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Maneuver Planner Interface Overhaul


Bobe

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I suggested this a while ago in the main suggestions and development forum but it was more or less ignored or misunderstood. However, it's pretty safe to say Squad wouldn't make such a big change to the maneuver nodes, so I thought I'd give it another shot here.

I'm only linking this original thread for reference, I don't want it to be necrobumped: http://forum.kerbalspaceprogram.com/threads/65655-Creating-maneuver-nodes-by-dragging-orbital-points

In a nutshell, it would basically reverse the process of planning maneuvers by allowing you to plot where you want to end up, not how you burn at the node.

KfvvYy0l.jpg

What I envision is that when you create a maneuver node (MN), three markers are added to your craft's current orbit; a P/A (periapsis/apoapsis) marker on the opposite side of the MN and two I (inclination) markers on the two perpendicular sides of the orbit between the MN and P/A marker.

Dragging the P/A marker lets you set the desired periapsis or apopasis, which would be determined automatically based on whether the point was further or closer than the current apoapsis or periapsis. This action would only affect prograde or retrograde vectors.

To change radial vectors, you would perhaps hold shift and drag the P/A marker, which similarly would restrict prograde and retrograde changes.

Finally, to alter inclination, simply drag either of the two I markers, which also would restrict prograde, retrograde and radial vectors.

Too often I've become frustrated trying to make minute adjustments to the nodes six axes and its position along the orbital path, whose interface allows for anything but. It just made sense to me that maneuvers should be determined by the desired output, not the guesstimated input parameters. Some people might argue that this is not in the spirit of KSP, which is why it would work best as an optional add-on.

Why don't I just use MechJeb? Well I do, but sometimes I want to plan my own maneuvers, and MechJeb doesn't allow for some of the more obscure varieties of maneuvers.

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Nice. I often have the same problem as you. However, you should let the modifier key (i.e. Alt; Shift and Ctrl are set aside for the throttle) work for both P/A and I to allow for the fourth change, namely moving the MN:

Dragging P/A: Plain would change only pro-/retrograde, Alt+ would change MN earlier/later

Dragging I: Plain would change only (anti-)normal, Alt+ would change only radial in/out

... or something similar.

This would greatly reduce clutter a the M/N

Then all functionality could be removed from the direction markers at the MN, and instead the handles could be relative (logarithmic) length vectors to show maneuver components, with a blue arrow to mark the sum, i.e. the burn direction.

Could become a huge positive change in UI!

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However, you should let the modifier key (i.e. Alt; Shift and Ctrl are set aside for the throttle) work for both P/A and I to allow for the fourth change, namely moving the MN:

Dragging P/A: Plain would change only pro-/retrograde, Alt+ would change MN earlier/later

Dragging I: Plain would change only (anti-)normal, Alt+ would change only radial in/out

... or something similar.

Good call, I didn't even consider the throttle. It really seems very simple when you can consolidate four different manipulations with just one modifier.

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