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'Reset' manoeuvre nodes


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I've lost count of the times where I've fiddled with a node to try and see what works best but eventually, I decide that the, ahem, direction I've decided to take with this node won't work. At the moment, there's no way to rest a node to it's 'default' value of 0 m/s - the only way is to delete the node entirely and make a new one. While I would normally be able to cope with this, the fact remains that placing nodes can be extremely buggy/haphazard.

Try and place a node on a new orbit after an encounter but the new orbit is very similar to the current (so they're close together). 90% of the time, I've not been able to. Or placing nodes on orbits that are extremely non-eccentric - not only does the AP/PE wobble around (I can deal with that) but trying to place a node on such wobbliness is trying, to say the least.

So yeah, something like 'when the node editor symbols are visible, Spacebar resets the node to 0 so you can start again without deleting and replacing', similar to how pressing space in the editors while holding a part will reset it to it's default position/rotation (though, that may be a function of EditorExtensions, I can't remember EDIT: Apparently, it's not).

Again I go with the waffling so yeah, thoughts?

Edited by ObsessedWithKSP
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PreciseNode also allows node fine-tuning without all the other functions of MechJeb.

I agree, though, that the node creation UI needs some work.

Yeah, trying to precisely click and drag 6 buttons on a tiny node is quite difficult while trying to adjust orbit to intercept a planet on the other side of Kerbol. The maneuver nodes need their own GUI box instead of the current system.

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