First of all, there should probably be a way to move a node whilst you're still editing it: de-selecting them just to drag them is annoying, and it's hard to not accidentally add a second.

Also, when dragging a node, it would be a lot nicer if the directions of movement were preserved. For instance, if I set a 200m/s prograde burn, then drag it 90 degrees around the planet, right now I'd end up with a radial out burn, and have to delete it and start again.

My third thing is that it would be great if we could drag the editing handles towards the node as well, which would have the opposite effect of moving them away. This direction could be made less sensitive, so that more precise burns can be made.

Suggestion Done Fixed in 0.8.107.0

17 Comments

  • Log in to leave a comment
  • Profile image
    507 swope

    yes!

    4.6 years ago
  • Profile image
    Dev Pedro

    FIXED!!!! AAAHDKAVDLSBA FINALLY

    4.8 years ago
  • Profile image

    This post has been merged with this post.

    4.8 years ago
  • Profile image
    Dev Pedro

    This is planned now :D

    4.8 years ago
  • Profile image

    Agreed, this is a big issue when planning complex interplanetary maneuvers. Moving nodes + vectors staying the same in terms of pro/retrograde + fine tuning of DeltaV by hand would go a long way making this way more convenient to use.

    +2 5.0 years ago
  • Profile image
    507 swope

    This and the problems with custom staging getting rearranged are the most bothersome bugs in the game, to me.

    5.3 years ago
  • Profile image

    Also, add an ability to type in an amount of delta-v to be added to the direction you want. This will give us the ability to be much more precise.

    Another great idea would be to look up KSP node editor mods for inspiration :)

    +2 5.3 years ago
  • Profile image

    I agree with this. It's very frustrating as it is right now.

    5.3 years ago
  • Profile image
    625 sumeee

    I agree, if you burn 200m/s prograde it should be 200m/s prograde no matter where you move the maneuver node. Preserving the original burn vector is just confusing and not at all helpful.

    +5 5.4 years ago
  • Profile image

    Very much in favor of this feature! Sliding nodes is a very helpful way to plan more efficient burns!! I also agree with the suggestion of increased sensitivity when manipulating handles backwards (toward the node)

    +1 5.4 years ago
  • Profile image

    Yes yes yes yes

    5.4 years ago
  • Profile image

    Being able to skip orbits for nodes is also pretty useful when planning rendezvous. So you'd place a node to intersect with a concentric target orbit and then add orbits until the target and your ship were as close as they are going to get. This would then be your rendezvous burn.

    +4 5.4 years ago
  • Profile image

    Reducing sensitivity with backwards movement of the handles would be VERY helpful, even with a sensitivity of 1 it's difficult to fine-tune a maneuver.

    +1 5.4 years ago
  • Profile image

    I mean I agree with all of these, but suggestions are supposed to have just one feature suggestion are they not?

    5.4 years ago
  • Profile image

    This post has been merged with this post.

    5.4 years ago
  • Profile image

    This post has been merged with this post.

    5.4 years ago
  • Profile image

    This post has been merged with this post.

    5.4 years ago

40 Upvotes

Log in in to upvote this post.