad designs in todays field of engineering, it wouldn't surprise me at all to see the same bad designs in the future. You have to remember the people hampered by these designs are meaningless. The office space and views for the administration are much more important than functionality.
 
So many bad designs in todays field of engineering, it wouldn't surprise me at all to see the same bad designs in the future. You have to remember the people hampered by these designs are meaningless. The office space and views for the administration are much more important than functionality.

Of course. Why would anyone think otherwise? :rolleyes:
 
... But consider people that life in space, constantly fly space ships, constantly work with all three directions, with no real up or down, why would they be bothered by which way they should land or takeoff? If landing or taking off in any direction feels natural and normal, why would this bother them?
Because landing pads have a front and back.
I'd agree with you 100% if you could touchdown facing any direction. Unfortunately, you can't, so direction does matter, thusly the designs are terrible.
 
I can confirm that you can land at such outposts with a 45° sliding angle easily. No need for vertical approaches.
Nevertheless, don't downgrade your shields to D3 before you had some practice. My first Python had such a non-recoverable docking incident. This is like a 3M parking ticket.
 
Last edited:
You all would have really hated outposts when the yellow hologram disappeared , the yellow painted markings on the pads were not there , it was so dark you could hardly see the pad . That was when landing was great fun .
 
You all would have really hated outposts when the yellow hologram disappeared , the yellow painted markings on the pads were not there , it was so dark you could hardly see the pad . That was when landing was great fun .

I like that idea. There should be some run-down outposts whose landing pads are in poor repair, the yellow glow/hologram breaking up.. (I know there are outposts with crashed ships on the pad, same concept).
 
I can confirm that you can land at such outposts with a 45° sliding angle easily. No need for vertical approaches.
Nevertheless, don't downgrade your shields to D3 before you had some practice. My first Python had such a non-recoverable docking incident. This is like a 3M parking ticket.

I usually approach such outposts from the "wrong" side, go FAOff, and flip+roll 180 degrees to reorient myself as I come over the pad. More artful.

The bad design still bugs me, though (senseless bad design in the real world bothers me similarly), even though it doesn't really cause me any problems.
 
Outsourced to the lowest bidder.

"You signed a contract for a radio tower to be added to your station. You didn't specify where, so we put it where it was cheapest to install. Next time be more specific and we'll take your requirements for locating it into account when making our bid."
 
I would like to counter this with something I think people are forgetting.

The reason we think of this as a bad design, even though there is plenty of ways to land and take off, is that vertical takeoff is not something we see as 'simple' or easy, I think due to the fact that it isn't something we can do in everyday life.

But consider people that life in space, constantly fly space ships, constantly work with all three directions, with no real up or down, why would they be bothered by which way they should land or takeoff? If landing or taking off in any direction feels natural and normal, why would this bother them?


Fair point, if landing wasn't directionally RESTRICTED !
 
Last edited:
Fair point, if landing wasn't directionally RESTRICTED !

Actually landing is the very last part of the process.
You can approach any pad from any available direction and at any angle until you are touching it.
Then drop your gear, rotate until you're parallel and the docking clamps will grab you.
That's it.
There are no restrictions on approach angle.

Ok, time for me to chime in again!

A) I'm joking (for all you serious guys out there, talking about design in a serious way!)
B) There's VTOL and there's VTOL...if the tower was, say 10m high, you could overfly lined up with the pad, and then drop in, which is how I like to land. But this damn thing is HUGE, which means approaching either *very* high indeed and dropping hard, or coming in to one side, then thrusting sideways for an instrument landing.

You're thinking like an aircraft pilot.
This is a completely different situation.
That pad can be directly ahead of my ship, facing me like a wall, when I approach. It could be above me, below, to the side. It can be in any direction and at any angle.
I can come in with it dead ahead on my nose, I can touch my ships nose to the pad, drop the gear, rotate and the docking clamps will grab my ship.
The tower is irrelevant.

That tower is neither "high" nor "huge". It's completely irrelevant. Why? Because it has no bearing on your ability to approach the pad.
It seems that many people are unfamiliar with the possibilities of manoeuvring in space. It's wise to become familiar with them which helps one avoid falling into the trap of two dimensional thinking.
Which is exactly what you, teaurn, have done.
In space there is no VTOL. At all. Ever. There is no vertical for a start. Every direction and angle is available to you. There are no restrictions.
Your ship is capable of moving in any direction you choose at any time.
Make use of that facility.
 
It seems that many people are unfamiliar with the possibilities of manoeuvring in space. It's wise to become familiar with them which helps one avoid falling into the trap of two dimensional thinking.
Which is exactly what you, teaurn, have done.
In space there is no VTOL. At all. Ever. There is no vertical for a start. Every direction and angle is available to you. There are no restrictions.
Your ship is capable of moving in any direction you choose at any time.
Make use of that facility.

Um, no Dave, what I've done is have a bit of fun at the expense of an interesting design quirk in a station...

You know, fun...remember that? I refer you you to A) above.

Personally I dock in various ways depending on the situation, usually whatever will be quickest.

Lighten up, man :)
 
Oh seriously? I can't watch the Video because of the GEMA (German music corporation that blocks all music on youtube) :(

Proxmate extension for google chorome. Unblocks youtube videos for ya ;)

The outposts have always bugged me it makes no sense. Aesthetic aside it's just bad game design. They should rotate them (they all seem to be medium pads) 180 so you can land and exit in to clear space.
 
These are explained in Kate Russell's excellent book "Mostly Harmless". They are used for high gravity acclimatisation by workers heading planet-side.

The extensions in spinning stations, like Coriolis and Orbis can be explained with that. But this is an outpost, which does not spin. -> Must be something that has to be located far from the mass and/or EM-field of the main station platform...or a restaurant with a really nice view.
 
There are no restrictions on approach angle.

You're thinking like an aircraft pilot.
This is a completely different situation.

You are on a looser with this one, Dave. ;)

It is hard to change your viewpoint to a 3 Dimensional one. Where you pick your point of reference for your own convenience.
I land like you. Any angle. take it as it comes. But I have given up grinding and I like the game for flying around. If landing and take off are just part of the process, then it can be a bind when it gets in the way of the mission.
My other hobby is 3D graphics and it takes training to break out of the 2D viewpoint.
Trust me. :)
 
Back
Top Bottom