This is hard to land on, is there a way to mark the runways at a distance?
well, i suggested a optical landing system as improvement, like on aircraft carriers.
Otherwise, just do training. the best landing strategy I have for the swift 1 is to approach the runway with 90 m/s at about 8° angle for better aiming. closer to the runway, usually when the proximity warning of Orbitersound starts, cut thrust and increase AOA with dropping velocity until you are 70 m/s fast. If you make this right, the velocity vector marker is still exactly at the touchdown point. Use thrust now again to keep velocity stable. When you are above the runway, close to the controlled crash into it, cut thrust again and prepare for hitting the brakes.
I flew about 10 landings with the Swift 1 until I was happy with the outcome, and missed the first 4 landings. Be lucky that, while air pressure is the same as on Earths surface, the density of the atmosphere is still about 50% higher - and thus, you have 50% more lift&drag for the same velocity.
Artlav: The WASD steering works, I only notice once small bug now: When I want to jump backwards over the rim, the UMMU astronaut jumps forward a few meters and then slowly moves forward until dropping over another rim, without player control. But still an improvement.