If you go just a little bit higher you can also build habs and airlocks on top of the landing pad. I use just the airlock and a hallway, I place the airlock close to the pad, but facing away, then lift it to height, add the hallway, then put the airlock on the pad side of hallway. This way the airlock is on the pad itself with no gap, and I can attach a hab. You can also, with some trial and error, get storage containers on top of the landing pad too by building them up the side.
@@c4ristopher thanks, I’ve seen that in other videos and built a couple myself that way. I’ve been experimenting with the storage containers but haven’t gotten them the way I want yet. Personally I prefer this design because it’s a seamless step across rather than having to jump up onto the airlock platform or cobble a set of stairs to get into it.
@sttar_pegasus your method does seem more measured, and leads to a more flush entry. The containers is definitely hit or miss. It helps if the pad is near a hill because you can adjust the height easier, but then the spacing takes a lot of effort.
There is another way that might be easier but it take a bit to match up. If now you use a carpet mat on top you can walk on to the landing pad without that gap. Nicely done my lady!
@@danceswithowls4000 that’s true, a mat would cover it. Although it really wasn’t an issue to walk across for the character, I just like to try and get the airlock as flush as possible because it looks better :)
I've been able to put an airlock in that position with a lot less steps. I position an airlock exactly the way you did the angled hab at the beginning. I stand on the pad against the railing to easily see what I am doing up close. I put it as close to the pad as I can, then click once to plant the spot, then raise it up till the level of of it matches the level of the Pad. Then rotate it till the entrance "balcony" of the airlock meets up properly to the pad. The stairs of the airlock will automatically disappear when you get it close to the pad. The only limit I found was that the airlock has a height limit while the pad can exceed that depending on the terrain conditions.
@@prw956 yep that also works, although this video is focused on ways to use the floating exploit. The main benefit of I’ve found after playing with both of them, is that the collision is more forgiving when I move the landing pad to the airlock. You can also use this floating exploit to get around the height limit. Depending on the rest of the design it won’t look too improbable, if the concern is to make it look realistic.
@@joeoglefigureart yes the floating exploit doesn’t block the NPC pathing. At the outpost I built here following this video, they go into all of the habs with me, following through the airlock.
@sttar_pegasus I'm using the bard outpost mod, and I was more curious to know if this set would work if a marker was placed in that area or a crew station, that the npcs would cross over since to me, there is a break between navmeshs.....if that makes sense.
@@joeoglefigureart I see, I don’t know for sure bc I haven’t tried that mod yet. I don’t think it would be a problem though because it’s all still vanilla habs, the only difference is exploiting a quirk in the foundation behavior to make it not show. I made another outpost where I floated habs on top of storage containers to make an industrial-looking tower and have seen all 3 of the crew assigned to it in the floating habs around the crew station markers.
If you go just a little bit higher you can also build habs and airlocks on top of the landing pad.
I use just the airlock and a hallway, I place the airlock close to the pad, but facing away, then lift it to height, add the hallway, then put the airlock on the pad side of hallway. This way the airlock is on the pad itself with no gap, and I can attach a hab.
You can also, with some trial and error, get storage containers on top of the landing pad too by building them up the side.
@@c4ristopher thanks, I’ve seen that in other videos and built a couple myself that way. I’ve been experimenting with the storage containers but haven’t gotten them the way I want yet.
Personally I prefer this design because it’s a seamless step across rather than having to jump up onto the airlock platform or cobble a set of stairs to get into it.
@sttar_pegasus your method does seem more measured, and leads to a more flush entry.
The containers is definitely hit or miss. It helps if the pad is near a hill because you can adjust the height easier, but then the spacing takes a lot of effort.
There is another way that might be easier but it take a bit to match up. If now you use a carpet mat on top you can walk on to the landing pad without that gap. Nicely done my lady!
@@danceswithowls4000 that’s true, a mat would cover it. Although it really wasn’t an issue to walk across for the character, I just like to try and get the airlock as flush as possible because it looks better :)
@ yes it does look great thank you!
I've been able to put an airlock in that position with a lot less steps. I position an airlock exactly the way you did the angled hab at the beginning. I stand on the pad against the railing to easily see what I am doing up close. I put it as close to the pad as I can, then click once to plant the spot, then raise it up till the level of of it matches the level of the Pad. Then rotate it till the entrance "balcony" of the airlock meets up properly to the pad. The stairs of the airlock will automatically disappear when you get it close to the pad. The only limit I found was that the airlock has a height limit while the pad can exceed that depending on the terrain conditions.
@@prw956 yep that also works, although this video is focused on ways to use the floating exploit.
The main benefit of I’ve found after playing with both of them, is that the collision is more forgiving when I move the landing pad to the airlock. You can also use this floating exploit to get around the height limit. Depending on the rest of the design it won’t look too improbable, if the concern is to make it look realistic.
Cool hack, thanks!
where npcs able to cross the landing pad to the hab and vice versa?
@@joeoglefigureart yes the floating exploit doesn’t block the NPC pathing. At the outpost I built here following this video, they go into all of the habs with me, following through the airlock.
@sttar_pegasus I'm using the bard outpost mod, and I was more curious to know if this set would work if a marker was placed in that area or a crew station, that the npcs would cross over since to me, there is a break between navmeshs.....if that makes sense.
@@joeoglefigureart I see, I don’t know for sure bc I haven’t tried that mod yet. I don’t think it would be a problem though because it’s all still vanilla habs, the only difference is exploiting a quirk in the foundation behavior to make it not show.
I made another outpost where I floated habs on top of storage containers to make an industrial-looking tower and have seen all 3 of the crew assigned to it in the floating habs around the crew station markers.
@@sttar_pegasus nice. thank you.