Violent Jeb Posted May 5, 2015 Share Posted May 5, 2015 Thank you for this mod. It is quite useful for interplanetary ops. Nigh Essential - It is quite tedious to go without. Link to comment Share on other sites More sharing options...
blizzy78 Posted May 5, 2015 Author Share Posted May 5, 2015 The date calculation is wrong, but super easy to fix.Thanks, looks like this has already been reported some time back: https://github.com/blizzy78/ksp-precisenode/issues/10Also, /hug Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted May 5, 2015 Share Posted May 5, 2015 Am I the only one haveing the node gizmo left floating in space after hitting the delete button in PS? It deletes just fine if clicking the in game tools for that, just not with the PS button. Link to comment Share on other sites More sharing options...
acerola Posted May 5, 2015 Share Posted May 5, 2015 Is it possible to add or remove one orbit, similar to the stock button?If not possible, than I would like to suggest that feature. Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted May 5, 2015 Share Posted May 5, 2015 Yes, you have to enable it. Click on the "O" button on the PN's window titlebar, then un-check "Use x10 UT Increment". "Show additional UT controls" should be checked as well. Link to comment Share on other sites More sharing options...
acerola Posted May 5, 2015 Share Posted May 5, 2015 Yes, you have to enable it. Click on the "O" button on the PN's window titlebar, then un-check "Use x10 UT Increment". "Show additional UT controls" should be checked as well.Great. Thank you. Link to comment Share on other sites More sharing options...
Chruschtschow Posted May 7, 2015 Share Posted May 7, 2015 I love this mod. I had MechJeb still installed in 1.0.X for the node editor only. Now I got your mod. Byebye MechJeb.Just one question: there are no buttons for node snap in my editor window, like they are in your example. What do I have to do to get those? I can easily set the node as close as possible with the node editor manually, yet those node snaps would be some nice bonus comfort. Link to comment Share on other sites More sharing options...
blizzy78 Posted May 7, 2015 Author Share Posted May 7, 2015 Try the little "O" button in the corner. Link to comment Share on other sites More sharing options...
Chruschtschow Posted May 8, 2015 Share Posted May 8, 2015 Try the little "O" button in the corner.Thanks for the answer. Duh... clicked there. Missed it. I'll just try to blame the one beer that I had yesterday (which was even nonalcoholic...) Link to comment Share on other sites More sharing options...
MartGonzo Posted May 13, 2015 Share Posted May 13, 2015 Many thanks for the update, I realised just how much I need this plugin when trying to place a maneuver node on the way to Duna and the ***** game just refuse to allow me to place it on the blue trajectory line.seriously how hard can it be to fix that bug and get the game to allow the player to place a maneuver node on their current trajectory instead on insisting it goes on the next orbital pass?it drives me crazy and that bug has been there since the early days with still no sign of a fix Link to comment Share on other sites More sharing options...
dewin Posted May 13, 2015 Share Posted May 13, 2015 Is there any chance that we could get additional stats on the resulting orbit(s) after the currently-being-edited maneuver?I like how this shows the new Ap/Pe (If I'm remembering correctly -- on my way to work at the moment), but it would be fantastic if it showed inclination as well, ideally for whatever body is focused. This would be particularly useful when trying to transfer from Kerbin directly into a polar Mun orbit, for instance.Love this mod and I still don't understand why it isn't stock yet. Link to comment Share on other sites More sharing options...
Kerbal007 Posted May 16, 2015 Share Posted May 16, 2015 Thanks for your mod, Id like to see perhaps tooltips for the various conics modes? Link to comment Share on other sites More sharing options...
blizzy78 Posted May 19, 2015 Author Share Posted May 19, 2015 Just a quick note here: It looks like Precise Node has been installed over 2000 times already on players' computers. You guys seem to be really digging this. Link to comment Share on other sites More sharing options...
Eleven Posted May 19, 2015 Share Posted May 19, 2015 Just a quick note here: It looks like Precise Node has been installed over 2000 times already on players' computers. You guys seem to be really digging this.Definitely in my top 5. It's a must have for me Link to comment Share on other sites More sharing options...
LordNaul Posted May 19, 2015 Share Posted May 19, 2015 yup, While MechJeb also has a node editor, I just prefer PN, Keyboard shortcuts make a world of difference in usability. Link to comment Share on other sites More sharing options...
Superfluous J Posted May 19, 2015 Share Posted May 19, 2015 Just a quick note here: It looks like Precise Node has been installed over 2000 times already on players' computers. You guys seem to be really digging this....since 1.0 came out, I assume. Heck, all told I've probably installed it 20 times myself over the years. Link to comment Share on other sites More sharing options...
blizzy78 Posted May 20, 2015 Author Share Posted May 20, 2015 ...since 1.0 came out, I assume. Heck, all told I've probably installed it 20 times myself over the years.The number of installations was quite high even before KSP 1.0. Note that this is number of active installations, not downloads. Link to comment Share on other sites More sharing options...
Superfluous J Posted May 20, 2015 Share Posted May 20, 2015 The number of installations was quite high even before KSP 1.0. Note that this is number of active installations, not downloads.Aha. Well in any case, yes. This is a "might as well be stock for how much I refuse to play without it" mod for me. Link to comment Share on other sites More sharing options...
Drake1500 Posted May 21, 2015 Share Posted May 21, 2015 Definitely in my top 5. It's a must have for me Agreed. I don't use MechJeb, and while the vanilla node editor is easy to figure out (being graphical), PN just gives far more control, and is far easier to use once you have figured it out.When I was installing 1.0, I was coming back from a hiatus, and PN hadn't been updated yet. I forgot about it, until I saw it on CKAN, and thought to myself, "Oh yeah, this is why I'm so frustrated with the Maneuver Node system. Because I can do better." Link to comment Share on other sites More sharing options...
GabeTeuton Posted May 21, 2015 Share Posted May 21, 2015 (edited) For some reason my game it's not detecting the mod, avc doesn't detects it, i tried the source code version and the first download link version, i ignored avc's and tried to use it and it doesn't come up either while playing, pushing P doesn't bring it up, i decompressed PresiceNode in GameData (in both tries, the first compiled download and the source code)...Ideas? Suggestions?EDIT: BTW i'm quite advanced in my career mode, tracking station is at level 2 and upgrading to level 3 only adds the ability to track unowned objects which it's not what the mod affects, besides the things is the game is not detecting it, i'm not sure if i can add any more information rather than it's the steam version and it's up to date, i also have 4 other plugins:-AVC Plugin Checker-Kerbal Engineer-RCS Build Aid-Kerbal Alarm ClockTaking a look at the files i'm guessing this mod (i'm refering to PreciseNode) it's not compatible with AVC, which i don't mind, though i would like it to work, is it possible that AVC is breaking it??NEVERMIND i guess i needed to have a manuever node created before i could bring up the interface!...My bad, sorry for the inconveniences! Edited May 21, 2015 by GabeTeuton Link to comment Share on other sites More sharing options...
canisin Posted May 23, 2015 Share Posted May 23, 2015 Hi, this looks like a great and much needed mod! I have just watched the video and loved it and i will immediately install it. I have one question: What does conics mode samples do? Link to comment Share on other sites More sharing options...
blizzy78 Posted May 23, 2015 Author Share Posted May 23, 2015 Please see this thread. Link to comment Share on other sites More sharing options...
canisin Posted May 24, 2015 Share Posted May 24, 2015 thanks for the info Link to comment Share on other sites More sharing options...
bb-pio Posted June 1, 2015 Share Posted June 1, 2015 I like the +1k -1K buttons, but would you consider adding ones to move the manuever to the next/previous orbit? Like the ones KSP has stock, but integrated into PreciseNode. I have lost so many nodes trying to use KSP's glitchy +Orbit -Orbit buttons, would love to just have them in the PreciseNode's window. Thanks for a great mod! Link to comment Share on other sites More sharing options...
TMS Posted June 1, 2015 Share Posted June 1, 2015 ^ Already there.Click the "O" button on the GUI (top right corner) to access the options. There should be an option in there to display these additional buttons. Link to comment Share on other sites More sharing options...
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