Honestly I ask for this because of the Beluga having cool folding wings...that don't actually reduce the profile remotely. Below are some ideas for making docking a little easier for the unwieldy ships. Some are probably to 'easy mode' but I particularly like #3 for immersion.
1) Match Station Rotation ceases to be a 'setting' and becomes an actual function that, when activated, causes the ship to begin rotating regardless of orientation relative to the station. This would make pulling into the toaster rack at least marginally easier and prevent snafus with the Beluga getting hung up on the rear end and being nearly destroyed or at least heavily fined. That or the range at which station rotation begins needs to be a few hundred meters outside of the toaster rack.
2) Large ships radar deactivates upon entering station and becomes landing pad overview immediately to ease landing procedures at the cost of awareness to ships out of view (though you ARE the biggest or among the biggest present, so you should have right of way anyways). This could be a manually triggered function "Landing Radar - On / Off" as well - which would be very handy for planetary landings...and probably handy on all ships, not just large.
3) Everytime a large ship requests docking permission, station projects 'center lane' of lights for said ship indicating point of entry. Everytime a large ship 'launches', station projects 'center lane' of lights exiting. Same process of green on the side you pass through. This would notify ships both internally and externally that A) A large ship is enroute and B) Whether that ship is exiting or entering. Green lights outside means somebody is docking (so red inside to tell large ship(s) inside to wait) outside of docking port) and red lights outside means a large ship is egressing.
Station would change center lane dependent on order of commands received and would deactivate lanes (and delete queue for those who rush) upon station registering that entity completing their action of landing or egress. OR it could wait until all large ships to exit (that have requested egress) given the shorter time to leave, then allow all large ships queued for dock to enter before allowing the next batch to depart.
Obviously those who will say 'whatever' and rush the port will do so at their own risk - but for particularly NPC-busy stations, this would help a lot if they followed it (which you can program! Yay!).
4) Mentioned in another thread, but I'll put it here as it applies: station security needs a minimum scan range so it stops ramming me mid-entry and nearly killing me as the station grinds my beluga like a sausage-maker and racks up fines to add insult to injury. Scanning isn't the issue - it's the anaconda moving at full ramming speed because I've got silent running on for that criminal passenger. Scan me all day, it's cool, but seriously stop ramming me! This isn't just a large ship docking issue - but I can't count how many times I had to emergency log to prevent a security ship killing me via station torque after ramming me...rather than the more sensible scan and shoot.
5) Make the toaster rack wide (not taller - which would make this easier). The only reason for this is so I don't have to be 'perfectly' centered so that the small and medium ships (NPC or not) rushing in and out around me actually have space to do so. A Wal-Mart parking lot on SuperBowl weekend has more space to navigate than rush-hour at Dublin Citadel in Gateway. Again, this benefits all ship classes.
6) Retrain Surface Flight Control that landing pads on the same side as approach are CLOSER than pads on the far side. There are FOUR LARGE PADS RIGHT HERE PAL - why are you making me fly AROUND and rotate 180 degrees from my current heading? You seen how fast a Type-9 turns? Seriously though, this is a time-wasting, no value-added mechanic that is easily fixed. When requesting to dock, assign the nearest pad please.
7) Retrain Station Flight Control that landings pads at the BACK of the station should be filled first to reduce entry traffic where most collisions occur because I CAN'T SEE HALF THE PADS DIRECTLY BELOW ME AS I ENTER. Exiting traffic knows this because they can see me - but that doesn't help either of us when I have to land among them. This issue doesn't occur nearly as often for large ships as it does my small vessels, but again, fill the pads at the back of the station first, please.
8) Nifty Feature That Isn't Necessary(?): Allow me to dock my fighter at stations and leave my ship on standby in space. I can't change ships (because that means illegally 'storing' a ship in space where it is a risk to traffic) but I can access all station services that relate to my fighter.
This means mission board, market (if I had a cargo rack of some type), contacts...etc. Basically maintenance functions are off because that is conducted through the origin vessel. This opens up some neat capabilities for fighters not just offensively oriented. The ability to equip a non-fighter (such as a basic transporter) would allow delivery of small cargo, such as mission specific items or a handful of passengers, or the ability to purchase cargo in small quantities. For large-scale trading this isn't a time-saver compared to just docking - but for other missions, notably exploration and passengers, it could be very handy.
As far as maintenance goes - you could maybe allow the small ship to 'restock ammo' for the large ship after purchasing a restock than docking back with origin vessel. Repairs and loadouts would still require docking for the origin vessel. Of course during all this my big ship is at some risk - particularly in open play.
So there's my ideas - hope somebody likes one of them. =)
1) Match Station Rotation ceases to be a 'setting' and becomes an actual function that, when activated, causes the ship to begin rotating regardless of orientation relative to the station. This would make pulling into the toaster rack at least marginally easier and prevent snafus with the Beluga getting hung up on the rear end and being nearly destroyed or at least heavily fined. That or the range at which station rotation begins needs to be a few hundred meters outside of the toaster rack.
2) Large ships radar deactivates upon entering station and becomes landing pad overview immediately to ease landing procedures at the cost of awareness to ships out of view (though you ARE the biggest or among the biggest present, so you should have right of way anyways). This could be a manually triggered function "Landing Radar - On / Off" as well - which would be very handy for planetary landings...and probably handy on all ships, not just large.
3) Everytime a large ship requests docking permission, station projects 'center lane' of lights for said ship indicating point of entry. Everytime a large ship 'launches', station projects 'center lane' of lights exiting. Same process of green on the side you pass through. This would notify ships both internally and externally that A) A large ship is enroute and B) Whether that ship is exiting or entering. Green lights outside means somebody is docking (so red inside to tell large ship(s) inside to wait) outside of docking port) and red lights outside means a large ship is egressing.
Station would change center lane dependent on order of commands received and would deactivate lanes (and delete queue for those who rush) upon station registering that entity completing their action of landing or egress. OR it could wait until all large ships to exit (that have requested egress) given the shorter time to leave, then allow all large ships queued for dock to enter before allowing the next batch to depart.
Obviously those who will say 'whatever' and rush the port will do so at their own risk - but for particularly NPC-busy stations, this would help a lot if they followed it (which you can program! Yay!).
4) Mentioned in another thread, but I'll put it here as it applies: station security needs a minimum scan range so it stops ramming me mid-entry and nearly killing me as the station grinds my beluga like a sausage-maker and racks up fines to add insult to injury. Scanning isn't the issue - it's the anaconda moving at full ramming speed because I've got silent running on for that criminal passenger. Scan me all day, it's cool, but seriously stop ramming me! This isn't just a large ship docking issue - but I can't count how many times I had to emergency log to prevent a security ship killing me via station torque after ramming me...rather than the more sensible scan and shoot.
5) Make the toaster rack wide (not taller - which would make this easier). The only reason for this is so I don't have to be 'perfectly' centered so that the small and medium ships (NPC or not) rushing in and out around me actually have space to do so. A Wal-Mart parking lot on SuperBowl weekend has more space to navigate than rush-hour at Dublin Citadel in Gateway. Again, this benefits all ship classes.
6) Retrain Surface Flight Control that landing pads on the same side as approach are CLOSER than pads on the far side. There are FOUR LARGE PADS RIGHT HERE PAL - why are you making me fly AROUND and rotate 180 degrees from my current heading? You seen how fast a Type-9 turns? Seriously though, this is a time-wasting, no value-added mechanic that is easily fixed. When requesting to dock, assign the nearest pad please.
7) Retrain Station Flight Control that landings pads at the BACK of the station should be filled first to reduce entry traffic where most collisions occur because I CAN'T SEE HALF THE PADS DIRECTLY BELOW ME AS I ENTER. Exiting traffic knows this because they can see me - but that doesn't help either of us when I have to land among them. This issue doesn't occur nearly as often for large ships as it does my small vessels, but again, fill the pads at the back of the station first, please.
8) Nifty Feature That Isn't Necessary(?): Allow me to dock my fighter at stations and leave my ship on standby in space. I can't change ships (because that means illegally 'storing' a ship in space where it is a risk to traffic) but I can access all station services that relate to my fighter.
This means mission board, market (if I had a cargo rack of some type), contacts...etc. Basically maintenance functions are off because that is conducted through the origin vessel. This opens up some neat capabilities for fighters not just offensively oriented. The ability to equip a non-fighter (such as a basic transporter) would allow delivery of small cargo, such as mission specific items or a handful of passengers, or the ability to purchase cargo in small quantities. For large-scale trading this isn't a time-saver compared to just docking - but for other missions, notably exploration and passengers, it could be very handy.
As far as maintenance goes - you could maybe allow the small ship to 'restock ammo' for the large ship after purchasing a restock than docking back with origin vessel. Repairs and loadouts would still require docking for the origin vessel. Of course during all this my big ship is at some risk - particularly in open play.
So there's my ideas - hope somebody likes one of them. =)