Landings are the pride of pilots because there so many challenges to overcome to make it smooth and seamless. I have 1,000 hours as a flight instructor and I still get excited when I nail a landing.
I'm rewatching this because I have a fun story to share. I went out to rescue a new player who was stranded on Aberdeen last night. The guy was super grateful and said it was his first interaction with another player. He hadn't seen many ships, so my MSR was impressive to him. When we got to EH, I decided to perform my "fancy" landing for him, one I taught myself because of this video. Basically flipping around the pad from underneath, coming to a rest with the cargo door towards the elevators. Not super complicated but I do it fairly smoothly. The guy was geeking out so hard it reminded me why I love SC so much.
"So here's how I---" I SWEAR TO CHRIS, if more people don't get introduced to decoupled mode through videos like this, I am going to cry. It is a hidden gem at this point that was literally the advertised feature of the game!!
@@JackAxton with a hammerhead, this will also allow each of the gunners to have a shot before their capacity runs out - and when landed, just repair, and get out there again! :D
Thank you! I know trade data can be...well, dry. I've eaten crackers that were less dry than my scrolling trade numbers, so the occasional fancy landing helps spice it up a bit!
Hey! RUclips recommend actually worked out for once. As a new ish trader in the verse your videos have been so helpful. And now I can look good doing it thanks to this! You sir have earned yourself a sub
Thanks dude. You just created a whole new generation of pad rammers as they try to learn your skillz. :) Nice stuff. I always liked decoupled landings because they felt more like actual space docking. I never really tried trick landings, but just coming in decoupled and thrusting and counterthrusting to align and land was somewhat more of a challenge than "full powa" then hit autoland.
Hopefully they're only ramming the pad they've been greenlit for! Besides, CruSec does it all the time anyway. And yeah, decoupled landings just feel so much better. Smoother, softer, and just overall better looking.
I started learning how to do decoupled mode back in the 2.0 days. Dropping people off at Kareah to hack crime stats down while under fire was a hell of a thrill and I started trying out different things. Turns out Drake's dollar store dropship is a great trainer craft for doing unorthodox landings. Definitely give it a go! You'd be surprised at what you can accomplish in a short amount of time.
I have a serious problem not being able to see where I´m heading to... that´s it put in simple terms... too many accidents and ships lost due to decoupled mode... but I know it is just me... I hve to learn to fly like Terada and land like Jack here.
Ezequiel Sepetich oh I know what you mean m, judging altitude is pretty difficult surprisingly since the altimeter shows from sea level not ground level.
@@EzeSepe I do have to say while it's certainly doable, the UI for decoupled mode could be better. I used to do the racing mode ages ago mostly in decoupled, and I always found I lost my markers really easily. (doesn't help that the Arena Commander racetracks have very bright blue backgrounds and I was flying ships with bluish UI). Much experimentation showed me that decoupled mode would work vastly better if both the UI and control scheme were different. But I don't expect either to happen, so we work with what we have. The UI improvements would be to have a permanently visible vector indicator showing ship movement relative to orientation. This should be near the targeting pip. It's especially important to know if you're flying sideways. Basic idea would be to draw a line vector from the pip in the direction of flight relative to your orientation, with the length of the line relative to the speed. Movements that are along the axis your ship is facing are less important, though you'd still want to be able to tell at a glance whether you are going forward or backwards relative to your facing. Key point of this UI vs the existing one is that it's in a fixed location on the HUD thus you don't have to scan your entire field of view to tell which way you're going. (though the existing marker shouldn't be removed, since it has other benefits that my alternate UI idea would not provide, such as being able to see if you're going to impact something in the environment. The control changes are more subjective, but a LOT of racing attempts taught be that what I'm trying to do 99% of the time is control the direction of the movement vector of the ship + the orientation of the ship. The current control scheme essentially amounts to firing the thrusters directionally along the 6 sides of the ship. this is entirely relative to the orientation of the ship. Yet what I'm trying to do when flying decoupled is not related to the ship's orientation most of the time. Thus what I realised (and this also makes twin stick setups easier to make sense of) is that a better arrangement would be to have two control axes that don't cause lateral movement of the ship directly, but rather rotate the ship's motion vector in a consistent way around the ship. Thus one set of controls is used to control the physical orientation of the ship, the other is used to control the heading of the motion vector. (this requires that there be a completely arbitrary reference heading for the motion vector, but that doesn't matter so much; It can be set at the orientation the ship has when you take off, and just maintained relative to that.) This is quite a different control scheme to what we have, but it's essentially what I'm doing mentally when flying decoupled. (except with the current setup I have to keep a mental note of my ship's orientation to know which thruster sets to fire to achieve the desired effect.) I don't expect either change to come to star citizen, so... Learn to deal with what we have. But it's a useful mental model even then. Think of it as rotating two arrows around. One arrow is the physical orientation of the ship. The other points in the direction the ship is moving. It's 'decoupled' because you can control both of these fully independently...
@@JackAxton What if I told you it's the enemy ship going up in a blazing inferno in the background. After knocking him out over the landing site in a sick dogfight. Who had a massive bounty on their head. How does your insurance agent like that
@@JackAxton Been struggling with flight since we were first allowed to actually "fly" in-game. I've always wanted to be able to land "Han Solo" style in SC, but have lost count how many times I've crashed and burned trying. :P Your method looks like it will suit my needs (with more practice) so I can become a better support/drop-ship pilot. Most impressed.
The Pisces is one of the best stunt landers in the game. Not to mention that the lift gate is so tiny that it can deploy on the stairs of outposts, meaning you literally don't have to touch the ground if you have packages to deliver. And thanks for the sub!
@@JackAxton Dang, and I just upgraded my Pisces to get a Cutlass Black with LTI. :/ But, thanks for showing most of this video while using that ship, I feel confident I can probably learn with that. :) I also have an Aurora, and a 300i which I could try out.
At R+R's I always back my caterpillar in because reversing out seems to be harder than reversing it in. I can't believe I never thought of doing decoupled mode -- line up for the bay, decouple, spin the cat reversewise and bobs your uncle. Great tip, thanks.
It's my favorite way to land at those and it gives anyone in the tractor control room a definite show. And I know that feeling, I hate backing out of those with a Caterpillar.
The second the game quits freaking out and I have access to any of my ships again, I'm practicing these. Had no idea any of these were possible, cant wait!
Completely and seriously AWESOME! One of the beginner videos I watched mention the Coupled button, but said there's no reason to ever use it. You've proven them wrong. And looked cool doing it. SUBSCRIBED and NOTIFIED! Thank you.
Caught your live stream by random on Elite Dangerous last night so decided to check out some of your stuff, it's refreshing to see somebody who makes vids not only land without going to 3rd person every five minutes but pull off stunts like this ;) great spacial awareness and understanding 👍
It used to blow a lot of other minds at Kareah, but that also involved using the Arrowhead. =) Glad you enjoyed it! Practice and you'll have it in no time it's easier than it looks by far.
Dude, this is amazing, it never occured to me I could exit before my ship lands, intact.. I have to try this as soon as I get home from work. Btw great choice of music! There are so many good SC youtubers but they use ingame music which lets be honest sounds so lonley and depressive and hard to watch especially if there is topic I don't care as much. This was really pleasing to watch - amusing landing skills + lightly upbeat music = win ^^
I usually land like this in many games I play, but I never would have thought of doing it in SC. I was amazed when I saw you do it during the live stream with the MSR.
The Carrack is...cumbersome at best. If you don't line it up exactly, poof. Also make sure no one is in your side turrets. If they're deployed, you're not clearing a hangar.
@@JackAxton this was just a noob to Star Citizen crash, I was going much too fast at touchdown because I couldn't slow it down ... I need more flying practice.. I assumed because I fly big jets in real life, this would be cake..
@@JackAxton after watching this I jumped straight in my gladius and did some decoupled landings at Everus... Piss easy and great fun. Thanks again... It's like a mini game now.. 😂😂😂
Didn't understand decoupled mode until this. Thanks. I'm working on my landings, being fast with them. Doing cargo runs, so trying to get through it as smoothly as possible with all the back, and forth. I ain't happy till the fat lady dances--i.e. my Andromeda. lol
Damn dude! That was awesome! I really enjoyed watching this video. Thanks for the knowledge, I look forward to practicing these combat landings. Subbed
What a fabulous video mate!! As a recent enlistee, this first few days I have crashed a ship full of loot A LOT. Your vid has really demystified to most anxious part of flying for me and given me new confidence to keep trying. Congratulations, you got the sub AND the bell inside 10 mins. Most impressive, young jedi. I have one criticism, which is: you never say how to enter and exit decoupled mode, but that's super minor. Once again, thanks man!!!
Thank you man! I appreciate it, a lot! And...and yeeeaah, I am sorry about forgetting to list the command for it. CIG changes it all the time, I swear. I think the current command now is...Alt+C? Which is...eugh, dual bind? Ew. I'm still on ancient 2016 keybinds where decouple is Capslock. I am glad it helped though! I need to make a 2.0 video now that the UI has been updated.
@@JackAxton actually that's a good opportunity to ask: has CIG modified the effect a little? I'm finding that if I approach a landing pad from nadir direction, when I flip my nose to be parallel with the pad, I seem to have some momentum that carries me forward in the parallel direction. Its screwing me up, particularly in atmospheres (I'm sticking to deliveries on microtech for the minute, only been playing for two days). Am I doing something wrong or missing something?
You're not doing anything wrong, but Microtech and its moons have an unusually thick atmosphere. With your landing gear down, your ship will do its best to counteract gravity, but it won't account for atmosphere or wind resistance. At the same time, rotating in atmosphere will cause a bit of deviation like you mentioned. A flip and roll might be the best way to minimize that, but I tend to stay away from the Microtech area because of the winds and such.
@@JackAxton huh, interesting...so I thought I was doing the safer thing by sticking around microtech, but I'm actually making things harder for myself...is that right?? haha. Ok I'll vary my areas a bit to get a feel for the difference. Do you think that using the spacebreak (currently thats X, I believe) as I make my final decoupled pitch adjustment would help with the thick atmosphere landings, or should I stay away from it?
@@kssmyw It *may* help. A lot of it depends on ship too, but I find myself sometimes just making a ton of micro adjustments and feathering both the brake and thrust. I would say that flight around Microtech is definitely more of 'hard mode'. ArcCorp's moons are pretty low atmo. If you want to play around in an area that has little to no wind, Crusader's moons will be your best bet. I'd try around there and see what you can pull off!
You've got two options here actually. If you go to settings, disabling proximity assist will help apply stronger braking when closer to the ground. I kind of enjoy PA though, so I like to feather the Couple/Decouple key multiple times, giving me quick braking and then switching back before it affects my trajectory too badly.
Thank you! I pretty much live in it now. Coupled is used for braking faster near the ground or to 'correct' my heading quickly before lining up for something.
Excellent tutorial video! I must admit though, I use the same technique, but would never consider landing as hard. Much of those hard landing feel more like an accurate crash for me personally! Less than 2m/s on actual touch down is my usual goal, and ideally with a perfect 'stop' just a meter above the pad before the final touchdown. Not sure how many people prefer which way round, but it actually doesn't matter as this is still a very relevant and well done tutorial and people can easily adjust the speeds.
Don't get me wrong, i definitely enjoy a butter smooth landing. That said, I also enjoy pushing my landing gear to the limit and seeing what CIG will allow me to get away with when it comes to stuff like this. I'm expecting a sudden "Landing gear damage" roadmap card in the future now.
Your landing technique is masterful and very impressive. For me, landing the Carrack at the spaceport in Area 18 is still a right royal pain in the *ss. The problem is that there's very little margin for error as the Carrack is effectively the same length and width as the hangar door entryway. If I'm lucky, the ship can be directed in (awkwardly) nose first, but I'll usually end up clipping one of the folded fins at the end of the wings against the side of the hangar as I enter. What we really need are better proximity readouts in the instrumentation/HUD (Or external camera relays) so we can judge our landings better. I hope CIG addresses this sooner rather later.
The Carrack is a victim of its own heft. The current hangar models are ridiculously tiny and need to either be increased or modified to have a landing pad lift feature, similar to Elite Dangerous' hangars. The current model is unrealistically difficult for a majority of pilots and you would never ask a helicopter pilot in a real life setting to fly in to a boxed hangar that has about 10 feet of clearance for them on any one side. I use the same technique with the Caterpillar, where you go in nose first and sort of "slot in" like you're putting batteries in a Game Boy, but the Cat benefits from being skinny. A larger ship like the poor Carrack struggles to fit at all angles and I hope they see that as a reason to either enlarge or redo the entire landing experience for hangars.
@@JackAxton It's the width of the tail section that's the main issue when landing in boxed hangars. Reassuring to know I'm not the only one experiencing these issues. Admittedly, I always try to land the ship from a 1st person viewpoint to stay true to realism. Obviously, it's possible to tweak the ship into the hangar from a 3rd person view, but I'm not a fan of breaking immersion to land a ship. The larger hangar entryways will be a great help certainly, but I feel we should by necessity be able to land all ships from within the cockpit with the proper instrumentation to make that possible.
OMG!!! You did it man!!! I am so proud of you son... All the money I spent for your schooling paid back Jack!... LMAO... Now seriously... thank you very much for putting such a nice video together... very clear and easy to follow... now we know your secret and we can proliferate the knowledge. Will you do a part 2 at some point? This was good but in a couple of months we will need more. Thanks Jack!
I'll probably end up having to do a part 2, especially as new flight models release and handling changes between patches. Hopefully things don't change too much though, I enjoy being able to do what I do.
About the "airstrip-like" landings: if you're going for realism, you would want to flare (raise your nose right above a completely parallel position) so that the rear legs touch down first, making your landing more stable, and reducing the possibility that you land on your front leg, causing you to lose balance and swing off to one side source: been flying RL flight simulators for years, and have studied how to land properly
cool! finally someone who can land just as good as i can! for reals homie good video. to many new bros out there arrow into the dirt on there landings, its nice to see some help out there for them. Decoupled is indeed the best way to land with a smooth touch. i fly all the time in decoupled mode and it is like what video said; its very important to know when to and when not to decouple. keep up the good work sir and i hope to see more quality content in the future! cheers m8 o7
I cannot even land in coupled mode now, it just feels...stiff, you know? It's either jittering close to the ground or just slamming the ship in to the pad. Decoupled fixes all of that for me.
I subscribed today after finding one of your videos on trade and just found this landing gem by accident. keep it up. Have not explored all your works yet but do you have your pricing in a list format somewhere?
Sadly no, or at least nothing that's in a cohesive format outside of my own notes. I need to make something, it just falls in to that "time and effort" category is all.
Mr. Axton, the flight model has been redefined. I do hope you return in 3.10 with individual videos for each ship. Or better yet, you should form an Org for flight guides and advanced instructors. I love this video, even in its obsolescence.
I'm about to load up the PTU now and relearn the flight model. In fact I might try to stream it for anyone bored enough to watch me struggle at it. I've considered making a few ship guides or reviews, this lull between patch times has had me stirring a bit but I'd like to hold off on making anything since we're about to see such an overhaul in the flight model and UI elements.
Mainly mouse and keyboard, although I do have a prototype stick from Sublight Dynamics that helps keep some of the stress off my wrists during less demanding flight. If it's combat or landing though, definitely keyboard. It's hard for me to give up the precision strafing I can get with a keyboard. If it matters, I am also still using the ancient keybinds from 2.0, which I find easier to control strafing and ship systems than the newer setup.
Even though I use the decoupled mode regularly, (for example to quickly break next to a station by facing backwards and putting the thrusters at full power) it never occured to me to use it for landing, this is en excellent advice! Thx :D
I land "helicopter style", by smoothly lowering my thruster output and watch my ship descend, but decoupled looks nice when you can walk around the ship and let it land !
Imagine having to work there though, dealing with all those "Stunt pilots" grinding their ships into your perfectly maintained landing pad, or once again attempting in a carrack and carving out 10 meters of deck plating from your pad.
Liked the video a lot thanks! One thing tho you should include the keybinds used as I’m a new player don’t know the binds and or where to find them but other than that great video
I'll put a card edit in! For the time being though, I believe the default keybind for decoupled toggle is V. Check under Flight - Movement though, especially if you're using an older keybind file, as some patches didn't actually have a default keybind for it.
Landings are the pride of pilots because there so many challenges to overcome to make it smooth and seamless. I have 1,000 hours as a flight instructor and I still get excited when I nail a landing.
You're right! It's a thrill and there's always that feeling of "Okay this can go pickled real quick despite doing this a hundred times."
I'm rewatching this because I have a fun story to share.
I went out to rescue a new player who was stranded on Aberdeen last night. The guy was super grateful and said it was his first interaction with another player. He hadn't seen many ships, so my MSR was impressive to him.
When we got to EH, I decided to perform my "fancy" landing for him, one I taught myself because of this video. Basically flipping around the pad from underneath, coming to a rest with the cargo door towards the elevators. Not super complicated but I do it fairly smoothly.
The guy was geeking out so hard it reminded me why I love SC so much.
Dude!! That spinning bail out landing you did with the Cutlass Red was just soo sweet. Great job!
That's my favorite way to land and I have no idea how I am going to top it now! Thank you so much.
"So here's how I---" I SWEAR TO CHRIS, if more people don't get introduced to decoupled mode through videos like this, I am going to cry. It is a hidden gem at this point that was literally the advertised feature of the game!!
This impresses more than dogfighting
You can always combine the two and land under fire. That makes for some spicy landings and maybe make a turret gunner earn their pay.
@@JackAxton with a hammerhead, this will also allow each of the gunners to have a shot before their capacity runs out - and when landed, just repair, and get out there again! :D
As I said on Reddit: Those landings are a work of art (and make your videos so much more entertaining. :) )
Thank you! I know trade data can be...well, dry. I've eaten crackers that were less dry than my scrolling trade numbers, so the occasional fancy landing helps spice it up a bit!
Hey! RUclips recommend actually worked out for once. As a new ish trader in the verse your videos have been so helpful. And now I can look good doing it thanks to this! You sir have earned yourself a sub
Hey, thank you for the sub and good luck with trading! It's rough out there when it comes to cargo hauling.
Thanks dude. You just created a whole new generation of pad rammers as they try to learn your skillz. :) Nice stuff. I always liked decoupled landings because they felt more like actual space docking. I never really tried trick landings, but just coming in decoupled and thrusting and counterthrusting to align and land was somewhat more of a challenge than "full powa" then hit autoland.
Hopefully they're only ramming the pad they've been greenlit for! Besides, CruSec does it all the time anyway. And yeah, decoupled landings just feel so much better. Smoother, softer, and just overall better looking.
Four years playing Star Citizen and I am still afraid if using decoupled mode... I´ll certainly start practicing with these landings. Thanks man!!.
I started learning how to do decoupled mode back in the 2.0 days. Dropping people off at Kareah to hack crime stats down while under fire was a hell of a thrill and I started trying out different things. Turns out Drake's dollar store dropship is a great trainer craft for doing unorthodox landings. Definitely give it a go! You'd be surprised at what you can accomplish in a short amount of time.
Really? I use it a lot, though I hadn’t used them for landing it would be interesting
I have a serious problem not being able to see where I´m heading to... that´s it put in simple terms... too many accidents and ships lost due to decoupled mode... but I know it is just me... I hve to learn to fly like Terada and land like Jack here.
Ezequiel Sepetich oh I know what you mean m, judging altitude is pretty difficult surprisingly since the altimeter shows from sea level not ground level.
@@EzeSepe I do have to say while it's certainly doable, the UI for decoupled mode could be better.
I used to do the racing mode ages ago mostly in decoupled, and I always found I lost my markers really easily. (doesn't help that the Arena Commander racetracks have very bright blue backgrounds and I was flying ships with bluish UI).
Much experimentation showed me that decoupled mode would work vastly better if both the UI and control scheme were different.
But I don't expect either to happen, so we work with what we have.
The UI improvements would be to have a permanently visible vector indicator showing ship movement relative to orientation. This should be near the targeting pip. It's especially important to know if you're flying sideways. Basic idea would be to draw a line vector from the pip in the direction of flight relative to your orientation, with the length of the line relative to the speed. Movements that are along the axis your ship is facing are less important, though you'd still want to be able to tell at a glance whether you are going forward or backwards relative to your facing.
Key point of this UI vs the existing one is that it's in a fixed location on the HUD thus you don't have to scan your entire field of view to tell which way you're going. (though the existing marker shouldn't be removed, since it has other benefits that my alternate UI idea would not provide, such as being able to see if you're going to impact something in the environment.
The control changes are more subjective, but a LOT of racing attempts taught be that what I'm trying to do 99% of the time is control the direction of the movement vector of the ship + the orientation of the ship.
The current control scheme essentially amounts to firing the thrusters directionally along the 6 sides of the ship.
this is entirely relative to the orientation of the ship.
Yet what I'm trying to do when flying decoupled is not related to the ship's orientation most of the time.
Thus what I realised (and this also makes twin stick setups easier to make sense of) is that a better arrangement would be to have two control axes that don't cause lateral movement of the ship directly, but rather rotate the ship's motion vector in a consistent way around the ship.
Thus one set of controls is used to control the physical orientation of the ship, the other is used to control the heading of the motion vector.
(this requires that there be a completely arbitrary reference heading for the motion vector, but that doesn't matter so much; It can be set at the orientation the ship has when you take off, and just maintained relative to that.)
This is quite a different control scheme to what we have, but it's essentially what I'm doing mentally when flying decoupled. (except with the current setup I have to keep a mental note of my ship's orientation to know which thruster sets to fire to achieve the desired effect.)
I don't expect either change to come to star citizen, so... Learn to deal with what we have.
But it's a useful mental model even then.
Think of it as rotating two arrows around.
One arrow is the physical orientation of the ship.
The other points in the direction the ship is moving.
It's 'decoupled' because you can control both of these fully independently...
Landings aren't cool without a flaming explosion
My insurance agent begs to disagree!
@@JackAxton What if I told you it's the enemy ship going up in a blazing inferno in the background. After knocking him out over the landing site in a sick dogfight. Who had a massive bounty on their head. How does your insurance agent like that
Mr. Axton, thank you for the video tutorial.. I will be practicing like crazy now to master landing at PO.
You are welcome! And side from very minor IFCS changes and decoupled being affected by gravity, most of this still works in 3.10.
@@JackAxton Been struggling with flight since we were first allowed to actually "fly" in-game. I've always wanted to be able to land "Han Solo" style in SC, but have lost count how many times I've crashed and burned trying. :P Your method looks like it will suit my needs (with more practice) so I can become a better support/drop-ship pilot. Most impressed.
00:41 a'ight, that was bloody impressive. Bravo sir, bravo
Thank you! I got lucky with that one, the servers have been awful about letting ships maintain speed and vector after leaving the pilot seat.
Amazing!
0:55 this is the most incredible thing i've ever seen.
I got that on the first take during a stream and I cannot tell you how elated I was to pull that off...because I have scuffed plenty of them.
The fact that you do this with just keyboard and mouse is even more impressive.
doing a backflip while landing in lorville damn bro u must have big balls... u just earned a sub nice vid
The Pisces is one of the best stunt landers in the game. Not to mention that the lift gate is so tiny that it can deploy on the stairs of outposts, meaning you literally don't have to touch the ground if you have packages to deliver. And thanks for the sub!
@@JackAxton Dang, and I just upgraded my Pisces to get a Cutlass Black with LTI. :/ But, thanks for showing most of this video while using that ship, I feel confident I can probably learn with that. :) I also have an Aurora, and a 300i which I could try out.
Thanks for the very informative video on decoupled landings :)
At R+R's I always back my caterpillar in because reversing out seems to be harder than reversing it in. I can't believe I never thought of doing decoupled mode -- line up for the bay, decouple, spin the cat reversewise and bobs your uncle. Great tip, thanks.
It's my favorite way to land at those and it gives anyone in the tractor control room a definite show. And I know that feeling, I hate backing out of those with a Caterpillar.
Decoupling was always a thing I more or less avoided outside of doing low orbit fly-bys. Time to get practicing. Thanks for making this!
Hey, you're welcome! I'm sorry it took me so long to get around to it.
i'm obliterated , puzzled , atomized , vitrified , you are my hero !
The best landings I’ve ever seen
The second the game quits freaking out and I have access to any of my ships again, I'm practicing these. Had no idea any of these were possible, cant wait!
Completely and seriously AWESOME! One of the beginner videos I watched mention the Coupled button, but said there's no reason to ever use it. You've proven them wrong. And looked cool doing it. SUBSCRIBED and NOTIFIED! Thank you.
Landing with style (or landing upright) is a high bar for me but you have given me some great ideas. Thank you!
Hey if you can land upside down and get back in your ship, that's a neat landing too! I might go try that.
Thank you ;) its so much fun to learn new stuff to pilot better and get used the the decoupled mode.
Superb advice, thanks. A new reason to use decoupled mode!
Thanks Jack, I finally did it my first landing as you’ve shown in my Prospector (without Quantanium ofcourse) 👍🏽
Noice! And yeah, always...always without quantanium. I learned that the hard way the other day and blew myself up *and* sent myself to jail.
Caught your live stream by random on Elite Dangerous last night so decided to check out some of your stuff, it's refreshing to see somebody who makes vids not only land without going to 3rd person every five minutes but pull off stunts like this ;) great spacial awareness and understanding 👍
That landing at Kareah blew my mind.
That was beautiful.
I am going to spend so many hours practicing this!
It used to blow a lot of other minds at Kareah, but that also involved using the Arrowhead. =) Glad you enjoyed it! Practice and you'll have it in no time it's easier than it looks by far.
Dude, this is amazing, it never occured to me I could exit before my ship lands, intact.. I have to try this as soon as I get home from work.
Btw great choice of music! There are so many good SC youtubers but they use ingame music which lets be honest sounds so lonley and depressive and hard to watch especially if there is topic I don't care as much. This was really pleasing to watch - amusing landing skills + lightly upbeat music = win ^^
I usually land like this in many games I play, but I never would have thought of doing it in SC. I was amazed when I saw you do it during the live stream with the MSR.
Star citizen is amazing. Can’t wait for the MMO server mesh , full on persistence and some aliens / creatures .
Man, these landings would make Han Solo jealous. Thanks for the tips and time for me to start practicing.
So I just took delivery of the Anvil Expedition monster and crashed it on my first attempt to land it! Thank God for that insurance!
The Carrack is...cumbersome at best. If you don't line it up exactly, poof. Also make sure no one is in your side turrets. If they're deployed, you're not clearing a hangar.
@@JackAxton this was just a noob to Star Citizen crash, I was going much too fast at touchdown because I couldn't slow it down ... I need more flying practice.. I assumed because I fly big jets in real life, this would be cake..
Absolutely awesome 👏.... cheers on the tute. Flew FA off in elite and loved it, although never landed FAO...
I tried landing once with FAO inside the Coriolis style stations. I was paying insurance about 20 seconds later.
@@JackAxton after watching this I jumped straight in my gladius and did some decoupled landings at Everus... Piss easy and great fun. Thanks again... It's like a mini game now.. 😂😂😂
Yes! See, that's what I'm talking about! Good on you, and welcome to decoupled landing!
Didn't understand decoupled mode until this. Thanks. I'm working on my landings, being fast with them. Doing cargo runs, so trying to get through it as smoothly as possible with all the back, and forth. I ain't happy till the fat lady dances--i.e. my Andromeda. lol
That Cutlass Red landing was SICK ! :D
Thankfully it's got two AutoDoc med beds in the back to fix that!
Bravo. You are gonna go far.
Only if I don't slow down in time!
Damn dude! That was awesome! I really enjoyed watching this video. Thanks for the knowledge, I look forward to practicing these combat landings. Subbed
What a fabulous video mate!! As a recent enlistee, this first few days I have crashed a ship full of loot A LOT. Your vid has really demystified to most anxious part of flying for me and given me new confidence to keep trying. Congratulations, you got the sub AND the bell inside 10 mins. Most impressive, young jedi. I have one criticism, which is: you never say how to enter and exit decoupled mode, but that's super minor. Once again, thanks man!!!
Thank you man! I appreciate it, a lot! And...and yeeeaah, I am sorry about forgetting to list the command for it. CIG changes it all the time, I swear. I think the current command now is...Alt+C? Which is...eugh, dual bind? Ew. I'm still on ancient 2016 keybinds where decouple is Capslock. I am glad it helped though! I need to make a 2.0 video now that the UI has been updated.
@@JackAxton actually that's a good opportunity to ask: has CIG modified the effect a little? I'm finding that if I approach a landing pad from nadir direction, when I flip my nose to be parallel with the pad, I seem to have some momentum that carries me forward in the parallel direction. Its screwing me up, particularly in atmospheres (I'm sticking to deliveries on microtech for the minute, only been playing for two days). Am I doing something wrong or missing something?
You're not doing anything wrong, but Microtech and its moons have an unusually thick atmosphere. With your landing gear down, your ship will do its best to counteract gravity, but it won't account for atmosphere or wind resistance. At the same time, rotating in atmosphere will cause a bit of deviation like you mentioned. A flip and roll might be the best way to minimize that, but I tend to stay away from the Microtech area because of the winds and such.
@@JackAxton huh, interesting...so I thought I was doing the safer thing by sticking around microtech, but I'm actually making things harder for myself...is that right?? haha. Ok I'll vary my areas a bit to get a feel for the difference. Do you think that using the spacebreak (currently thats X, I believe) as I make my final decoupled pitch adjustment would help with the thick atmosphere landings, or should I stay away from it?
@@kssmyw It *may* help. A lot of it depends on ship too, but I find myself sometimes just making a ton of micro adjustments and feathering both the brake and thrust. I would say that flight around Microtech is definitely more of 'hard mode'. ArcCorp's moons are pretty low atmo. If you want to play around in an area that has little to no wind, Crusader's moons will be your best bet. I'd try around there and see what you can pull off!
tried this technique and it works, now I need to learn to do the backflip back entrance style that is really cool
Sorry Rifas, I'm just now getting my youtube comment notifications. The backflip is...difficult, at times. I wreck a lot doing it.
Very impressive! I'm still working on quickly stopping while in decoupled mode
You've got two options here actually. If you go to settings, disabling proximity assist will help apply stronger braking when closer to the ground. I kind of enjoy PA though, so I like to feather the Couple/Decouple key multiple times, giving me quick braking and then switching back before it affects my trajectory too badly.
Great tutorial on landing. Need to start practicing using decoupled mode more.
Thank you! I pretty much live in it now. Coupled is used for braking faster near the ground or to 'correct' my heading quickly before lining up for something.
Excellent tutorial video! I must admit though, I use the same technique, but would never consider landing as hard. Much of those hard landing feel more like an accurate crash for me personally!
Less than 2m/s on actual touch down is my usual goal, and ideally with a perfect 'stop' just a meter above the pad before the final touchdown. Not sure how many people prefer which way round, but it actually doesn't matter as this is still a very relevant and well done tutorial and people can easily adjust the speeds.
Don't get me wrong, i definitely enjoy a butter smooth landing. That said, I also enjoy pushing my landing gear to the limit and seeing what CIG will allow me to get away with when it comes to stuff like this. I'm expecting a sudden "Landing gear damage" roadmap card in the future now.
It's amazing the great content you find hunting pirates. Much love brother 💛
Awesome guide, thanks a lot for sharing it! I will definitely practice those decoupled landings with my ships the next time I log into the verse.
Thank you, and have fun with it!
I love this video Jack, I have been practicing like mad!!!
Very impressive! I will practice this! Thank you!
Awesome Jack. I'll def. give it a try!
Just been playing SC for a week: never seen anything like it. Great!! Enjoyed this very much and will be decoupling soon!!
This was a fantastic tutorial! Great delivery and visuals! Well done!
Your landing technique is masterful and very impressive. For me, landing the Carrack at the spaceport in Area 18 is still a right royal pain in the *ss.
The problem is that there's very little margin for error as the Carrack is effectively the same length and width as the hangar door entryway.
If I'm lucky, the ship can be directed in (awkwardly) nose first, but I'll usually end up clipping one of the folded fins at the end of the wings against the side of the hangar as I enter.
What we really need are better proximity readouts in the instrumentation/HUD (Or external camera relays) so we can judge our landings better. I hope CIG addresses this sooner rather later.
The Carrack is a victim of its own heft. The current hangar models are ridiculously tiny and need to either be increased or modified to have a landing pad lift feature, similar to Elite Dangerous' hangars. The current model is unrealistically difficult for a majority of pilots and you would never ask a helicopter pilot in a real life setting to fly in to a boxed hangar that has about 10 feet of clearance for them on any one side. I use the same technique with the Caterpillar, where you go in nose first and sort of "slot in" like you're putting batteries in a Game Boy, but the Cat benefits from being skinny. A larger ship like the poor Carrack struggles to fit at all angles and I hope they see that as a reason to either enlarge or redo the entire landing experience for hangars.
@@JackAxton It's the width of the tail section that's the main issue when landing in boxed hangars. Reassuring to know I'm not the only one experiencing these issues.
Admittedly, I always try to land the ship from a 1st person viewpoint to stay true to realism. Obviously, it's possible to tweak the ship into the hangar from a 3rd person view, but I'm not a fan of breaking immersion to land a ship. The larger hangar entryways will be a great help certainly, but I feel we should by necessity be able to land all ships from within the cockpit with the proper instrumentation to make that possible.
Very inspiring. I also appreciate the PvP advantage it can give. Great vid.
I can't wait to impress my wife with this awesome landings!
Do it and let me know how it goes!
WOAH! That is going in the training manual for my Org! Thanks for the video!
OMG!!! You did it man!!! I am so proud of you son... All the money I spent for your schooling paid back Jack!... LMAO... Now seriously... thank you very much for putting such a nice video together... very clear and easy to follow... now we know your secret and we can proliferate the knowledge. Will you do a part 2 at some point? This was good but in a couple of months we will need more. Thanks Jack!
I'll probably end up having to do a part 2, especially as new flight models release and handling changes between patches. Hopefully things don't change too much though, I enjoy being able to do what I do.
great video and great tutorial. Thanks for the work 👍
Hey, I'm glad you enjoyed it!
About the "airstrip-like" landings: if you're going for realism, you would want to flare (raise your nose right above a completely parallel position) so that the rear legs touch down first, making your landing more stable, and reducing the possibility that you land on your front leg, causing you to lose balance and swing off to one side
source: been flying RL flight simulators for years, and have studied how to land properly
This is so awesome !
Thank you! It was fun to put together.
i thought decoupled mode was like cruise control "keep your ship moving even if you get up", but this changes everything damn
That first unmaned spinning landing made me laugh so hard xD Nice video. Will definitely try this.
Excellent! Thanks man. Now let´s try...
That was brilliant. Thank you! Mongrel Squad suggested to check out your youtube. Well worth it.
Damn this is sooo cool, I’m gonna try this 😃
Thanks for the video 👍
awesome presentation! awesome skills!
Disgusting showoff. I love it. Great work man I learned stuff.
This is amazing I absolutely love it. I will practice and practice until I perfect it!
Loved it
cool! finally someone who can land just as good as i can! for reals homie good video. to many new bros out there arrow into the dirt on there landings, its nice to see some help out there for them. Decoupled is indeed the best way to land with a smooth touch. i fly all the time in decoupled mode and it is like what video said; its very important to know when to and when not to decouple. keep up the good work sir and i hope to see more quality content in the future! cheers m8 o7
I cannot even land in coupled mode now, it just feels...stiff, you know? It's either jittering close to the ground or just slamming the ship in to the pad. Decoupled fixes all of that for me.
This was so cool to watch definitely going to try, thanks for the video!
Incredible stuff Man! Fr
Just started playing this about a month ago, and I am enjoying it a lot. Only wish it had native VR, and more freedom in Quantum Flight.
I always recouple right as I'm about to land. Gotra grow a pair and try these!
Holy shit, how have I never seen your content, this is awesome!
10 points for the one at PO jumping off the ship hahahaha awesome!
Probably the greatest landing I have ever done!
Amazing! Thank you for this!
Sweet video dude, will be trying some adventurous landings for sure now
Take the Mrs Frizzle approach: Take chances, make mistakes, get messy!
@@JackAxton oh believe me, my landings are a spectacle, either butter or quantum fallout, no inbetweeners!
You have inspired me sir!
👍 cool tutorial. Can’t wait to start flying
Did you rub some butter on the skids? Because those were some smooth landings.
100% Olive oil!
Another smooth landing! Quality videos
Thank you! I only wish that frame rates would cooperate sometimes. You go to do a landing and it ends up being smoother than your frames.
Thanks for the tips, even if I'm not doing tricks, there's some good advice on making a smooth landing.
That was beautiful dear!
Thank you!
Nice video Man, nice tips!
6:38 Also useful when hauling a volatile load of quantanium when derma death is added to the game.
As soon as I get my Prospector fixed (currently stuck in claim hell), I might go try that!
I subscribed today after finding one of your videos on trade and just found this landing gem by accident. keep it up. Have not explored all your works yet but do you have your pricing in a list format somewhere?
Sadly no, or at least nothing that's in a cohesive format outside of my own notes. I need to make something, it just falls in to that "time and effort" category is all.
My thousand hours of flight assist off gameplay in Elite Dangerous is about to come in handy :D
Very cool tips, flying is frustrating lol still new and learning.
Another awesome vid! I'm newly inspired.
Mr. Axton, the flight model has been redefined. I do hope you return in 3.10 with individual videos for each ship.
Or better yet, you should form an Org for flight guides and advanced instructors.
I love this video, even in its obsolescence.
I'm about to load up the PTU now and relearn the flight model. In fact I might try to stream it for anyone bored enough to watch me struggle at it. I've considered making a few ship guides or reviews, this lull between patch times has had me stirring a bit but I'd like to hold off on making anything since we're about to see such an overhaul in the flight model and UI elements.
@@JackAxton Please do.
The Eradicator mentioned you in his latest video.
@@tirechasershouston5537 thank you for that heads up, I'll go check it out!
Awesome Man! keep up the good work...Love your vids! Btw: Do you use Joystik or just Mouse and KBD?
Mainly mouse and keyboard, although I do have a prototype stick from Sublight Dynamics that helps keep some of the stress off my wrists during less demanding flight. If it's combat or landing though, definitely keyboard. It's hard for me to give up the precision strafing I can get with a keyboard. If it matters, I am also still using the ancient keybinds from 2.0, which I find easier to control strafing and ship systems than the newer setup.
Loved this. Will have to give it a go.
Thumbs up, @JAx - thanks for sharing
And thank you for watching!
Im so glad I found you
Hey man I'm glad you found me too!
WHOOP! WHOOP! Terrain! Terrain! Pull up! Pull up!
Even though I use the decoupled mode regularly, (for example to quickly break next to a station by facing backwards and putting the thrusters at full power) it never occured to me to use it for landing, this is en excellent advice! Thx :D
Same here
Fantastic tips!
I land "helicopter style", by smoothly lowering my thruster output and watch my ship descend, but decoupled looks nice when you can walk around the ship and let it land !
Oh it's wonderful! It's also fun to surprise any passengers you may have and then ask them "Then who's flying the ship?" in mock surprise.
Imagine having to work there though, dealing with all those "Stunt pilots" grinding their ships into your perfectly maintained landing pad, or once again attempting in a carrack and carving out 10 meters of deck plating from your pad.
Brilliant. Gonna give it a go.
Liked the video a lot thanks! One thing tho you should include the keybinds used as I’m a new player don’t know the binds and or where to find them but other than that great video
I'll put a card edit in! For the time being though, I believe the default keybind for decoupled toggle is V. Check under Flight - Movement though, especially if you're using an older keybind file, as some patches didn't actually have a default keybind for it.
excelent ! nice work
Thank you!