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Mouse-over delta-V and TWR information in the VAB


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I read recently that the devteam wants to implement something similar to Kerbal Engineer Redux into the stock game, wherein you can see how much TWR and delta-V your rocket has, but they had a small problem in that they want it to be as non-intrusive as possible. Hence my suggestion: just make it a mouse-over of information when you move the cursor over a given stage.

mouseover_dv_twr.jpg

The added icon there is to change which body you're checking data for (since TWR varies depending on gravity and all). It's just a rough concept, but I think it would fit pretty well with the idea of both giving the player the information and keeping the whole thing fairly uncomplicated to look at and work with.

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Why not like Mechjeb, with a small button on the side (or next to the 3 other buttons. Build, action groups, crew) that reveals a menu with several buttons that open inforgraphs.

You wouldn't even notice it if you don't use it

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I like your mouse over idea, combined with a total at the top

I think I'd rather have (instead of, or in addition to), a cumulative delta-v total on the tooltip to make it easier to say "I should have X delta-v left at this stage once I've circularized after launch." Not critical, I'm not afraid of addition, but just convenience.

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I think I'd rather have (instead of, or in addition to), a cumulative delta-v total on the tooltip to make it easier to say "I should have X delta-v left at this stage once I've circularized after launch."

Sounds great. I'd really like to see that in game :)

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I read recently that the devteam wants to implement something similar to Kerbal Engineer Redux into the stock game

Link? Or is it Maxmaps' comment in the AMA, which read to me like maybe possibly they might do it at some indeterminate point in the future?

I would love for such functionality to be implemented in stock, all the reasons for not including a dV calculator evaporated for me when maneuver nodes giving costs in m/s were added.

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Kerbal Engineer v1 does this. Why do they need to make it stock at all?

You're right, anything that can be done with a mod should never be incorporated into stock. It was a mistake to incorporate C7 Aerospace, or subassembly manager, or to implement contracts and money, or to work on multiplayer.

It should be brought into stock because it is core functionality. A rocketry game that doesn't calculate delta-V is as incomplete as a shooter with no ammo counter or a racing game with no gauges, IMO.

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To be honest: I don't calculate at all - I estimate. Works out fine for me, having had quite a lot of failed launches and thus quite some experience (and a set of boxed main stages where I know the max. payload). But you're right - a rocket building game without calculations is lacking a core functionality; a launch simulation with rough estimates of left fuel in orbit, stage separation altitudes, altitude speeds, g-force applied etc. would be nice too (and could be presented by a hectic kerbal engineer on a flip chart or so).

As for the 'there's a mod, no need for implementation' discussion: You're missing the point. This is not a final release of the game but a working alpha. Things ARE to be implemented, that's the whole point of not yet being released.

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I think this is a great solution as avoids the user having big windows of data open all the time. So is a very unobstrusive way of adding much needed information to the VAB. Only slight issue is whether dV is vacuum or atmospheric and what body the TWR is relative to, not sure where would be best to put these options other than either a VAB button or on the toolbar.

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