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dear devs: do something to the node editors


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It's really frustrating that the node editor, DAT very tool that you use to go here and there is so limited and lame. Here are few suggestions for it and why:

1- The node SHOULD remain open for tweaks as long as I say. It doesn't matter if im zooming, rotating or anything else in the map view. It's incredible lame to FIGHT a node that the only thing it really does well is deleting itsef, Minimize itsef, etc.

SOLUTION TO THIS: The node editor only minimizes when I click the middle mouse button or other designated key. Having a button that does two things at the same time (click to rotating view AND deselect a node) is a BAD Ux choice.

2- The map view SHOULD display the orbital information ALWAYS when i'm tweaking the nodes. I saw the UNITY expo video that you guys made, and I agree too much information at all times is bad for the user. BUT in the other hand, Having ZERO information at all times is an equally bad design choice for the user as well. I NEED TO KNOW how much my orbit is changing when I'm dragging the sliders around. Let's say I want to flyby the Mün at a very close but secure height, let's say 5.500m height. So I place a node and then, I tweak for a second, then, hover the perigee point to see how close I am. (8000m) tweak again and hover (300m), and again (9000m), and again, (1500m) etc. This is stupid. And combined with the previous complaint, you guys know that Node tweaking is a ****IN NIGHTMARE.

SOLUTION: Node information is ENABLED and ALWAYS DISPLAYING as long as I'm tweaking a node. I need to know the encounter times, the node ascending degrees, the escape times, I need to know my height at Apo. Etcetcetc Dam I NEED to know!.

ps. A fine tune node editor would be nice also, but is not as BLOODY IMPORTANT right now as the other two requests. From my humble point of view at least.

pd2. If you guys don't want to implement this solutions 'as is' PLEASE, PLEASE, at least add an option to enable / disable a full orbital information display in the map view. I'M BEGGING HERE.

Thanks. :3

Edited by Eskarina
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I must admit, I would kill for the ability to slip into an advanced node editor.

Setting up long distance intercepts with a planetary body is incredibly clumsy with the editor the way it is, it would be nice if there were an additional menu you could bring up to fine tune it so you're not arriving right on the edge of the planets sphere of influence.

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You're right, but node fine tuners are fixed today by plugins. So I that particular i'm okay. ¿It would be nice to implement them stock? Hell yes, but I'm talking about node behaivor here, and that is out of plugins reach now. That's why the argument. :/

Dude, already have.

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By the way... There is already a way to get the info to stay displayed while you tweak.

Click on the indicator. It's a little touchy and you need to be careful not to click on the line as you will place a node... But once you get it, it will stay there until you click it again or leave the map view.

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You know, I'd have thought someone would have made a mod that catered to your second request - showing all orbital information parameters when a node is open. You might have more immediate success asking for a mod developer to look at this. Maybe even drop voneiden a line and suggest it as a feature request in the existing node plugin.

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It's a shame that we have to use mods to correct this - I didn't actually know about the mod linked above, so I'll have to try that now :)

Continuing the OP (we may as well, in the hope that Squad have time to address it soon), the problems I regularly have are:

1) Small adjustments are often next to impossible - I would much rather wait for a node adjustment that is always fine and precise, even if that means 10 seconds of dragging/adjustment to get the desired result. It would be fantastic if node drag speed is dependent on the current distance from the closest body - but I really would just settle for slow adjustment. Trying to correct inclination by 5 degrees is so damn frustrating at the moment :)

2) Text info for the new periapsis/apoapsis is constantly overlaying the existing two nodes, when making fine adjustments. I've tried swinging the camera around and changing zoom, but I'm usually left deciphering two strings of text that are right on top of each other. Again, the amount of fiddling and frustration here is evident within seconds of each manoeuvre. It would be fine if the info for the new/potential nodes are displayed "further out" than the current orbit nodes, in terms of distance from the relevant body - even if I'm adjusting downwards, as long as I can clearly see which is current and which is post-manoeuvre, that'd be perfect. I think we're talking about screen space here (UI objects) rather than world space, so this should be an easy solution.

3) As already mentioned, having to hover over the new nodes is a pain - although there seems to be a workaround of sorts (clicking the node - haven't actually tried that), this info should just be visible whenever the node adjustment is active.

I love the general way the node system works, but it'd be ten times better if these problems were fixed :)

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Personally once a node location is set, I dont see why we cannot edit its other parameters at the navball so you dont have to mess around with reopening nodes that minimise while you are zooming out. I agree its a difficult system to use, but it is a lot better than no nodes at all :)

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I agree its a difficult system to use, but it is a lot better than no nodes at all :)

Since nodes are created and implemented. Saying that is a very poor excuse. Nodes are GREAT and I'm saying that a little bit of polish could turn them into the PERFECT route planner that Kerbal deserves. It's true that lacks precission for 0.001 adjustments, but as I said plugins solves it rather good. Probably the addition of numeric input is the solution, but I'm not talking about precission, since plugins takes care of that. I'm saying the very nodes behaves against the actual user they should help.

I think grouping the orbital information parameters in a separated window is a nice solution too. (no more blind tweaking at least)

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And yet, nobody has mentioned the MechJeb Maneuver Node Editor. It provides a very fine granularity for modifying nodes. Even if you're adverse to using MJ for anything else, this one feature will resolve your issues. Just add Kerbal Alarm Clock to remove the tedium.

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