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Click and Drag Maneuver Nodes


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What do you think about being able to edit maneuver nodes by dragging and dropping.

What I mean is when you create a maneuver node it shows you your orbit, apoapsis, periapsis, ascending node, etc. you can then click and hold on any point of that orbit and drag it to the place you want to set the desired apoapsis, periapsis, whatever. It would then figure out where in the current orbit you need to be to achieve this and display all the information accordingly.

I think that would make it much more useful as a "computer" because you can see the values you are setting, making circularization much more accurate and possibly eliminating steps in figuring out when to burn.

What are your thoughts?

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You can already drag and drop maneuver nodes by clicking and holding the center and moving the mouse.

OP is suggesting that you be able to put a maneuver node down, then use the mouse to re-shape your orbit (not move the node) and have the maneuver node update to reflect the delta-V you'd need to get that orbit. Kind of like a reverse maneuver node.

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I am not saying it would be easy. My thought came from just being able to set apoapsis, periapsis, and longitude of periapsis (i.e. 2d orbit stuff). I imagined being able to click on a point in the orbit and drag it out and in to the desired point. It will tell apoapsis and periapsis and rendezvous distances.

Maybe for the inclination you could hold shift or something, like in homeworld.

Edited by Uncertaintea
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I don't see why this can't be done. The VAB already does a good job of interpreting where your mouse is trying to place something. You click a point on your orbit and drag it around, and the motion of that point could be simply restrained to the plane of the screen. To change the plane it moves in, you just rotate the screen. Functionally, that is identical to how the VAB works.

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It could work by assuming prograde/retrograde if your grabbed the AP/Pe markers and the normals if you grabbed the AN/DN markers. That would instantly reduce it to a 1-dimensional control based on context.

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I think having the control direction be referenced to the way the camera is pointing could lead to some frustrating moments. At least how i'm picturing it to work, anyway.

It could work by assuming prograde/retrograde if your grabbed the AP/Pe markers and the normals if you grabbed the AN/DN markers. That would instantly reduce it to a 1-dimensional control based on context.

I think this is the best way to do it. There could also be an 'alt-click+drag' to give you another direction option. Example: 'Click+drag' on Ap will assume pro/retrograde directions by default. 'Alt-click+drag' on Ap will give you normals. It would then just work opposite for the AN/DN.

Going that route, though, it'd be tough to have all three vectors available everywhere. We would need another modifier key because shift already controls the throttle.

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So, what is actually suggested is having ´waypoints´, right? How about left-clicking on your trajectory adds a maneuver node (as is, currently), while alt+left clicking adds a waypoint - the thing being suggested here. Both be controlled by the same way we are currently controlling maneuver nodes. Creating a waypoint will always (?) also create a maneuver node (as soon as its off the current course, that is) and any manipulation of the waypoint will also affect its node.

In addition to that, i´d like to suggest having 3 pairs of +/- buttons (one pair for each: pro-/retrograde, anti-/normal, anti-/rad) next to the accelration bar (next to the navball), allowing manipulation of the next node (/waypoint) directly from there, without fiddling with the indicators on the mapview.

Edited by Mr. Scruffy
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