Recently, Scooby Doo started working on adding landing gear to his ships:
http://www.hard-light.net/forums/index.php?topic=82639.new#newWhile landings in FSO work, they could use a few improvements. My proposed changes:
1). Changes to collision detection. Right now, for capship to fighter collisions, only the capship's mesh gets checked. Fighter gets only a radius check for performance reasons. This is reasonable in most cases, but may cause strange behavior when landing. It's especially noticeable with fighters that have one dimension disproportional to the others, like most "plane-like" designs. You either experience "phantom" collisions where the ship seems it should fit, or you can make ship's nose sink into the capship's mesh a bit before collision occurs. I've tested it myself, using Scooby's Javelin fighter, which is rather flat and his Enterprise carrier, which has a narrow fighterbay.
There are two possible approaches to fixing this:
-Simple one: Enable mesh to mesh collisions with large objects for the player. Additional restrictions could be made, for instance speed being below either landing or reorient threshold (or maybe a separate speed threshold for this). It's only noticeable when moving at low speeds so this should fix the problem.
-Complicated one: Add some sort of "wheel" subobject type, which would be an additionally checked for collisions with large objects. This could potentially allow for making AI land in a realistic way (it would also require the ability to force AI to roll the ship into correct orientation when approaching a bay path), as well as making working ground units such as tanks, cars and buggies. To save performance, an option could be used to "connect" it to an animation, so a folded landing gear wouldn't be checked for collisions.
2). A precise way to tell the fighter has landed. This might be complicated, as FSO would need to know when the ship has landed and perform an approbate action. num-ships-in-box SEXP might do the trick (it works for Diaspora), but with a lot of ships of different sizes, it'd be a bit too imprecise, or tedious to set up. Basically, a SEXP checking if a ship is touching a subsystem with "allow landing" flag.
3). A key to drop the landing gear. It's SEXPable as of now, but one Antipodes 8 get commited, a separate key for landing gear would be great. It's not a necessity, but all the serious flightsims have it and it'd add to immersion somewhat.