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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes


blizzy78

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As far as I know, but I'm neither a doctor nor a lawyer, and therefore no one can hold me responsible for what I'm saying. I also have no knowledge of unity. I am using precise node on win64, and it's pretty much the only thing that is *not* broken.

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Oh I really like the color coded thingy! The plus and minus is a great addition too, you can focus on the node itself instead of whatching where to click...but this expose a behaviour that I found also in other mods ( not related to mods ), would it be possibile to inihibt the double click ( delesect target ) when mouse is over your window?

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is there an option to change the time display to use Kerbin day/year conventions or a plan to switch the display format in a future version? With the new update showing almost all information in that time format, the information readout on the PreciseNode UI is kind of confusing

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is there an option to change the time display to use Kerbin day/year conventions or a plan to switch the display format in a future version? With the new update showing almost all information in that time format, the information readout on the PreciseNode UI is kind of confusing

Actually i checked your code (well organized and commented btw., had no problems finding what i was looking for), and saw that it respects the Game settings options. There is an minor copy-paste error in your "Kerbin years" formula in convertUTtoHumanTime:

you have

year = (long) Math.Floor(UT / (426 * 24 * 60 * 60)) + 1; // Ensure we don't get a "Year 0" here.

it should be

year = (long) Math.Floor(UT / (426 * 6 * 60 * 60)) + 1; // Ensure we don't get a "Year 0" here.

Thanks for this "i refuse to play without it" plugin!

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  • 2 weeks later...

Great addon! I am often using your mod in combination with alexmoon's calculator for ballistic transfers, but have a question, and found no where else to ask it.

When using alexmoon's tool it states the maneuver delta-V for prograde and normal given a perfect equatorial orbit, however, isn't this wasting some delta-V on making the plane change? It would save some fuel to launch from KSC into, say, the required 8.3 % ejection inclination, making sure it goes though the point of required ejection angle, and only burning prograde? I've tried doing this, but I really have to eyeball the angles and guess when to launch. Is there any mod that figures this out, or is it kinda hard to do?

Edit: You have to eyeball when KSC "travels" though the required ejection angle for your to-be orbit.

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  • 2 weeks later...
- The +/- buttons have been combined into one button. Left-clicking now acts as plus, whereas

right-clicking acts as minus.

Blizzy, can I inquire as to the reasoning behind this one? One of the things I love about PreciseNode is that the interface is very straightforward and clean. I can't think of anywhere else in the game that follows an interface convention like the above, nor can I think of a general UI convention that does something like the above.

I feel it's the kind of thing that you'd have to either explain to a player how to do it, or they'd have to figure it out through trial and error, which seems like a step backwards IMO.

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Fair enough, makes sense. Playing around with it a bit, it's quite smooth in practice. Given I almost exclusively use the hotkeys, it wasn't something I had considered much before.

I like the color coding of the prograde/radial/normal vectors to match the stock maneuver node editor BTW. But one additional question: why yellow instead of green for prograde? :)

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Actually, I've found myself trying to right and left click buttons in KSP (and even other games) to increase/decrease amounts, and am slightly disappointed every time it doesn't work.

Out of curiosity, do you remember which piece of software you got that habit from? I was thinking about interface conventions for such things yesterday and came up blank on a precedent for that behavior.

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