Orison, the flying landing zone within Crusader has been white boxed out as an initial phase to get a feel of how it should look and feel. Things like where shops should be, medical etc. Crusader the gas giant itself is a bigger challenge to approach from a technical standpoint. The Graphics Team is currently working on tech that will help portray the gas giant amongst other things. The tech is still being developed and at the moment can’t be used to create an entire planet like Crusader but eventually it will be worked into the celestial body creation tech to assist in creation of such things like gas giants and gaseous clouds. Due to how new the tech is it what they currently have won’t be shown off due to how rough it currently is.
Eventually players will be able to swim in the oceans on Hurston. This may or may not make it in with the release of Hurston, as swimming will require and get a brand new locomotion set that will be added to the game, which is a lot of work for the team to do and the current priorities for the team are to improve the existing animations already in the game. It is important to note that a lack of swimming will not hold up the release of Hurston.
Radar scanning is being worked on at the moment. The current goal is to have it scanning asteroids/planetoids for mining resources, tying it in with the next big upcoming patch where mining will be released. You will ping a potential target(s) which will give a brief overview of the it. As you narrow down and approach the potential target more information will be given to the player until you are finally able to perform a scan on the target which will give you all the information on what if any deposits are there that you can mine. This system will serve as the basic platform for the mechanic to evolve into being able to scan ships which will grant the player information on the targetted ship, such as class, layout, number of people on board etc. Security on board a ship may involve being able to scan your own ship at that resolution in order to locate any possible stowaways/intruders on board.
CIG is currently investigating different options that will allow players a smoother and easier approach to major landing zones on exit from Quantum. A couple of examples given are; having various makers around a planet that are closer to the actual body than they currently are. This would involve a geometric shape around the zone that could scale up and add more markers or scale down to add less depending on the size of the body it is currently surrounding. Another approach given as a possible answer was having one marker directly above the landing zone, the player would not be able to QT directly to it as it would be in the upper atmosphere and QT in atmosphere is not going to happen, instead a player would QT in near the planet, then an additional bit of travelling where the players course would spline around the planet and take you to the marker above the zone, which would also assist the attitude of attack on approach to the zone. These are just 2 examples given there are other options they’re considering as it is something they’re aware of as a bit of a problem for players at the moment. Quantum travel in general is something they want to improve on for the player for 3.2. Expect a feature on Quantum travel and linking sometime in the future.