Final approach beacon(block)
Final approach beacon(block)
A block that has a relative grid reference at a distance setting in front of its location so that another grid can lock on to that position, move to the position, orientate and then approach towards the beacon before a docking or landing manoeuvrer takes place.
A grid at the final approach position will be requested to hold until ready by the beacon.
A grids forward orientation would be determined by the placement of a remote block.
The logic will compare the alignment of the remote block with the approach beacon at the final approach position. When in the correct position the hold notice is released allowing the grid to make the final move.
What is missing from this.
The incoming grid vessel may be too large.
The docking port of the incoming grid may not be in a compatible location for the docking site.
The landing pads/legs of the incoming grid may not be in a compatible position for the landing site.
Does this matter ?
No, this does not matter the approach beacon has its job, something else will have to take care of the rest.
The approach beacon assists with getting a grid into the right area and pointing in the right direction for docking or landing, nothing else.
Why can't a grid/vessel move directly to a docking/landing zone GPS ?
1. The docking/landing area may be busy with craft approaching or leaving from/to in many directions, collision between several grids is likely, by having a final approach position in an open space away from the landing/docking position, cueing and queuing can be controlled.
2. The landing/docking site may be in a recessed position making a direct approach difficult.
Question: Should an exit/departing GPS be available to ensure that grid/vessels leave in direction away from the approach position, or is this getting too complex.
Question: Is a holding(possibly circling) area required before moving to the final approach GPS.
Question: How do you ensure docking/landing compatibility ?
I like this feedback
Automated resource gathering, patrols, cargo runs, maintenance and recharging for drone craft needs to realisable by the player. Systems that do not break down after a few goes are needed. Block systems need to be available to the player that deliver reliable outcomes, accidents will happen, but hopefully not as often as in SE1.
Automated resource gathering, patrols, cargo runs, maintenance and recharging for drone craft needs to realisable by the player. Systems that do not break down after a few goes are needed. Block systems need to be available to the player that deliver reliable outcomes, accidents will happen, but hopefully not as often as in SE1.
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