Add direction pointer to landing pads

This would be a huge qol improvement: add a directional pointer to landing pads. This will allow you to position your ship properly even when coming from straight above. Mockup attached.
qolSM.png
 
The actual landing pad (yellow area in your picture) is offset to one end of the larger structure, leaving space for the buildings at the back. You always need to be facing towards the buildings at the back when you land.
 
The actual landing pad (yellow area in your picture) is offset to one end of the larger structure, leaving space for the buildings at the back. You always need to be facing towards the buildings at the back when you land.

Sure, but in the heat of the moment an arrow is much better. There's no real reason to not have it.
 
I find that the compass gets me to close visual range of the pad just fine, once there which end of the pad the hologram number is, chevron detectors, buildings and ultimately which way round the holoship in the landing display work almost every time.

While potentially nice to have I am not sure your pointer is worth them messing with the code for.
 
This is something that was frustrating to me when I started, but I've grown accustomed to it and it no longer bothers me. There ARE rules, once you figure them out.

The challenge is, I am uncertain if an arrow or any other effect would actually benefit players in the heat of the moment. For example, station holograms also have arrows, but that doesn't stop many new players from being confused. Also, consider that immediately after being used, a pad faces the other direction, which would likewise confuse newer players. Sometimes the 'obvious' solution doesn't actually fix the problem.

I wouldn't be averse to some slight tweaking. Making the hologram number 3d, for example, so it's also visible from above. That seems like it could be a nice compromise.

Alternatively, I don't believe ground settlements have powerplay holograms that can be hacked. You could put those on one side, fixing two problems at once.
 
It seems reasonable that the same design of landing pad would likely be used on planets with varying levels of atmosphere. Dust, dirt, ice, and bad weather conditions

I would think colored beacons on either side would be the natural solution. Especially for low-budget ground ports and planet surface 'parking lots'.
 
Kumo Crew provides fast docking assistance to any CMDR caught in open and requesting for the service.

And also when not requested.
 
Have you noticed that the hologram "flips" depending on which side you look at it?

How does this work?

View attachment 408041
One 3d model with two faces, each face has its texture with transparent background. Each face has its back set to not show, making the illusion that the number flips when you look at it fro ma different direction.

Depending on the engine, you just need one face with a texture on each side with transparent background.
 
One 3d model with two faces, each face has its texture with transparent background. Each face has its back set to not show, making the illusion that the number flips when you look at it fro ma different direction.
If you were to add an arrow, I think a holographic once would cause less confusion.
For sure, if the future has 3D holograms with transparency when looking at the backside of an image, then adding an arrow should be trivial.
 
For sure, if the future has 3D holograms with transparency when looking at the backside of an image, then adding an arrow should be trivial.
It is trivial, but unecessary. I don't know how the landing tutorial works these days, but they could just explain it a bit bether on that part.
 
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