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Copy file name to clipboardExpand all lines: GameData/PlanningNode/README.md
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- You can click the text labels for a planning node to edit it.
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- You can use the "New" button in the dialog to create multiple nodes for the same vessel, and the `<` and `>` buttons next to the name field to switch to other nodes.
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- Editing in the tracking station would be desirable but is not possible because the stock maneuver editor crashes outside of the flight scene's map view.
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- Similarly, you may experience extreme log spam in some instances while editing nodes due to the stock maneuver editor being extremely sensitive about being used in unexpected ways (and the difficulty of figuring out what it takes to pacify it).
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- Blizzy's toolbar is not and will not be supported. 0.23.5 was a **long** time ago.
/// Old school style override of PatchedConics.CheckEncounter, set up in Start and reset at destroy.
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/// We prevent any encounter with our starting body, and otherwise hand off to the default implementation.
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/// </summary>
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/// <param name="p">The patch currently being analyzed</param>
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/// <param name="nextPatch">The next patch to be analyzed</param>
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/// <param name="startEpoch">The time when the vessel reaches p</param>
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/// <param name="sec">The driver of the orbit to check for an encounter; this is the only parameter that we actually use here rather than passing along to the default implementation</param>
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/// <param name="targetBody">The user's currently selected target</param>
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/// <param name="pars">Stuff that controls how the solver works</param>
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/// <param name="logErrors">true to print things to the log, false otherwise</param>
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/// <returns>
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/// true if encounter found, false otherwise (or if one would have been found for our starting body)
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