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Maneuvre nodes


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I'm kind of torn on that. I can see it might be useful, but on the other hand, remaining delta V is part of the game. I think it's best left to addons like Engineer. (just my opinion of course, which isn't worth the electricity it's costing you to read it)

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i think the best way would be just have the stock "dv remaining burn counter thingy" turn red if the planned node isnt possible with the craft.

but for me anxiously watching the node is half the fun. my most exciting missions end with 1 or 2 units of fuel left.

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There are many mods indicating the ships remaining delta-v, and the nodes counts in delta-v. It is handleable. Maybe, something shows the remaining delta-v in the game can also help.

The nodes - now we can plan the maneuvers several turns forward, but we cannot plan a several tuns burnings for Nerva-s (the nuclear crafts cannot make enough delta-v for a transfer orbit in a single turn). This option would make the Nerva fans happy.

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Eh, no thanks, personally. There's a fuel gauge beside the staging icons. That's enough for beginners. Someone picking up the game for the first time isn't going to be looking to build something to within +/- 50 delta v tolerances for what they're doing.

By the time you figure that sort of stuff out, you can get Kerbal Engineer, VOID, MJ, whatever floats you boat to give you all that sort of information. And I really do think throwing all that info at newbies wouldn't be helpful. And just being told when I'm going to run out of fuel isn't very helpful if I'm already in the middle of doing a burn and there's nothing I can do about it, and it also takes some of the suspense away, as others have said.

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Eh, no thanks, personally. There's a fuel gauge beside the staging icons. That's enough for beginners. Someone picking up the game for the first time isn't going to be looking to build something to within +/- 50 delta v tolerances for what they're doing.

By the time you figure that sort of stuff out, you can get Kerbal Engineer, VOID, MJ, whatever floats you boat to give you all that sort of information. And I really do think throwing all that info at newbies wouldn't be helpful. And just being told when I'm going to run out of fuel isn't very helpful if I'm already in the middle of doing a burn and there's nothing I can do about it, and it also takes some of the suspense away, as others have said.

I think it would be simple enough to basically transpose the fuel bar onto the manoeuvre node, and don't worry about new players, since the game is hardly kind to them anyway, relying on the community to make tutorials... Besides, newbies don't use manoeuvre nodes.

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And just being told when I'm going to run out of fuel isn't very helpful if I'm already in the middle of doing a burn and there's nothing I can do about it, and it also takes some of the suspense away, as others have said.

Delta-V for each stage would need to be shown in the editor too. Obviously. This would give some good hint for a beginning.

It's better to know that you're going to run out of fuel while playing with maneuver nodes than in a middle of a burn. That's a thing that makes new players frustrated. Tons of planning and effort just to end up with dry ship in a middle of nowhere. When you know something goes wrong while toying with nodes - at least you got a chance to do something useful with remaining fuel.

By the time you figure that sort of stuff out, you can get Kerbal Engineer, VOID, MJ, whatever floats you boat to give you all that sort of information.

IMHO game shouldn't force you to use mods in order to obtain one of the most essential informations.

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essential is not a good term. ive done a good share of interplanetary missions and i play 100% stock. you dont NEED readouts. if thats your playstyle feel free to get one of the dozens of mods that add DV counters.

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I don't think it's really essential information. Honestly, the fun as a beginner here is finding out if my back-of-napkin calculations pan out the way I think they should. The game part of the game is getting an intuitive feel for the parts and their thrust requirements.

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