The 180° spin on undocking doesn't make sense on outposts (in space or planetside)

When you dock on a large space station, you come in one way and out where you came from, so it's only logical to have the docking pad make a 180° spin before releasing you : it points you in the right direction.

However, outposts and planetary settlements don't have a way "in" or "out", they are like helipads, you just land from above. So it doesn't make any kind of sense to spin you 180° in that case. I suppose it is this way because the hangar model is the same on all stations. Fair enough, but at least when we dock and leave without entering the hangar, we should be able to undock straight away. It is a waste of time, and one could said it is also a waste of energy for the station because the pad spins to release you, then spins again when you're undocked to get back to its initial position, when it could just have stayed still and it would have been ready for the next ship straight away.

I hope the devs eventually change this. It would be so much less of a pain to dock, refill, repair, and undock and leave in less than 10 seconds, and would make outposts useful for quick stops instead of being as much a hassle as large stations.
 
1st world problems eh, the hassles of waiting a couple of seconds for a pad to rotate :/

I tell you what actually bugs me, the rate at which those massive elevators rotate and lift the ship up, try it in VR and you'll understand how huge these pads are, yet they spin/rise/fall at a rediculous whiplash/spine crunching rate for monitor gameplay purposes.

The fact that the lift mechanism triggers a speeding warning says it all. It accelerates the ship to above 360 km/h
 
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1st world problems eh, the hassles of waiting a couple of seconds for a pad to rotate :/

I tell you what actually bugs me, the rate at which those massive elevators rotate and lift the ship up, try it in VR and you'll understand how huge these pads are, yet they spin/rise/fall at a rediculous whiplash/spine crunching rate for monitor gameplay purposes.

Did you notice that large pads rotate faster than small ones and medium are the slowest?
One can't rely on anything these days... [squeeeee]
 
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I'd like to add to that, the panels that move up & down to protect the station from the rear engine heat. For some reason they rise up again when you lower into the bay. No other ship can land there but it's up nonetheless. And when lifting up to the surface, one needs to wait until those panels drop again? Ugh... Keep 'em down! I've found the landing/take-off process takes me by the hand too much ! :)
 
Did you notice that large pads rotate faster than small ones and medium are the slowest?
One can't rely on anything these days... [squeeeee]

Lol yeah, try sitting in a Cutter in VR and watch how fast you are rotating on a pad that is 700ft long and 400ft wide, it's insane :)
 
Since the ships can take off and land vertically, it really doesn't make sense anywhere. I think it's more a matter of having the ship facing the "right" way inside the bay (for loading, etc.).
 
they dont want you to hit those buildings maybe... so they point you towards those goliaths so you can hit em' ..
 
they dont want you to hit those buildings maybe... so they point you towards those goliaths so you can hit em' ..

Lol, if that's the case, why do they point me straight at a pole in some of them? They must not like that pole!
 
The answer is pretty simple, all landing pads are made by the same manufacturer and work the same way. Why would they make a special non spinning one for outposts and starports extra? It's a lot easier just to mass produce the same three types :p
 
If you RP the game, it does make sense. A landing pad is not just a landing pad; it is also the hanger, and related equipment (and, as has been suggested, is a standardised design). When you go into the hanger all the venting systems, etc., are geared for the various vents and attachment points on a ship that has been reversed into the hanger. When you initiate the launch sequence the landing pad systems follow a standard routine which, admittedly, does not need to rotate a ship on a pad (when docked at an outpost, and that did not enter the hanger), but it is cheaper and more efficient to make a standard hanger module than to have customised designs.
 
Its to keep incoming and outgoing traffic out of each other's way.

My sarcasm detector might be off, are you saying this seriously? Because rotating the pad does the exact opposite : it sends you towards incoming traffic.

777Driver > 2 seconds? More like 15 or something for the whole animation before your ship gets released. Granted that isn't huge, but it adds up to a lot of wasted time, and is a bit aggravating when you just want to quickly take off and have to wait for a platform to rotate you towards some arbitrary direction in the middle of empty space. Maybe getting used to it after playing a long time has desensitized you to the ridiculousness of the thing, but it still bugs me.

Hell Razor > From a roleplay perspective, I'd have a hard time believing that in a world inhabited by billions upon billions of human spanning hundreds of light years, there is only one hangar manufacturer who only has one model (with slight variations). It's a thing that is justified by real life limitations, not by roleplay reasons.
 
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If you RP the game, it does make sense. A landing pad is not just a landing pad; it is also the hanger, and related equipment (and, as has been suggested, is a standardised design). When you go into the hanger all the venting systems, etc., are geared for the various vents and attachment points on a ship that has been reversed into the hanger. When you initiate the launch sequence the landing pad systems follow a standard routine which, admittedly, does not need to rotate a ship on a pad (when docked at an outpost, and that did not enter the hanger), but it is cheaper and more efficient to make a standard hanger module than to have customised designs.
Well put, Commander.
While I would like some variation down in the hanger as well, what you say is good stuff. :)
 
Hollywood already answered this dilemma:

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I tell you what actually bugs me, the rate at which those massive elevators rotate and lift the ship up, try it in VR and you'll understand how huge these pads are, yet they spin/rise/fall at a rediculous whiplash/spine crunching rate for monitor gameplay purposes.

I don't have VR, but even without one...

msty.gif
 
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