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What I want is the exact opposite: for the game to realise that I'll be ejecting the empty tanks once they're empty, so I'll have less dry mass slowing me down when I'm burning what's in the remaining tank. What you're suggesting seems to be the exact opposite? Not to mention that it would only work in the editor, and not in flight were I want the fuel meter to only show what's in the auxiliary tanks so I can stage once they're empty.
https://steamcommunity.com/sharedfiles/filedetails/?id=2932444041
Lol, truly terrible attitude from that dev. Saying "It's not a bug, because we didn't intend for the game to provide accurate information" is nothing short of shameful. It's not like having engines that burn for multiple stages or side fuel tanks is some super weird futuristic design idea - the space shuttle did it 40 years ago.
Honestly, it wouldn't even be hard to fix, once I've manually set the tank priorities and the order of staging, it's a trivial calculation. Then again, the burn time calculator for nodes is less accurate than the one I wrote myself in Vizzy, so it's clear that getting the rocket science right is not important to the people developing this rocket game.
Just when I thought I might be able to get back into this game with the UI improvements to map mode, I think I might just bow out again...
Lol and using quotes to "quote" something that wasn't actually said is also terrible. The only way to calculate that type of staging automatically is to make assumptions in the calculations... That's not how math works.. The game calculates the result based on facts, not assumptions. That's actual science.
as MechJeb includes a delta-v calculator as one of its components.
Frankly, detecting parallel / asparagus staging is present and displaying "N/A" in the delta-v window is preferable to the existing situation. At least then it is clear that you cannot trust the delta-v calculation.