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KSP Loading... Preview: Advanced Maneuver Mode


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1 hour ago, sh1pman said:

We already have all of that in mods, don't get why you people are so excited about it.

Even if we already had the mods, this is some seriously good implementation of them.

Its always nice to see a developer listening to what players want.

Mods are after all, our most desired/wanted features that we want to see making it in the stock game!

Edited by Boyster
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4 hours ago, neistridlar said:

I transcribed the video for you. Hope that helps :)

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Kerbal Space Program 1.7, room to maneuver, includes a new mode that will give orbit information while in flight, and assist pilots in fine tuning maneuver nodes. This orbit information panel can be accessed in flight mode, and you can see your apoapsis while ascending for instance.This mode will also allow players to select and precisely adjust maneuvers on a separate panel. It displays useful orbital information, and leaves the camera to focus on the target. Let’s see how it works.

 

You can modify your maneuvers trajectory as you would on the node. You can also move the selected node within its orbit by clicking on right and left sections of this circle. You can set the scale for more accurate control too. The plus and minus buttons will move the maneuver node forward and back and orbit. In the fine tune node tab, you can enter numeric values for even more exact tuning. Your basic orbital information is displayed here. You can also navigate between maneuvers and time warp to the next one, as well as deleting the currently selected maneuver by using the controls at the top.

 

Here you can get more advanced orbital information, like the inclination, ejection angle longitude of ascending node, argument of periapsis and eccentricity of your maneuver in the advanced orbital info tab. Finally, if a target is selected, you will also get the distance and time at which you and your targets trajectory approach, and the phase angle between your craft and the target. Very useful for rendezvous.

 

That’s it! You’re ready to execute your maneuvers like a pro. Coming Soon!

 

 

thank you very much dear colleague. it is very kind of your par. that's what I needed. ;);) 

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Honestly I'm a little apprehensive about this. Last time they tried to add an essential mod to stock, betterburntime, to be specific, they rather botched it. Sure, it LOOKS slick, but the stock implementation is slow and generates unnecessary garbage. In fact, I still use the mod version because it improves performance over the stock option. 

So this time, yeah, great, we get some stuff that looks all shiny and new, but I will reserve my opinion for when I get a chance to actually test this out. 

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9 minutes ago, Errol said:

Honestly I'm a little apprehensive about this. Last time they tried to add an essential mod to stock, betterburntime, to be specific, they rather botched it. Sure, it LOOKS slick, but the stock implementation is slow and generates unnecessary garbage. In fact, I still use the mod version because it improves performance over the stock option. 

So this time, yeah, great, we get some stuff that looks all shiny and new, but I will reserve my opinion for when I get a chance to actually test this out. 

All of the information shown in these new panels is basically just a visible interface for existing data. It's not like KSP wasn't already calculating Ap, inclination, etc... all of the time. It's just that this information was all hidden away behind map view icons.

This isn't at all like the stock deltaV implementation, where both the behind-the-scenes dV calculations and the visible readout are both poorly optimized and generate lots of garbage.

These interface displays only show a handful of readouts at a time and have no additional overhead for any behind-the-scenes work. With a little bit of work I'm sure that they could probably be more optimized (I assume that all of those info readouts update their values every frame, like everything else in KSP's UI, this is unnecessary). But the amount of garbage generated by these readouts will be nothing compared to anything like KER or MechJeb, which use the legacy UI and so generate orders of magnitude more garbage. Even a mod that uses the Unity UI, like Basic Orbit, will generate more garbage than this stock implementation, because it shows more information on screen at any given time.

I suppose if you really wanted to make zero-garbage informational readouts you could make everything be analog sliders and dials, but I somehow doubt most players would find that very helpful.

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1 minute ago, DMagic said:

...

Thank you, I appreciate this high level summary. As an end user, rather than a dev or even a modder, explanations like this help to guide my limited understanding of what goes on behind the scenes.

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1 minute ago, evileye.x said:

I kinda appreciate effort, but still 

plus 

way better. 

Sorry, but I'm trying to be honest

At least the long-requested 'essence' of those mods are being brought to stock. It's great that SQUAD have recently been paying close attention to what the players want, and implementing them in the stock game.

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36 minutes ago, RealKerbal3x said:

At least the long-requested 'essence' of those mods are being brought to stock. It's great that SQUAD have recently been paying close attention to what the players want, and implementing them in the stock game.

That's kind of the point of these efforts, and for the guy who doesn't understand the excitement around stock implementation of mods, this is basically it.

The core features that we needed these mods for are now in the base game, will always work immediately after an update, and are integrated flush with the existing UI.

It does not, and is not intended to, completely replicate all of the functionality these mods provide, only the parts that most of us consider necessary. Meaning that these mods aren't made instantly redundant and you can still add them for additional, bonus functionality on top of what we're getting in stock now. Things like betterburntime, precisenode, KER and such are still useful in their own right, but they're no longer essential just to start a new game after an update without feeling like something important is missing.

This is the best way to add mod features to stock, imo. Take the core of what makes them useful and leave the "fluff" to the mod devs who specialise in it.

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The only other things on my wish list besides KAC & TWP would be a navball docking alignment indicator and more LF-only tanks (or a fuel switcher). 

I haven’t played in a while since my last career stagnated. Looking forward to 1.7 and full-stock career ( except NB-DAL, it makes docking so much easier. Tried without and even lining up along the normal axis was giving me trouble.)

Although the inclination changer in Precise node/maneuver was quite handy... 

Edited by StrandedonEarth
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56 minutes ago, evileye.x said:

I kinda appreciate effort, but still 

[mod]

plus 

[mod]

way better.

Well, to be fair, it is easier to use mods that have been released than stock features that haven't.

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7 minutes ago, StrandedonEarth said:

The only other things on my wish list besides KAC & TWP would be a navball docking alignment indicator and more LF-only tanks (or a fuel switcher). 

I haven’t played in a while since my last career stagnated. Looking forward to 1.7 and full-stock career ( except NB-DAL, it makes docking so much easier. Tried without and even lining up along the normal axis was giving me trouble.)

Although the inclination changer in Precise node/maneuver was quite handy... 

A more lightweight solution to the docking alignment indicator could be the approach taken by NavHUD. This displays velocity vector markers in flight, but when you have a docking port selected it also adds an alignment indicator showing the relative offset of both vessels in a simple and effective way. I find it very helpful and I've never had to go as far as installing the full DAL mod because of it. You can see it in practice at the start of this: https://youtu.be/no6Rq2BNKJI

 

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2 hours ago, Loskene said:

That's kind of the point of these efforts, and for the guy who doesn't understand the excitement around stock implementation of mods, this is basically it.

The core features that we needed these mods for are now in the base game, will always work immediately after an update, and are integrated flush with the existing UI.

It does not, and is not intended to, completely replicate all of the functionality these mods provide, only the parts that most of us consider necessary. Meaning that these mods aren't made instantly redundant and you can still add them for additional, bonus functionality on top of what we're getting in stock now. Things like betterburntime, precisenode, KER and such are still useful in their own right, but they're no longer essential just to start a new game after an update without feeling like something important is missing.

This is the best way to add mod features to stock, imo. Take the core of what makes them useful and leave the "fluff" to the mod devs who specialise in it.

Ditto. Like I'll probably still grab MechJeb but only because I live on that landing and aerobrake prediction. Its really nice, but not something every player needs.

Edited by Pthigrivi
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14 minutes ago, Loskene said:

A more lightweight solution to the docking alignment indicator could be the approach taken by NavHUD. This displays velocity vector markers in flight, but when you have a docking port selected it also adds an alignment indicator showing the relative offset of both vessels in a simple and effective way. I find it very helpful and I've never had to go as far as installing the full DAL mod because of it. You can see it in practice at the start of this: https://youtu.be/no6Rq2BNKJI

 

Navhud (autocowreck tried to replace that with Nachos) was nice, I used that but not for docking. I was referring to the Navball DAL, which just adds a red circle to the navball, not the NF version with its own window 

Edited by StrandedonEarth
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1 minute ago, StrandedonEarth said:

Navhud was nice, I used that but not for docking. I was referring to the Navball DAL, which just adds a red circle to the navball, not the NF version with its own window 

Ah right, I was thinking of the windowed one yeah. I liked the NavHud option because it doesn't require taking your eyes off the action during the final approach, and it's as simple as a line on the screen.

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10 hours ago, Gapone said:

Stop. Watch 0.09. See that they leaved that empty gray space in right of the "Stage" LED?

And the "warning stripe" is now HUGE!

The video presentation was just that, a presentation.  Read these posts from page two of this thread: Post #1Post #2.  It should alleviate your anxiety.

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This is good stuff and will definitely help me reduce the number of KER readouts mid-flight. Still not dropping KER, though, as I use a lot of readouts. This just lets me drop one of the five displays on my screen, hopefully increasing FPS somewhat.

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2 hours ago, evileye.x said:

I kinda appreciate effort, but still 

plus 

way better. 

Sorry, but I'm trying to be honest

I prefer Stock solutions over mods that I have to reinstall every time I clean my install and that I have to hope will be supported in the long run.

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3 hours ago, T1mo98 said:

I prefer Stock solutions over mods that I have to reinstall every time I clean my install and that I have to hope will be supported in the long run.

And don't forget at Blitworks base their ports to consoles on released PC code.

So what's added to the PC release will most likely show up, sooner or later, in the console releases.

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17 hours ago, evileye.x said:

I kinda appreciate effort, but still 

plus 

way better. 

Sorry, but I'm trying to be honest

While you're still waiting on your mods to be updated I'll be playing as soon as the update is complete. In the end that is why the most common mods need to be integrated. Because waiting for 2 weeks to get a mod updated is a big no-no.

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