lupoCani
First Citizen
Wonderful idea, defenitely needed. Here\'s my take on the details.
There are three block types needed to get a properly working landing system. Landing gear projectors, at least one cockpit and a landing cmouter.
The former two must be linked to the computer, like any other blocks are. They must also be facing downwards in order to properly function.
When activated in the flight mode hotbar, the computer will activate the \"landing mode\", a new control mode almost identical to flight mode. The exceptions are, you can only switch between cockpits properly linked to the computer, you can zoom in as well as out, the ship will orient itself to an upright position and then be limited to rotation on the vertical axis, there is no hotbar and the gui will always be in SDBB targeting mode. The ship will also no longer be affected by gravity, explained in-game by the gear projectors also emitting some kind of beamish thruser effect.
Using this, the pilot will be able to rather easily move over the planet and pick a suitable spot. This is done by holding the cursor in the the targeting recticle and clicking(and holding) on a block. The gui will then preform the regular targeting animation, but the gear projectors will also point docking beams at the blocks below them and move them to the block being selected at the same speed as the recticle locks on. When it goes green, right-clicking will put you in descent mode, which is basically the same as landing mode, but you can freely switch between all cockpits and a third person side view. The regular up/down buttons will control the descent, and left-clicking will initialize the holographic landing gear, tightly locking the ship in it\'s position.
Now, I realize this is rather complex, but I belive it sounds worse than it is, and it\'s mostly intended for high-precition landing of large and bulky ships, that might have to fit in spaces with a margin of a single block or two. There should also be the alternative to simply fly to the position you want and initialize the gear, for shuttles and fighters.
There are three block types needed to get a properly working landing system. Landing gear projectors, at least one cockpit and a landing cmouter.
The former two must be linked to the computer, like any other blocks are. They must also be facing downwards in order to properly function.
When activated in the flight mode hotbar, the computer will activate the \"landing mode\", a new control mode almost identical to flight mode. The exceptions are, you can only switch between cockpits properly linked to the computer, you can zoom in as well as out, the ship will orient itself to an upright position and then be limited to rotation on the vertical axis, there is no hotbar and the gui will always be in SDBB targeting mode. The ship will also no longer be affected by gravity, explained in-game by the gear projectors also emitting some kind of beamish thruser effect.
Using this, the pilot will be able to rather easily move over the planet and pick a suitable spot. This is done by holding the cursor in the the targeting recticle and clicking(and holding) on a block. The gui will then preform the regular targeting animation, but the gear projectors will also point docking beams at the blocks below them and move them to the block being selected at the same speed as the recticle locks on. When it goes green, right-clicking will put you in descent mode, which is basically the same as landing mode, but you can freely switch between all cockpits and a third person side view. The regular up/down buttons will control the descent, and left-clicking will initialize the holographic landing gear, tightly locking the ship in it\'s position.
Now, I realize this is rather complex, but I belive it sounds worse than it is, and it\'s mostly intended for high-precition landing of large and bulky ships, that might have to fit in spaces with a margin of a single block or two. There should also be the alternative to simply fly to the position you want and initialize the gear, for shuttles and fighters.