I personally prefer rudder pedals for yaw. Used various sets for over 20 years now since I started playing my first flight sim, Air Warrior.![]()
When I was in a new system after scanning the star I would then select the next nearest object from the Navigation panel.
I hated it when it turned out to be an Asteroid Cluster.
Imagine my delight when I found out you can turn off Asteroid Clusters from being listed by using the Set Navigation Filters settings.
You can also turn off a load of other things as well.
Select the station, dive 90 degreees so that the station is just at the top border of your screen, and use your joystick to keep it there...
This is how I like to dock as well:My technique out the Mail Slot:
BOOST!
Straight out the slot>>>>
FA-Off!
Zero Throttle!
Coast at maximum speed.
Rotate over to align with target system.
Keep on coasting out to Mass Lock Off.
Charge FSD!
Wait for it, wait for it.
FSD 3/4 charged?
FA-ON!
Boost!
Full Throttle.
That will give you the fastest time to jump, shortest distance from the station, even if the destination is behind the station.
My technique out the Mail Slot:
BOOST!
Straight out the slot>>>>
FA-Off!
Zero Throttle!
Coast at maximum speed.
Rotate over to align with target system.
Keep on coasting out to Mass Lock Off.
Charge FSD!
Wait for it, wait for it.
FSD 3/4 charged?
FA-ON!
Boost!
Full Throttle.
That will give you the fastest time to jump, shortest distance from the station, even if the destination is behind the station.
My technique out the Mail Slot:
BOOST!
Straight out the slot>>>>
FA-Off!
Zero Throttle!
Coast at maximum speed.
Rotate over to align with target system.
Keep on coasting out to Mass Lock Off.
Charge FSD!
Wait for it, wait for it.
FSD 3/4 charged?
FA-ON!
Boost!
Full Throttle.
That will give you the fastest time to jump, shortest distance from the station, even if the destination is behind the station.
I've been playing this game for a couple of years now, and I've only just realised that there's an easy way to tell which way you're supposed to approach a docking bay...the numbers are always at the rear.
Can't believe I've only just noticed this. That'll save me some time at outposts and planetary bases...
Yeah, that'll work. The trouble is that until you understand what's going on, you waste time fiddling with your heading trying to fix an alignment that's already perfect.
Because that would be easy... This is more "skill" based...Given that they can, somehow, project these funky holographic boxes around landing pads, I've always wondered why they don't just colour the entire front-face of the "box" green, or something?
That's flat-faced fail logic imoBecause that would be easy... This is more "skill" based...![]()
sounds fun but that isn't neither fastest nor shortest distance.
that would be boosting in a straight line away from the station until exiting masslock, then charge fsd and align nose in fa-off, boost again to align vector.
any turn you make during that process except aligning is 'wasted' time and distance.
(i'm assuming masslock zone is a sphere, haven't tested)
Given that they can, somehow, project these funky holographic boxes around landing pads, I've always wondered why they don't just colour the entire front-face of the "box" green, or something?
some ships are slow and you can get a couple of boosts before aligning on target
There are also a pair of green lights at the front of the pad by the corners and a red light at the centre back of the pad - this is handy if approaching from directly above when the pad number is not easily seen, often the case at planetary bases.
They may not want to make too much coloured, due to red-green colour blindness issues. This (I presume) is why the lights on the mailslot work the way they do - IIRC the green lights to one side are steady, and the red lights to the other side flash, so a RG colour blind viewer can tell them apart. I've never noticed the lights on pads, but I'd hope it worked the same way, and I wouldn't want half the hologram box to be flashing, that might be really distracting!