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Issues with Sequences of Maneuver Nodes


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I have had a problem planning a path using a sequence of maneuver nodes, and, honestly, executing a single maneuver node with accuracy. 

I am pretty sure the burn indicator only calculates the burn time assuming 100 throttle and ignores engine throttle limits.   I don't see my burn times updating when I reduce the max power for my booster.   If the burn time is less than a few seconds, I know that I am probably going to mess up burn time.   Being able to reduce my throttle limits to produce a more manageable, longer, burn  would help me improve the execution of my maneuver nodes probably more than anything.  

With respect to building multi-node paths: When I complete the first node in the sequence, it doesn't automatically advance to the next node, so you can't use the "warp to maneuver" button on the maneuver control panel ( bottom middle of screen).  When you click the trashcan, all my maneuver nodes are then destroyed.   The game should detect is when you have completed a maneuver node and let you advance to the next node in the sequence.   At a minimum, a button to advance to the next node would be appreciated. 

Additionally, most of the time, my burns are slightly off by a fraction a second and my flight path no longer passes through the location of the subsequent maneuver node.  To avoid having to rebuild your flight plan every time, it would be great if some UI was provided to help you make adjustments to your flight to intercept the next maneuver node of the sequence.  Let me know the intercept distance between my orbit and next maneuver point, or something.   In aviation, you have the VOR indicator that will tell you if you are left or right of the intended course through a target point.  Something like in 3D space would be pretty (complicated but) awesome.   After I muck up my burn or trajectory through a node, I would have some information on get back on track without having to re-plain-out the rest of the nodes.  

 

 

 

 

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