SQUAD

A "KSP Loading..." Preview: Activate Navigation to Launchsite

Recommended Posts

via Gfycat

We are including a new quality of life feature in update 1.6 to help pilots find their way back to a Launchsite or Runway!

Players will now be able to activate the navigation system towards the KSC, the Woomerang Launch Site, the Island Runway,  Dessert Launch Site or any mobile Launchsite set by a mission creator. Activate Navigation to a Launchsite will target the chosen location and add a navigation mark in the NavBall. Players will be able to activate this feature from the Map View at any time.

  • Like 40

Share this post


Link to post
Share on other sites

Thanks, and looking good @SQUAD! Also, first!

Share this post


Link to post
Share on other sites

...that's not too far off from just adding a waypoint manager, is it?

  • Like 6

Share this post


Link to post
Share on other sites

oooh! this is a nice little thing! makes those launch site icons super useful!

Share this post


Link to post
Share on other sites

Will this be for Making History only or in stock?  And will it be accessible for modders (looking at you kerbal konstructs!)

Share this post


Link to post
Share on other sites
25 minutes ago, theJesuit said:

Will this be for Making History only or in stock? 

Probably stock, as we got the launch site icons in stock KSP 1.4.

And this is pretty cool, by the way! It will certainly make it easier to find our way back to the KSC (and the other sites too).

Share this post


Link to post
Share on other sites

Nice to see this bug get fixed (the bug being that we were unable to do so previously). :D Introducing a UI to allow us to set and store waypoints and enable them would also be brilliant... oh wait... errr... something something Waypoint Manager.

EDIT: Just realised that we will also no longer have to plant flags at the start of the runways. :confused:

Edited by Poodmund
  • Like 5

Share this post


Link to post
Share on other sites

A surprise to be sure, but a welcome one!

  • Like 1

Share this post


Link to post
Share on other sites

Having planted flags at the runways and parked automated probes at the runway ends as well in years past, I have to say that this new feature is a welcome change.

Share this post


Link to post
Share on other sites
2 hours ago, RealKerbal3x said:

It will certainly make it easier to find our way back to the KSC

Getting to do it by rightclicking a site icon is a nice addition of course, but we've been able to place arbitrary navigation waypoints in stock since before 1.4, through the console and with KerbNet. (console: /ksc and /waypoint <body> <lat> <long> <name>).

2 hours ago, Poodmund said:

Just realised that we will also no longer have to plant flags at the start of the runways.

I still prefer using two flags beyond the ends of the runways instead of waypoints - the target brackets make for better approach alignment indicators than the waypoint icons.

  • Like 1

Share this post


Link to post
Share on other sites

Cool thing. Am Only hoping like everyone else, for a waypoint manager.

Launch site beacon signal is still something really useful. Good job

Share this post


Link to post
Share on other sites
26 minutes ago, GrandProtectorDark said:

Cool thing. Am Only hoping like everyone else, for a waypoint manager.

Launch site beacon signal is still something really useful. Good job

Do you mean this? KerbNet's waypoint markers are something like this. (Personally, I like the mod much more.)

 

  • Like 1

Share this post


Link to post
Share on other sites

I completely forgot about kerbnet. 

Squad do could try to expand kerbnet with a few more functions to make it useful. 

Share this post


Link to post
Share on other sites

Harrumph. In my day we didn't know where we were and we couldn't find things, and we liked it that way. :mad:

  • Like 13

Share this post


Link to post
Share on other sites
12 minutes ago, Vanamonde said:

Harrumph. In my day we didn't know where we were and we couldn't find things, and we liked it that way. :mad:

lol.gif

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, theJesuit said:

Will this be for Making History only or in stock?  And will it be accessible for modders (looking at you kerbal konstructs!)

It's stock - but accounts for all launchsites stock, or stock available with Making History and including Making History - Mission mobile launchsites.
Yes it will be accessible to modders - with a bit of code you could write some mod code to add markers for just about anything anywhere.

  • Like 7

Share this post


Link to post
Share on other sites
7 hours ago, Poodmund said:

EDIT: Just realised that we will also no longer have to plant flags at the start of the runways. :confused:

You still might want to, so that you have a pair of markers for alignment.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, JPLRepo said:

It's stock - but accounts for all launchsites stock, or stock available with Making History and including Making History - Mission mobile launchsites.
Yes it will be accessible to modders - with a bit of code you could write some mod code to add markers for just about anything anywhere.

This really looks like a great feature!

You say “code” but is there a chance that  new locations could be added via .cfg file? 

This would really open this interesting feature up for us sub-coders and config wranglers.

Share this post


Link to post
Share on other sites
2 hours ago, Nightside said:

This really looks like a great feature!

You say “code” but is there a chance that  new locations could be added via .cfg file? 

This would really open this interesting feature up for us sub-coders and config wranglers.

Nope. code would be required.

  • Like 1

Share this post


Link to post
Share on other sites
On 11/6/2018 at 9:48 PM, JPLRepo said:

Nope. code would be required.

Thanks for the response.

will there be any new launchsites coming in 1.6?

Share this post


Link to post
Share on other sites

It would be nice if there was a number indicating heading.  When within a certain distance it should give glideslope to target as well.

Share this post


Link to post
Share on other sites

I was playing with asymmetrical rockets

a4aIl5U.png

and they are great if you have Mechjeb to use thrust vectoring during flight, but when I would want to fly it manually it is boring... so maybe we could have new feature on Navball? If you click at any point on Navball SAS is trying to hold find shortest path to that direction and hold it using thrust vectoring, SAS and RCS?

Share this post


Link to post
Share on other sites
3 hours ago, Cassel said:

and they are great if you have Mechjeb to use thrust vectoring during flight, but when I would want to fly it manually it is boring... so maybe we could have new feature on Navball? If you click at any point on Navball SAS is trying to hold find shortest path to that direction and hold it using thrust vectoring, SAS and RCS?

Well there's Throttle Contolled Avionics

 

Share this post


Link to post
Share on other sites

Admittedly I would do a very simmilar thing to line up with a runway, as I would put a target probe right in front of the runway, and set it as a target, although I usually don’t need them anymore. Nice that there is a feature to do this anyhow.

Actually, it’s not completely true that I never use target probaes, as they allow one to smash into various Easter eggs at orbital speed with great ease.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now