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Flags do not count as active flights (reopened (still an issue and wanted feature)) mechjeb vanila?


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As Sal_Vager asked for it :

"Start new threads and link back to the original in future please guys :)"

http://forum.kerbalspaceprogram.com/threads/62903-Flags-are-not-Flights-in-Progress/page6

It is still an annoying issue. I don't really think is that much of a coding issue to circumvent.

Flags should REALLY not count as an active flight nor should other future plant possibilities like beacons and such fun things.

Speaking of flags... We Do need some Vanila function to find at least the space center from the map view maybe and adhoc indicator of the possible landing based on our trajectories and athmospheres and such

I do not think modern shuttles have to blindly reenter the athmosphere also they must have some kind of "automation" or a precise indicator for the parts of the whole flight.

Or is it reality that pilots counting on the fly the necessary math to make a rendezvous? or even to make an orbit?

So a Mechjeb like feature should be stock... (If you don't like the idea of an autopilot then not use it :D ) But I think that mod is really one of the most commonly used one.

Suggestions?

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The problem with MJ in stock is that if you just started playing you will use it and never go back and the point of the game is Spaceflight not just building a rocket and not flying it (It removes the controlling part of the game)

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The problem with MJ in stock is that if you just started playing you will use it and never go back and the point of the game is Spaceflight not just building a rocket and not flying it (It removes the controlling part of the game)

Hello.

I just started a new game and it blends in seamlesly. It is integrated into the techtree so at the beginning I had to fly my rockets. And now at the later stage of the game I have the option to let the AI point my rocket to where they should be facing.

In this way it seems to me real life like.

I don't suggested to vaniliarize it completely (or maybe :D), but if you would fly in an aircraft or a spaceplane or even a rocket you'd have more indicator unlike the amount of the stock KSP allows you to see.

At least these should be stock for example:

deltaV capability per vessel/per stage,

TWR (on stages at least relative to the planet of the rocket building process),

I do really like the remaining time and remaining deltaV MJ offers,

some kind of a koordinates (GPS is fine with the appropriate presentation inside IVA, or in flight screen (Like waypoint manager))

heading, pitch, roll relative to the surface in precise numbers (and/Or digital HUD style like flight indicator) as well as real altitude relative to the above terrain height (not just sea level).

I do like the idea of the autopilot though (especially the rendezvous and docking because of the lack of docking port alignment indication), but if only the (execute next maneuver node) and the "rendezvous/maneuver planner" would be in the stock that would be nice (even rookies kinda like it I think)

I learned to fly from looking at MechJeb and Scott Manley :D

As for the autopilot If you don't like it don't use it. But if left out completely, then nobody can use it.

Maybe they can be limited to special parts. Planes withouth propper hardware and software won't allow you to switch to a Robot-pilot. (just like in real life)

Speaking about autopilots:

There should be in a stock game something which is "automaticaly" holds the current heading or altitude by choice.

AS in landing a perfect 5star pilot with a retrogade hold can flip the ship around after it touched down so a successfull landing can be a catastrophe.

Even with SAS on crafts cannot hold a given altitude by itself even VTOLs. Cannot go that precise with the thrust control manually (even with precise controls on)

And my first big problem was as a totally newb: WHERE THE HELL IS KSP? Where Should I try to land back from my orbit???

Seriously those waypoints (KSP pad, KSP runway, Island Runway, Old KSP base) should be selectable as target in the stock game by default.

I cannot see it even from map view so I couldn't made a half-blind style guestimated landing on my first week till I learned to map view as fast as craft on the pad and memorize it's place. And plant flags around my base in order to find it from orbit :D

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Hello.

Snip...

Most of that information is probably planned for 1.0. I know the Delta-V in-VAB option is in. Kerbal Engineer already has the information, without the Mechjeb autopilot. (And there are plenty of streamers on KSPTV that you can watch to get very good tips on how to orbital mechanics too.)

I would NEVER recommend someone use mechjeb autopilot-to-anywhere to just learn the game; this game is about making mistakes, and fixing them. It just wouldn't be Kerbal, without explosions. Using a magic autopilot just removes the entire point of the game, and turns it into "rocket legos".

Reintroduce the "avionics package" part, with "Hold Heading" feature.

"Avionics Package also contains a "VTOL Engine" action group, which would automatically thrust limit to keep vertical speed == 0m/sec; but only when "hold altitude" is enabled via the heading/aim prograde/etc... widgets.

Adding target-able waypoints to KSC sounds like a reasonable idea, it would also be nice if your trajectory would also account for current AoA, and atmospheric drag. Because planning your orbit with maneuver nodes would be amazing, even in-atmosphere.

Edited by KrazyKrl
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Thank you.

I found the "help section" early on youtube: Scott is a good teacher :D

And I am glad to hear something (which can add so many value to this fine piece of game) has a chance to get integrated. (I mean the much more indicator)

I know the engineer plugin. But honestly I do not like this modding stuff that much. Memory/incompatibility problems.

I guess it has nothing to do with the modders as they did their wonderfull magic. But individuals never can achive something as flawlessly integrated as a team can do.

The more the better. That way everybody can use only that he/she likes.

I admit what you say about the learning is the fun way. Agreed on no explosions no KSP.

But later on some kind of boring it could be to do a daily job to ascend / maneuver node hunting and such.

Don't get me wrong. I do set up my maneuver nodes by hand, position it accordingly and such, but let a professional AI to precisely do what I said to it. :D

I docking 99% the times with my own hand. But that extra 1% when I do not want to, I've got the tool for automate it.

And the most usefull feature in there: the landing guide. (I use it mostly only for pont me to KSP pad Or to the "Right Spot" on another planet/moon) After the targeting I usualy do my landings usual trial and error. Just because it is fun.

OR: After I watched enought times how the AI do the rendezvous, I find the rendezvous planner usefull as a "checklist" of what to do.

I found it very usefull. And my kids got their explosions as well as I wanted to try everything with my hand too. :D

So we can agree then we can't agreed on this one :D

Thank you for pointing me to the avionics package I'll search and destroy (I mean make it explode my VTOLs) at once. I wasn't aware of that yet.

Edit:

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I do downloaded but never installed it. Silly me. Thanks (You see this is a problem with the mods :D They aren't inside the core :D

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Agreed on the last one perfectly. I missed that part about acounting the atmosphere into it I thought it trivial option. So thanks to you for highlighting it. So +1 on that one too.

Ohhh I just see this is in a wrong thread...

This one is about flags to remove from the "flights in progress" count.

Edited by Ricardo79
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