imagine doing this in the Hercules or in a Hammerhead. it wouldnt only look cool, but it would look 10x more badass. it adds a surreal sense of immersion when you watch a ship land how you would expect and have seen in god only knows how many sci-fi movies.
I do cargo allot in the Hercules all the time. I fly dual stick in decoupled at all times (dual stick decoupled is the way to go always, if anyone says otherwise they just need to get better at flying), I get a bud on a shared account with a Hercules and they own it while I fly it and I fly it like I'm flying into a combat zone (because its fast and time is money when running cargo), I go in blazing, do a J turn with my bud ready at the ramp to run in and land straight in with one big motion, and the moment the cargo is loaded and he is on the ramp I blaze straight out. It looks cool, it feels cool, and is loads of fun.
@epicgamer42069 I have both dual sticks as well as the hotas but I can't get the hang of it yet. I only get to play games Mayne once a month at that due to my crazy work schedule and also the fact I work two jobs and about 6-7 days a week. If I had more time I would practice just so I could look badass while flying.
Ah, I just found out what I was doing wrong! My landing gear was up all this time! Thanks for your vid man, now I can go ahead and practice landing like a pro! :D
Glad you found it helpful. Can be a little scary the first time you do it in a top opening hanger when you're coming in vertical, but it's a good feeling when you pull it off. If you can get access to a ship with good downward visibility like a Reliant, or a Miria it makes it much easier.
nice to share thet experience, most things are simply turned off, because they are mostly only for beginners. And what pleases me the most is that in the near future smaller aircraft in the atmosphere will use only the rear thrusters, thus simulating more like a jet plane.
Given the pace of development I don't think they'll be making major changes to the flight model in the near future. (or even middle future. Distant future maybe if the games survives another 5 to 10 years) As for simulating atmospheric flight, I don't really see them doing that in a major way since that adds stalls and reduced control at low speed and other sim like behavior while everything else in the game seems to be dumbing down to console levels. They might make wings and control surface have effect, but most lift will always come from bottom thrusters since the entire game is built around VTOL and there's not a runway to be found anywhere.
@@the_omg3242 they almost mentioned that VTOL will be mandatory in the next update, as well as what I mentioned for the thrusters, so that the smaller aircraft would be more similar to a jet-plane. Therefore, flying close to the surface will be more interesting and seem more realistic, rather than drifting above the surface
@@the_omg3242 So when you take off, the transition from VTOL will be by moving away from the surface, moving forward and raising the front a little bit, just like the real AV-8B Harrier II can do.
I don't use decoupled mode for smooth/precise landings. I use my thrusters. You have 2 adjustments for engine output. Thrusters and Speed Limiter (velocity). I have 2 dials on my HOTAS, one for each. When on approach, I lower my thrusters accordingly to the gravity of the planet I'm on and weight of the vehicle. All of the vehicles have different mass/weight so some might require more or less thruster output to keep in the air. Lowering the thruster output with a dial gives you the ability to choose how fast your decent/ascent is. Just before touching down, I slowly increase the thruster output to slow my decent to a very very soft landing. I can even use thrusters to make my take-offs, smoother. I fly a lot of Microsoft Flight Simulator so when I started playing SC, I wanted to be able to land and take off smoothly.
It's kind of funny you mention that since I've also got a dial on my throttle that I've mapped to thruster output. I often use that in spots that decoupled may not work. (landing a large ship in a hanger with a side door rather than a top door) It does make the landing smoother, but still requires you to stop over the pad and settle straight down which in my opinion doesn't look as cool as just drifting in to your final landing spot. I also sometimes forget to turn it back up after landing which leads to some head scratching next time I try to take off. lol. Just curious what throttle you're using. (I've got the T16000 stick, throttle and rudders)
@@the_omg3242 So the easiest approaches for me are those that I can line up with the pad and come in on a gradual descent from a good distance. I'm getting a bit better where I can rotate the ship to orient it while softly descending. And you're absolutely right. I've made it a point to remember to reset my thrusters so I can take off. Haha. For me, I'm using the Logitech x56 Rhino. I had to really play with the sensitivity curves to get it more precise. The hardest scenarios is landing with the Corsair on planet's or moons with very high winds. The Corsair points it's wings straight up and it becomes a sail. I have to constantly adjust for that when taking off and landing. I once took off from a high-rise rooftop in New Babbage during a storm and the entire ship fully rotated/drifted and almost caused me to crash into the building. I went full thrusters and velocity and puckered.
You make a good point. I'm pretty new to making videos and tend to forget a lot of stuff and haven't decided on an editing program yet to fix things after the fact. I this case I'm flying with a stick and throttle that I've mapped both functions to and didn't even know what they were till I looked them up just now. X is the spacebrake and CTRL C is the decoupled switch with default keybinds.
@@the_omg3242 I wouldn't worry to much about button name. I would think most people would have remapped them, or are using flight sticks as you said. Knowing the commands is just fine. The devs love to change all the binds too so again I dont think keys really matter at this point till they have something more set in stone.
"vector indicator" - lol, I thought this thing is something like quantum marker of other ships flying by in QT mode, like frameshift markers in Elite. I always see it moving over screen in random directions ))
It's only random till you know what it does. It's also handy for low level flight using the strafe keys. If the indicator is on top of a hill, you'll clear the hill. If you watch some of the YT videos of people flying low and fast you'll see how it's indicating their flight path.
The only thrusters that are active are the ones on the bottom of the ship that are normally used for hover. When you're on your glide path, (for lack of a better term) they're maintaining your rate of descent automaticly. In decoupled mode in gravity with your landing gear down the thrusters work to hold your current direction, but you're actually already throttled down even if your speed limiter is above zero. Your rear engines aren't firing except to maintain your forward speed against any wind or air resistance. When you use your spacebrake, the ships various thrusters work to slow you in every direction, (forward and down) so if you time the spacebrake so that you hit the ground slowly you'll stick to the ground since you'll no longer have any velocity for the decoupled mode to maintain. You do want to get into the habit of setting your speed limiter to zero after you land so that when you go back to coupled mode before takeoff you can smoothly accelerate, but that's more prep for your next flight than necessary to end your current flight.
that looks like a glide slope i dident know that was an option , now if the made 0 trottle 0 engine power like it is in a real plane that might make it even simpler
It may look a bit like a glideslope, but there's no gliding in Star Citizen. If you go to 0 power on the engines you drop like a rock since there's no aerodynamic lift. Even if there was, those stubby little wings on most ships couldn't provide much lift and pretty much none of them would be placed near the center of mass. CIG doesn't make ships that could actually fly without unlimited vertical thrusters, they just try to make them look cool.
Really wish the underbelly thrusters were a lot less powerful. As it is right now it's like you have a Flacon Heavy under your ship yanking you out of gravity. Makes most ships feel like they're made of cardboard. Lowering the limiter helps, but then the rear thrusters feel underpowered.
Just started messing around with decoupled mode and 3.18 hit. I can get in game but everything's busted for me so working on flight in ac until issues are sorted. Gonna try this out if possible.
Yes I been using decouple since 3.15 and it is the way. Beware noobs slow n steady and sometimes the gravity switch when enter hangers goes bonkers quick tap switch coupled mode on works.
You are complicating a landing. Honestly I see no benefit in that; moreover, I would land trice in usual mode for the same time you're landing in decoupled mode.
Making easy stuff complicated is pretty much all we've got to pass for gameplay while we're waiting on CIG to add some ACTUAL gameplay. Besides, it's not really about making it faster, it's about making it smoother than there you nose dive towards the ground, come to a stop in midair, rotate your ship level, then strafe down to slam your ship into the ground. You ever see them do that in a movie? Probably not since it looks stupid but is the standard landing practice in Star Citizen for a lot of players. This is only intended to smooth all of those into a single move that looks a little more professional and cinematic.
If you were spending $1000 a month for a subscription they'd probably give you your own server and come to your house to tuck you into bed every night.
imagine doing this in the Hercules or in a Hammerhead. it wouldnt only look cool, but it would look 10x more badass. it adds a surreal sense of immersion when you watch a ship land how you would expect and have seen in god only knows how many sci-fi movies.
I do cargo allot in the Hercules all the time. I fly dual stick in decoupled at all times (dual stick decoupled is the way to go always, if anyone says otherwise they just need to get better at flying), I get a bud on a shared account with a Hercules and they own it while I fly it and I fly it like I'm flying into a combat zone (because its fast and time is money when running cargo), I go in blazing, do a J turn with my bud ready at the ramp to run in and land straight in with one big motion, and the moment the cargo is loaded and he is on the ramp I blaze straight out. It looks cool, it feels cool, and is loads of fun.
@epicgamer42069 I have both dual sticks as well as the hotas but I can't get the hang of it yet. I only get to play games Mayne once a month at that due to my crazy work schedule and also the fact I work two jobs and about 6-7 days a week. If I had more time I would practice just so I could look badass while flying.
Ah, I just found out what I was doing wrong! My landing gear was up all this time! Thanks for your vid man, now I can go ahead and practice landing like a pro! :D
Glad you found it helpful. Can be a little scary the first time you do it in a top opening hanger when you're coming in vertical, but it's a good feeling when you pull it off.
If you can get access to a ship with good downward visibility like a Reliant, or a Miria it makes it much easier.
nice to share thet experience, most things are simply turned off, because they are mostly only for beginners. And what pleases me the most is that in the near future smaller aircraft in the atmosphere will use only the rear thrusters, thus simulating more like a jet plane.
Given the pace of development I don't think they'll be making major changes to the flight model in the near future. (or even middle future. Distant future maybe if the games survives another 5 to 10 years)
As for simulating atmospheric flight, I don't really see them doing that in a major way since that adds stalls and reduced control at low speed and other sim like behavior while everything else in the game seems to be dumbing down to console levels. They might make wings and control surface have effect, but most lift will always come from bottom thrusters since the entire game is built around VTOL and there's not a runway to be found anywhere.
@@the_omg3242 they almost mentioned that VTOL will be mandatory in the next update, as well as what I mentioned for the thrusters, so that the smaller aircraft would be more similar to a jet-plane. Therefore, flying close to the surface will be more interesting and seem more realistic, rather than drifting above the surface
@@the_omg3242 So when you take off, the transition from VTOL will be by moving away from the surface, moving forward and raising the front a little bit, just like the real AV-8B Harrier II can do.
This is how landings will always be with the new atmospheric flight model.
I have the Avenger Titan and love landing it like a normal aircraft since it has standard landing gear.
Use thrust limiter for better control.
Cool video.
I plan to do this but add in a backflip.
Saw a video where someone added a flat spin so they came in backwards and the rear hatch was facing the bunker door they were landing at.
I don't use decoupled mode for smooth/precise landings. I use my thrusters. You have 2 adjustments for engine output. Thrusters and Speed Limiter (velocity). I have 2 dials on my HOTAS, one for each. When on approach, I lower my thrusters accordingly to the gravity of the planet I'm on and weight of the vehicle. All of the vehicles have different mass/weight so some might require more or less thruster output to keep in the air.
Lowering the thruster output with a dial gives you the ability to choose how fast your decent/ascent is. Just before touching down, I slowly increase the thruster output to slow my decent to a very very soft landing. I can even use thrusters to make my take-offs, smoother. I fly a lot of Microsoft Flight Simulator so when I started playing SC, I wanted to be able to land and take off smoothly.
It's kind of funny you mention that since I've also got a dial on my throttle that I've mapped to thruster output. I often use that in spots that decoupled may not work. (landing a large ship in a hanger with a side door rather than a top door)
It does make the landing smoother, but still requires you to stop over the pad and settle straight down which in my opinion doesn't look as cool as just drifting in to your final landing spot. I also sometimes forget to turn it back up after landing which leads to some head scratching next time I try to take off. lol.
Just curious what throttle you're using. (I've got the T16000 stick, throttle and rudders)
@@the_omg3242 So the easiest approaches for me are those that I can line up with the pad and come in on a gradual descent from a good distance. I'm getting a bit better where I can rotate the ship to orient it while softly descending. And you're absolutely right. I've made it a point to remember to reset my thrusters so I can take off. Haha. For me, I'm using the Logitech x56 Rhino. I had to really play with the sensitivity curves to get it more precise.
The hardest scenarios is landing with the Corsair on planet's or moons with very high winds. The Corsair points it's wings straight up and it becomes a sail. I have to constantly adjust for that when taking off and landing. I once took off from a high-rise rooftop in New Babbage during a storm and the entire ship fully rotated/drifted and almost caused me to crash into the building. I went full thrusters and velocity and puckered.
I always assumed decoupled mode wouldn't automatically keep your altitude when in gravity so I avoided using it.
You are a genius. Love the vid.
Now this is exactly what I was looking for, thanks for the help!
Nice video. Suggestion better if you say the button to activate those functions
You make a good point. I'm pretty new to making videos and tend to forget a lot of stuff and haven't decided on an editing program yet to fix things after the fact.
I this case I'm flying with a stick and throttle that I've mapped both functions to and didn't even know what they were till I looked them up just now.
X is the spacebrake and CTRL C is the decoupled switch with default keybinds.
@@the_omg3242 I wouldn't worry to much about button name. I would think most people would have remapped them, or are using flight sticks as you said. Knowing the commands is just fine. The devs love to change all the binds too so again I dont think keys really matter at this point till they have something more set in stone.
"vector indicator" - lol, I thought this thing is something like quantum marker of other ships flying by in QT mode, like frameshift markers in Elite. I always see it moving over screen in random directions ))
It's only random till you know what it does.
It's also handy for low level flight using the strafe keys. If the indicator is on top of a hill, you'll clear the hill. If you watch some of the YT videos of people flying low and fast you'll see how it's indicating their flight path.
combine that with the limiter , and it looks even better
Do you need to cut thrusters when landing or you keep holding it?
The only thrusters that are active are the ones on the bottom of the ship that are normally used for hover. When you're on your glide path, (for lack of a better term) they're maintaining your rate of descent automaticly. In decoupled mode in gravity with your landing gear down the thrusters work to hold your current direction, but you're actually already throttled down even if your speed limiter is above zero. Your rear engines aren't firing except to maintain your forward speed against any wind or air resistance.
When you use your spacebrake, the ships various thrusters work to slow you in every direction, (forward and down) so if you time the spacebrake so that you hit the ground slowly you'll stick to the ground since you'll no longer have any velocity for the decoupled mode to maintain.
You do want to get into the habit of setting your speed limiter to zero after you land so that when you go back to coupled mode before takeoff you can smoothly accelerate, but that's more prep for your next flight than necessary to end your current flight.
Very nice. Thanks for this.
that looks like a glide slope i dident know that was an option , now if the made 0 trottle 0 engine power like it is in a real plane that might make it even simpler
It may look a bit like a glideslope, but there's no gliding in Star Citizen. If you go to 0 power on the engines you drop like a rock since there's no aerodynamic lift. Even if there was, those stubby little wings on most ships couldn't provide much lift and pretty much none of them would be placed near the center of mass.
CIG doesn't make ships that could actually fly without unlimited vertical thrusters, they just try to make them look cool.
literally the only way you're supposed to land in gravity fields.
Really wish the underbelly thrusters were a lot less powerful. As it is right now it's like you have a Flacon Heavy under your ship yanking you out of gravity. Makes most ships feel like they're made of cardboard. Lowering the limiter helps, but then the rear thrusters feel underpowered.
Thanks for the tutorial I learned something new.
Well explained!
Niice!! :D
nice landings
Just started messing around with decoupled mode and 3.18 hit. I can get in game but everything's busted for me so working on flight in ac until issues are sorted. Gonna try this out if possible.
Yes I been using decouple since 3.15 and it is the way. Beware noobs slow n steady and sometimes the gravity switch when enter hangers goes bonkers quick tap switch coupled mode on works.
You are complicating a landing. Honestly I see no benefit in that; moreover, I would land trice in usual mode for the same time you're landing in decoupled mode.
Making easy stuff complicated is pretty much all we've got to pass for gameplay while we're waiting on CIG to add some ACTUAL gameplay.
Besides, it's not really about making it faster, it's about making it smoother than there you nose dive towards the ground, come to a stop in midair, rotate your ship level, then strafe down to slam your ship into the ground.
You ever see them do that in a movie? Probably not since it looks stupid but is the standard landing practice in Star Citizen for a lot of players.
This is only intended to smooth all of those into a single move that looks a little more professional and cinematic.
so this is the trick for people who struggle with flying a ship properly?
1,000 dollar monthly subscription to play a game that took 20 years to make but will only last for 3 years before closing the servers forever.
If you were spending $1000 a month for a subscription they'd probably give you your own server and come to your house to tuck you into bed every night.