As you all might have known, in 0.1.2 there is a new “feature” that you can no longer plan a maneuver node exceeding the total delta-v of the current vessel, which in my opinion is the most absurd idea ever. There are two main reasons why I think we should not be banned from an “impossible” maneuver.
1. Planning a maneuver, even if it’s beyond the vessel’s capability, is the most accurate method to gain information on how to traverse between celestial bodies.
You will learn a lot about the timing, the trajectory, and most importantly the delta-v requirement by just playing with the maneuver planner. This practice cannot be replaced simply by a delta-v map. The current in-game Trip Planner is Kerbin-centric, meaning that it only provides information assuming you are starting from Kerbin. For example, if you want to land on Tylo, you will know that the total delta-v requirement staring from Kerbin’s surface is about 9 km/s. However, if you are doing a Jool V mission, and want to transfer to Tylo from a low Laythe orbit, the current Trip Planner will not give you an accurate result.
In KSP1, if a player is presented with a new celestial system without a delta-v map, this practice is the only way for them to obtain the delta-v requirement and plan their trips ahead. Blocking access to imaginary maneuver nodes makes it harder for player to obtain delta-v information from a new system or in a new situation. Even if your mission failed because you ran out fuel, you still want to know how much delta-v you are short on, so you don’t fail the next time!
2. The current delta-v calculator is already a mess, and you are building a game influencing mechanics on a disaster.
The delta-v calculator does not always return you the correct delta-v for a vessel, so now you won’t be able to plan an actually possible maneuver simply because the system thinks “you can’t”. Veterans from KSP1 won’t just rely on the displayed delta-v to travel, because there are numerous cases where the in-game display just aren’t correct.
Firstly, your staging must be correct for the systems to recognize the correct delta-v. In a complex vessel, such as a satellite hub with many satellites designated to be dispatched in different orbits, you will want to use the part menu to manually release the payload, because staging every satellite in its correct order is just tedious.
In addition, the current delta-v calculator does not recognize any docking port at all, so if you have an Apollo style spaceship, you are doomed. In a more complicated design, such as a mothership docked with several landers and/or shuttles, the current delta-v calculator will never consider the fact that these payloads are detachable! Not to mention the fact that the timing and order by which these payloads are dispatched and returned will dramatically influence the final delta-v outcome of the mothership.
Finally, there are also various ways a player can generate delta-v besides the main engine. For example, you can use RCS or separator to generate a small amount of delta-v that may just be enough to send you home. You cannot simply place a hard limit on maneuver planning based on what the system thinks the limit is. This is just absurd.
I honestly don’t understand at all why this “feature” went into the 0.1.2 update. This feature is awful and stupid. KSP2 is a sandbox game, and force a player to play in a certain style is the last thing you want from a sandbox game. Remember, maneuver node is only a plan! Nobody expects a space travel will go according to plan! If you truly want this feature so that “new players” will not accidentally plan an impossible trip, please at least makes it an option!