blizzy78 Posted November 18, 2015 Author Share Posted November 18, 2015 Does this also happen in a KSP install with no mods except Precise Node? Link to comment Share on other sites More sharing options...
Galenmacil Posted November 18, 2015 Share Posted November 18, 2015 Blizzy, I can confirm this happening without any other mod except Precise Node and Module Manager. Here is [URL="http://www./download/5exglsq804w9kq5/KSP.log"]a link to the log file[/URL]. Link to comment Share on other sites More sharing options...
blizzy78 Posted November 18, 2015 Author Share Posted November 18, 2015 Okay, thanks! Link to comment Share on other sites More sharing options...
Atmoz Posted December 7, 2015 Share Posted December 7, 2015 Hello and sorry for my bad english ! I play KSP 1.0.5 with workaround x64 and many mods ! But Precise node is not working . I can not open the window for precise node options , and I do not even click on the curve of my orbit to create a new node ! Thx Link to comment Share on other sites More sharing options...
White Owl Posted December 8, 2015 Share Posted December 8, 2015 This is one of the essential mods, without which I refuse to play KSP. And I love the new intuitive inclination change mode! It works perfectly. Might there be a way to default the editor to intuitive mode on and multi-node paging on, so I don't have to select both options every time I use the mod? That would be awesome. Link to comment Share on other sites More sharing options...
blizzy78 Posted December 8, 2015 Author Share Posted December 8, 2015 12 minutes ago, White Owl said: Might there be a way to default the editor to intuitive mode on and multi-node paging on, so I don't have to select both options every time I use the mod? That would be awesome. Having nodes paging as the default sounds like a good idea, but I'm a bit reluctant about the intuitive mode. Link to comment Share on other sites More sharing options...
White Owl Posted December 8, 2015 Share Posted December 8, 2015 Yeah, on second thought it seems likely to cause frustration if a user just wants to add a little normal/anti-normal dV. That's a good point. Link to comment Share on other sites More sharing options...
blizzy78 Posted December 8, 2015 Author Share Posted December 8, 2015 Well if you only add a little normal dV, it shouldn't really change what you get. Link to comment Share on other sites More sharing options...
Decoherent Posted December 13, 2015 Share Posted December 13, 2015 I don't know if I'm the only one seeing this, but since 1.0.5, if I click very rapidly on the +/- button (more than, say, 1x per second), it moves my cursor to the craft so I'm actually clicking on some random stuff. It's pretty annoying to fine-tune nodes when I have to rate-limit myself! Has anyone else seen this? Link to comment Share on other sites More sharing options...
charfa Posted December 13, 2015 Share Posted December 13, 2015 Yes, it's a new feature in KSP 1.0.5, where double right-click enables mouse-look, akin to how it works in IVA. You can disable it in KSP settings. Link to comment Share on other sites More sharing options...
Decoherent Posted December 14, 2015 Share Posted December 14, 2015 Oh wow, that is so much better. Thanks! Link to comment Share on other sites More sharing options...
Becameanidiot Posted December 29, 2015 Share Posted December 29, 2015 (edited) Guys, am I the only one who can't use this mod? I have the version 1.0.5, just like the mod ones, and I also installed and got it where it should be, but nothing happens when I try a maneuver. I can't even see the options. Can somebody help me? Edited December 29, 2015 by Becameanidiot Link to comment Share on other sites More sharing options...
Becameanidiot Posted December 29, 2015 Share Posted December 29, 2015 (edited) Do I need something in career mode? Some achievement, things like that? Edited December 29, 2015 by Becameanidiot Link to comment Share on other sites More sharing options...
Kevin Kyle Posted December 29, 2015 Share Posted December 29, 2015 (edited) Hmmm, not sure, some more info would be helpful. Are you just starting out? Maybe havent upgraded any buildings yet? It should just be there but it might be if you havent upgraded the tracking station yet that it might not show yet. Im just guessing at this point. Ive never had a problem that I can recall. If I remember, I will check this on a new build. Really need a little more info though. Edited December 29, 2015 by Kevin Kyle Link to comment Share on other sites More sharing options...
kcs123 Posted December 29, 2015 Share Posted December 29, 2015 I think that you need to upgrade tracking station at least to level 2, so you can use stock maneuver nodes. Once you are able to use stock maneuver nodes, you will be able to use precise node mod too. Link to comment Share on other sites More sharing options...
Chakat Firepaw Posted December 29, 2015 Share Posted December 29, 2015 You need to upgrade both the Tracking Station and Mission Control to use manoeuvre nodes in career. Link to comment Share on other sites More sharing options...
Superfluous J Posted December 29, 2015 Share Posted December 29, 2015 Or just start a sandbox game, and launch a ship straight up out of the atmosphere so you can see if it works there. Sandbox mode is great for testing things, especially mods where you're not sure if it's you or the mod. Link to comment Share on other sites More sharing options...
CloudlessEchoes Posted January 24, 2016 Share Posted January 24, 2016 Great mod, I'm back to using this since I'm laying off mechjeb for a while. Are there any plans to add a +/- 1 orbit option? This is something I find myself wanting to do quite often! Link to comment Share on other sites More sharing options...
Tanguy Ortolo Posted February 8, 2016 Share Posted February 8, 2016 (edited) Hello, Excellent mod, I cannot imagine playing KSP without it! Quote As CloudlessEchoes says, if updates are planned, it would be useful to add buttons to move the node by a full orbital period. Some ± 1 period buttons, that would do the same as a click on the node, then right-click on the node, then click on the +/- buttons, only far easier to reach, and to apply several times. It may even be useful to have it use the multipliers, so one can add 10 orbital period, typically for planning things like a transmunar injection burn from LKO to do a gravity assist. If possible, if the flight path is composed of several orbits (this is the case when you are adding a manoeuvre after a first one that alters your orbit, after a gravity assist, or after an SOI escape or entrance), such a feature should add or remove an interval of time equal to the period of the orbit on which the manoeuvre node is placed. Edit: I have just figured out that these buttons are already there. Silly me! Edited February 8, 2016 by Tanguy Ortolo correction: these buttons are already there! Link to comment Share on other sites More sharing options...
Deimos Rast Posted February 23, 2016 Share Posted February 23, 2016 Kind of quiet in here, but I just wanted to say I just discovered this mod and I really like it; kudos. Question though: the Merge feature in the Trip Info. Is it working as intended or...? I tried plotting an initial circularization burn followed by a 90 degree inclination burn and merging the two and the results were not as expected. Numbers below: Node1: 8.6m/s (circularization) Node2: 438.69 m/s (inclination) Total: 447.29m/s Merged: 9.06m/s I executed the maneuver anyway and I don't really know what it did. I was supposed to end up at a 250km polar orbit and I ended up at a 250km Ap with a negative Pe. It's something I guess? I suspect I might be misunderstanding the usage of the entire thing. Either way, the entire mod is excellent. Cheers. Link to comment Share on other sites More sharing options...
maceemiller Posted February 29, 2016 Share Posted February 29, 2016 Could someone explain what the red "orbit" line means when I switch modes? Been googling but cant find an answer...thanks Link to comment Share on other sites More sharing options...
blizzy78 Posted March 1, 2016 Author Share Posted March 1, 2016 (edited) On 23.2.2016 at 5:26 AM, Deimos Rast said: Question though: the Merge feature in the Trip Info. Is it working as intended or...? regex implemented that, and I didn't do much with it since I took over the plugin. I don't use it very much either. I believe it is more intended for smaller burns which are close together. So it won't work with radical burns like in your example. But anyway, I'm thinking about removing it entirely. Does anyone use the merge feature? 12 hours ago, maceemiller said: Could someone explain what the red "orbit" line means when I switch modes? Been googling but cant find an answer...thanks Not sure which line would be red. Precise Node does not draw any orbit lines. Edited March 1, 2016 by blizzy78 Link to comment Share on other sites More sharing options...
Deimos Rast Posted March 1, 2016 Share Posted March 1, 2016 8 hours ago, blizzy78 said: regex implemented that, and I didn't do much with it since I took over the plugin. I don't use it very much either. I believe it is more intended for smaller burns which are close together. So it won't work with radical burns like in your example. But anyway, I'm thinking about removing it entirely. Does anyone use the merge feature? Ah, I guess that kind of makes sense. I suppose if we're taking a vote, my vote would be for it to work like I described, but I'm not the most experienced pilot, so that might not even be that needed of a feature. As for removing it entirely? Well, in its current form it doesn't work (entirely or partially) and/or is confusing in it's implementation, so maybe removal is the way to go. That being said, I'm almost always one to advocate for "more stuff" - more features, more parts, more buttons - but then you get feature creep, resource consumption, yada yada. I don't know and I don't have much experience to offer much insight on the matter. Obviously, it's ultimately your call; it's a pretty minor feature, so either way, I don't think it'll matter too much (removal might save you from future questions about it though, and having to rewrite it entirely). Thanks for the response. Cheers. 21 hours ago, maceemiller said: Could someone explain what the red "orbit" line means when I switch modes? Been googling but cant find an answer...thanks Do you have MechJeb installed? If so, Red Orbit lines are probably trajectory lines drawn by the Landing Helper, assuming they take you below a stable orbit. Could also be another trajectory helper. Link to comment Share on other sites More sharing options...
bigorangemachine Posted March 27, 2016 Share Posted March 27, 2016 For anyone looking for tool that will help you rework your difficult ION Maneuver nodes you should checkout this tool I built: The Kerbal Ion Node Calculator Link to comment Share on other sites More sharing options...
Polnoch Posted March 31, 2016 Share Posted March 31, 2016 Your mode very useful. In fact, It worked with 1.05 (despite alarm window about version incompatibly). But with 1.1 it doesn't worked, and now it broken. Your mode really hasn't any alternatives for users, who wants has a hardcore game (without autopilot, f.e. Mejecheb), but wants has fine maneuvers, for interplanetary transfers. Looking forward to new version very much! And does it possible to create a little donation for a new version (and for my old very interesting games)? No donation information in first page Link to comment Share on other sites More sharing options...
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