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Showing results for tags 'maneuver node'.
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Sending an ISRU to Vall because AGAIN I have completely underestimated the fuel it takes to get to Laythe and back. I think I saved about 1000 D/V with this slingshot maneuver. This save I have decided not to use MechJeb, only Engineering Redux (I consider the ability to calculate D/V absolutely essential to playing the game). I have MJ installed, but only because some of my old craft from other saves have MJ modules on them and I can't load them unless it's installed. I actually hardly ever used maneuver nodes before, but now that I understand them better, they're a lot of fun to play with.
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Hi everyone, I'm just posting here out of frustration that nobody seems to take bug reports about the illogical behavior of maneuver nodes seriously. They get downgraded to "feedback" and low priority, even with the explicit mention that this is unlikely to be changed since it doesn't break the game and users seem to manage just fine. The problem is as follows: When you add a perpendicular input (normal or radial) to a maneuver node, the handles rotate to align with the new trajectory. However, their effect is still relative to the old reference frame which creates a very counterintuitive experience. Rotating the maneuver node handles is simply wrong. They don't act in that direction, so why make it seem so? Is there any vaid reason for prefering this behavior over the much more logical alternative that keeps the node aligned with the original trajectory? Example scenario: - User is in an equatorial orbit (let's call it "horizontal") and wants to transition to a polar orbit - User pulls the "normal" handle (triangle) - The post-maneuver trajectory rotates around until it approaches vertical - Meanwhile , the triangle handle rotates and approaches horizontal. It is pointing exactly in the direction where the user wants to pull the trajectory to reach a polar orbit. - So the user pulls the normal handle some more, but the trajectory does not move in that direction, it just stretches out further upwards - User visits the forums for help - Someone points out that he needs to add retrograde - User is confused, because the retrograde handle is pointing downwards. He tries it anyway, and low and behold, it works, who would have thunk? Must be some weird mathematical reason behind it, orbital mechanics are apparently really complicated and counterintuitive, you probably need a degree in mathematics to figure it out so better just move on to a simpler game. Now compare this with the correct behavior that nodes should have: - User is in an equatorial orbit ("horizontal") and wants to transition to a polar orbit - User pulls the "normal" handle (triangle) - The post-maneuver trajectory rotates around until it approaches vertical, but the node stays put - User sees that he needs to twist the trajectory sideways now to get towards the pole. The retrograde handle is pointing in that direction, so he pulls it. - Great, the node performs the correction exactly as expected. See, orbital mechanics are easy, this is a fun game! So, once again, why would anyone prefer the former behavior? I've really been thinking about this long and hard, and can't find a single reason, not even a small one, for rotating the node. The more I think about it, the more flabbergasting it seems. Why would anyone prefer the current behavior? It makes absolutely no sense. I know that there are mods to correct this, but that's no reason for stock to be so wrong.