Why?

Why do you get spun round when you launch at an outpost? It makes sense at a regular station because if faces you towards the door. Not so much with an outpost.

Just a little annoyance.
 
I dunno, maybe that way they don't have to script two different docking systems for the sake of convenience on their end? Plus, they always point you in the direction away from the station. Some of these platforms would point you at walls or large antennae if they didn't flip you... yeah it makes sense when you think about it.
 
I dunno, maybe that way they don't have to script two different docking systems for the sake of convenience on their end? Plus, they always point you in the direction away from the station. Some of these platforms would point you at walls or large antennae if they didn't flip you... yeah it makes sense when you think about it.

Not always. Sometimes it points you at some wall.
 
Lol, good point. Never thought about it.
Actually the pad should go down, and then up veeeeeerrrrrrrrryyyyyyyy fast :rolleyes:
 
I actually thought the same tonight... I guess because you "should" enter a hangar when at the station to clear the pad.
 
I don't know for certain, but I have a sneaking suspicion that the game is doing some sort of backstage smoke'n'mirrors while you're doing the pad dance. Kind of like the hyperspace sequence hides the re-rendering of the skybox.

Edit: perhaps worth noting that in earlier beta builds, the pad didn't drop all the way during this manoeuvre, so it didn't take as long. But occasionally there was a noticeable delay before it started.
 
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Also why are some of the docking bays backwards? Some of the approaches are blocked by other pads and towers. I know you can drop straight on them but it's kinda dumb. The approch should always be clear and you should logically approach from the outside. I hope it's the fault of proc gen rules being badly written and not that somebody thought this is how it should work.
 
Lol, good point. Never thought about it.
Actually the pad should go down, and then up veeeeeerrrrrrrrryyyyyyyy fast :rolleyes:

Its irritated me since day 1 :)

Its cos its copy and pasted from a normal station, it would be nice if there was some different mechanic. Like landing on the pad bu launching through a tunnel in the side or jusy a regular quick take off without getting span around for no reason.
 
The part I find odd isn't that it turns you around, but that the pad is set up so that when you land, you're facing away from what looks like the jet blast deflector on an aircraft carrier, and when you launch, you're facing them.
 
Also why are some of the docking bays backwards? Some of the approaches are blocked by other pads and towers. I know you can drop straight on them but it's kinda dumb. The approch should always be clear and you should logically approach from the outside. I hope it's the fault of proc gen rules being badly written and not that somebody thought this is how it should work.

I'd like to believe it's the work of someone with a sense of humor, and that every time I get one of those (standard outpost pad #2, I'm looking at YOU) that designer is having a good laugh.

I'll find him some day. I'll find him and make him parallel park a station wagon in Boston.
 
Real answer? Probably to.l do with procedural generation. The outposts (and the stations too actually) are assembled from a bunch of components... back in beta if the game was being slow you could sometimes see them appear one part at a time. I'd say the generation scripting guarantees you one path "in and out" of of the platform, but that any other approach could potentially be blocked by structure.
 
i think it is because the outpost are made modular. so they try to make each station different. and when it was made there wasn't a this way facing out marker. it cuts down modeling time and if scripted they can also be done using proceedual generation.
 
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