Jump to content

Split screen for maneuver node planning


Recommended Posts

This is probably a big ask but a problem I frequently face is wanting to be able to see a zoomed in and zoomed out map view simultaneously so I can see the effect of moving my maneuver node around LKO on my final orbit around Sol. Currently I have to flip between zoomed in and zoomed out and it's quite inefficient.

Link to comment
Share on other sites

I agree with this. I also like the suggested idea I've seen before of a little inset window of the node, down where the portraits would be if the portraits were in map mode. You could still drag the node around in the main screen, but then focus on your destination planet and just have a little (non-roating) maneuver node always there on the screen. That would also fix the problem where you need to burn largely in the radial or normal directions and the node stops being helpful in visualizing which way to burn by rotating.

From your sig I see you use a single (and great) mod. If you could see it to double the mods you allow in your game, with PreciseNode (or its little sister Precise Maneuver Editor) you can have this functionality right now.

Edited by 5thHorseman
Link to comment
Share on other sites

21 minutes ago, 5thHorseman said:

I agree with this. I also like the suggested idea I've seen before of a little inset window of the node, down where the portraits would be if the portraits were in map mode. You could still drag the node around in the main screen, but then focus on your destination planet and just have a little (non-roating) maneuver node always there on the screen. That would also fix the problem where you need to burn largely in the radial or normal directions and the node stops being helpful in visualizing which way to burn by rotating.

From your sig I see you use a single (and great) mod. If you could see it to double the mods you allow in your game, with PreciseNode (or its little sister Precise Maneuver Editor) you can have this functionality right now.

Thanks very much for the suggestion; I'll look into it. I'm already in the process of adding my third mod. I'm really uncomfortable adding mods because the stock game is buggy enough (easily the most buggy software I've repeatedly used) and I'm afraid of adding more complexity in finding what is responsible each time!

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...