I can't imagine using this now. If it were an autopilot to manage long jump.sequences I would, but I can typically scream into the mail slot at top speed and use the landing gear as an air brake so I hit the pad just right. That's 4 to 7 seconds versus what the computer might take. That accessory slot is better suited for a 'dictor or a fuel scoop.
 
Ok so don't use it on outposts and don't go AFK. Any other things I should watch for?

Im using auto-docking constantly, also on outposts, and go AFK all the time (best time for quick break to get a drink or whatever).
I can't remember any problem, works flawlessly for me.

Only turning it off when on smuggling mission, but that's another matter.
 
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I don't know if it "dose," but by the looks of the opinions here it does.

Never used the docking computer, landing was the easiest thing in the game for me to learn. IMO, you lose money every time you use it. First, it takes up a slot, which means cargo space for a trader like me. Secondly, it slows you down, those seconds add up.
 
I started using it when I got my type 9. I run unshielded, and it occasionally hiccups and hits the toaster rails to the tune of 10-20k of damage. Seems to occur about 1 in 60 landings. I go AFK frequently during its run--makes a great break to either get a drink or recycle one. Can't imagine using it on many other ships due to the speed differential, but it's actually not that much slower for a T9.
 
It would have been a correct definition if it was indeed possible to stop it at anytime sending any command (pitch / roll / yaw / slight acceleration, etc), but as you can only stop it by speeding up ... it more or less "fire and forget" until it's ended ...
The DC once tried to kill me. It did its job well approaching the station, but got me right at the vertical of the landing pad like 200m away speeding toward it, but not correcting to landing position at the last moment.... thanks to my shields I only took 20% damage, else I would have died.

Nickola

I will agree it needs some work. I would suggest a key binding that would enable/disable the device. If it's set to off, no matter what you do (except pressing the toggle key), it won't engage.
 
Still has issues. I just lost a T7 full of fast tracked PP goods because I let it auto-dock while taking a leak. Be warned.
 

Deleted member 38366

D
With active Docking Computer, maintain access to : Scanner Range, Targeting and Debug Cam

Whenever I have to dock at extremely busy Stations, I do like the precision of the Docking Computer and its ability to run any Ship nicely on its correct side and dock quite safe & efficiently.
Plus, it will never incur any fine while "scratching Shields" with guys apparently liking to leave a Station in a hurry ;)

Before i.e. trying to squeeze a Type-9 or Anaconda in, I do have to toggle trough many contacts currently inside the Station, as well as get an idea if nearby other CMDRs also docking might try to speed in before me (after all, running in via DC isn't the fastest).

However, as soon as the Docking Computer is active, I lose all control over toggling scanner Range or quickly toggling through the Targets i.e. via HOTAS Input (short of entering the Contacts Panel - which takes my view away from where I need to look).
Found myself often having to override the DC in order to make a little more space or prevent a collision due to unexpected opposing Traffic - often not using their respective side to leave or just drifting into my way from excessive oversteering.
Otherwise, Imperial Clippers taking up the whole slot were often unexpected opposite traffic. They're big and fast, often leading their CMDRs to think they could make it in time before I enter the slot from the other side.

Worst case, I see my Ship slowly moving in via DC - but literally have no idea if that Type-9 or Imperial Clipper CMDR inside might attempt to leave the Station at that very moment.
Hence I often found those blocked important controls extremely annoying.

And while we're at it :
Having full control over the Debug Cam while DC is active would sure yield a couple of nice shots.
I'm aware the controls were disabled in the past, as moving the Throttle to move the Debug Cam forward/aft actually cut out the Docking Computer, rendering the Ship unintentionally uncontrolled.
Thus I think the current "can't move the Cam while on DC" remains some form of unfinished Hotfix.
 
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That's what shields are for. I litterally giggle as DC crams me through the slot, plowing into and destroying smaller unshielded ships as I go. Biggest one so far was an Orca I think.
 
iDock - tried DC for the first time and I love it, you should too

[video=youtube_share;TFMB0CDLxvA]https://youtu.be/TFMB0CDLxvA[/video]

Thanks to CMDR HughMann, after year of flying with ignorance and antique beliefs I finally stepped into the era of innovation and technology with latest purchase of an iDock from Crapple. I love it, you should try it too.
It fits perfectly into Clipper or Orca, making the feel even more luxurious, full immersion:)
 
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I don't know if it "dose," but by the looks of the opinions here it does.

Never used the docking computer, landing was the easiest thing in the game for me to learn. IMO, you lose money every time you use it. First, it takes up a slot, which means cargo space for a trader like me. Secondly, it slows you down, those seconds add up.

I would agree you can dock just as fast if not bit faster in non-outpost stations due to the slight safety delay and speed built in for approaching mail slot vs human player just boost in.

Also agree as THEORY there is slightly more profit per run using the last small slot for the extra 4-8 tons depending on ship type, but in practical reality even with a 3-4k cr/ton run, and your profit margin is fairly high, that's 4-8 tons of profit - so what, roughly 6k to 12k extra credits grand total for approx avg profit per extra ton? Negligible to nil especially if you factor point 3 below

for outpost dockings, i would challenge that the DC is slightly faster, especially if you use combo DC to instantly orient correct approach vector and then land on pad manually to avoid the slower glide down to landing pad.

outposts have no mailslot face you can predict and control like bigger stations, so no dropping out of hyper in planet rear orientation to ensure automatic line up with mailslot. When you drop out for an outpost, we are 8-9km out usually. I would challenge you to claim you can see and spot which axis your assigned landing pad will be, and once you close to. 7.5km and get contact / landng permission and assigned pad, instantly boost to correct vector when it is still unclear whether yoir pad is top or bottom side of the station.

on manual, we all come in fast but must guess, and if guess wrong, must traverse at slower speed to the correct axis and then come in for the landing. Not so for the DC, it always knows instantly on landing permission given and heads in as fast as a player. So fpr an outpost, no - I'd say DC is pretty much even if you let full auto, and slightly faster if you use it to boost to landing pad and then land the final vertical down landing sequence manually as the DC does the safety slow pulse version vs player fast plop down if you have shields.

obviously though if you only pilot anaconda and type 9 end game trade ships, outposts are a non factor. But if so, for me personally with trade anaconda, while DC is slightly slower and concede pure min max the extra 6-12k profit is always better than zero extra profit, I would say I make more in the end because DC allows me lomger trade run grinds as the auto landings gives me more breaks and relaxation without actually taking trade time breaks.

all to their own but i think DC is single best module on my trade ship, and even combat ships i routinely use one except perhaps when fooling around in smallest ships.
 
I would agree you can dock just as fast if not bit faster in non-outpost stations due to the slight safety delay and speed built in for approaching mail slot vs human player just boost in.

Also agree as THEORY there is slightly more profit per run using the last small slot for the extra 4-8 tons depending on ship type, but in practical reality even with a 3-4k cr/ton run, and your profit margin is fairly high, that's 4-8 tons of profit - so what, roughly 6k to 12k extra credits grand total for approx avg profit per extra ton? Negligible to nil especially if you factor point 3 below

for outpost dockings, i would challenge that the DC is slightly faster, especially if you use combo DC to instantly orient correct approach vector and then land on pad manually to avoid the slower glide down to landing pad.

outposts have no mailslot face you can predict and control like bigger stations, so no dropping out of hyper in planet rear orientation to ensure automatic line up with mailslot. When you drop out for an outpost, we are 8-9km out usually. I would challenge you to claim you can see and spot which axis your assigned landing pad will be, and once you close to. 7.5km and get contact / landng permission and assigned pad, instantly boost to correct vector when it is still unclear whether yoir pad is top or bottom side of the station.

on manual, we all come in fast but must guess, and if guess wrong, must traverse at slower speed to the correct axis and then come in for the landing. Not so for the DC, it always knows instantly on landing permission given and heads in as fast as a player. So fpr an outpost, no - I'd say DC is pretty much even if you let full auto, and slightly faster if you use it to boost to landing pad and then land the final vertical down landing sequence manually as the DC does the safety slow pulse version vs player fast plop down if you have shields.

obviously though if you only pilot anaconda and type 9 end game trade ships, outposts are a non factor. But if so, for me personally with trade anaconda, while DC is slightly slower and concede pure min max the extra 6-12k profit is always better than zero extra profit, I would say I make more in the end because DC allows me lomger trade run grinds as the auto landings gives me more breaks and relaxation without actually taking trade time breaks.

all to their own but i think DC is single best module on my trade ship, and even combat ships i routinely use one except perhaps when fooling around in smallest ships.

+1, if I could have an 'auto exit' module on my T9, I'd have one of those too :)
 
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