@PhilipTarpley I think it will be more helpful to keep the burn vector relative. For example if you are making a interplanetary travel after setting the prograde burn you need to set the correct eject angle by playing with the node position. It will be easier to adjust the prograde dV and burn node position to get the optimal burn if the burn vector is relative (for this scenario).
@sumeee It is by design. Burn vectors are absolute directions and not relative. So, the burn direction is the same as you drag it around, and thus its effects are different with regard to prograde/radial. Even though it is by design does not mean it was the right design...I'm open to suggestions of changing it, or making an option to keep relative values as it is dragged.
@PhilipTarpley This post reminded me about a question I have:
in the video you did your orbit change maneuver on a 100% anti-radial vector, but after you moved the node it looked like the orbit change maneuver didn't stay at 100% anti-radial with respect to the new node position. Is this by design or it's an bug?
@Mod you know the commit IDs are hex right?