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Interface tweak to map options to reduce frustration.


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A very simple, very annoying problem when working with the identification icons and nodes in map mode is that when they overlap, they don't like to play nice with how they're clicked or highlighted. The resulting camera angle shifts and zooms around the map view can be quite tiresome because of this one annoyance.

I'd like to suggest a tweak that makes the various identity icons them behave like how the node control icons pop up when you click a node to edit it. Much like how Google Earth nests a cluster of panoramo icons in one icon you can expand into a cluster. This way, when icons overlap, clicking the cluster splits them into a clean tree that allows you to select what you want without having to bang your head on the wall of your lander can... (Running the risk of punching a hole in it.)

In a similar vein, working with orbital nodes with any form of accuracy is highly frustrating when the orbital path being edited is at one end of the screen, and the node (and its controls) are squeezed into another corner. Especially apparent when trying to accurately prepare a highly elliptical, long range path. Perhaps a camera option to 'center and zoom' on the orbit of a node rather than the object itself would help, as well as popping up a dedicated 'node edit' sub-window with easily accessed, fixed node control sliders containing clones of the existing node controls. (Pro, Retro, Normal, Antinormal, the other two I can't remember the name of, and a slider to 'advance' or 'retreat' the node without having to drag it with the mouse. Something that is extremely inaccurate when you're trying to edit the position of the node at Kerbin, while your camera is staring at Minmus.)

Two simple (in theory) suggestions to smooth out headaches when dealing with the map mode.

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Oh, I know what you mean OP.

When you for example click on Kerbin from far out, let's say max zoom-ed out, you click on it and all the basic information, like (if your ship is orbiting Kerbin) the Ap and Pe; and a manoeuvre node you may have created; explodes into kind of a mind-map and you can click on the one you want.

If you have ever played a game like the Sims, where if you click on something, all options to do with that object appear as a mind-map/spider-map of buttons.

Maybe you mean something a little plainer, like just a menu appears, with you Ap, Pe, M.Node, Etc.

Anyway, I would love either to be implemented, great idea OP.

Sam

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