Arrowstar

[WIN/MAC] KSP Trajectory Optimization Tool v1.5.6 [KSP v1.2.x Compatibility!]

2331 posts in this topic

4 minutes ago, Drew Kerman said:

Finally ready to migrate to v1.2.2! So now using the pre-release more often and can finally report this issue I noticed a while ago but on the older releases so had to wait to see if it had been fixed in the recent one... I get this error after startup when I try to launch the application from the Start menu (have it pinned there):

vfjtIuv.png

But when I start by just dbl-clicking the EXE, it loads fine.

Cool.  So when you start it from the start menu, is it just a shortcut to the application?  How does it work?

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10 minutes ago, Arrowstar said:

Cool.  So when you start it from the start menu, is it just a shortcut to the application?  How does it work?

Yup, it's an application shortcut. Did some more experimenting and added a shortcut I created myself to the Start menu, and it works fine. So... yea I dunno. Lowest priority on this one, or just disregard.

Here's a real one tho - Mission Architect still asks you to save a recently-saved file when you try to close it via the X button

And I know you're caught up in the n-body but wondering if you've thought more about being able to add/remove bodies from the MAT file without having to close MA and load a new bodies.ini file. Could be another way for users to optimize things, but for me its mainly so that when I plot the orbit of a body it doesn't keep crashing into itself :P

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10 minutes ago, Drew Kerman said:

Yup, it's an application shortcut. Did some more experimenting and added a shortcut I created myself to the Start menu, and it works fine. So... yea I dunno. Lowest priority on this one, or just disregard.

Here's a real one tho - Mission Architect still asks you to save a recently-saved file when you try to close it via the X button

And I know you're caught up in the n-body but wondering if you've thought more about being able to add/remove bodies from the MAT file without having to close MA and load a new bodies.ini file. Could be another way for users to optimize things, but for me its mainly so that when I plot the orbit of a body it doesn't keep crashing into itself :P

1) Okay, not sure what the issue is there.  I'll leave it be for now, but if you can recreate it, let me know how and I'll look into it.

2) Noted, I'll take a look hopefully this weekend.  I bet it's an easy fix.

3) Haha, yes.  Okay, I will look into it this weekend too.  Here's the catch: no body can be removed that is already referenced anywhere in the mission.  If you do, instant crash on the application side most likely.  So if you want to remove a body, you'll need to make sure you're never in it's SoI, or it's not a coast reference body, or anything like that.  Will that work?

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Just now, Arrowstar said:

Will that work?

That would work, since the whole point IMO of removing the body is that you don't need it to be there in the first place. Again, this just makes it a bit cleaner in the form of being able to load a bodies file once and then just make any removals in Mission Architect itself. I would see this as a thing people do at the start of their mission planning, chucking out the stuff they don't need to work with, but having it available in case they change their minds. Appreciate the time to look into it!

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Ok here's another issue, I found some weirdness in the in-flight import from an asteroid on a hyperbolic orbit through Kerbin's SOI. Here are the mission files. Also here is the orbit data from the SFS in case you want to copy it onto another body (I use Custom Asteroids so can't give you a stock SFS):

ORBIT
{
  SMA = -25825757.894448847
  ECC = 1.4745822912273383
  INC = 116.162228616633
  LPE = 259.63362163652266
  LAN = 236.55986034674197
  MNA = -2.2671605615830068
  EPH = 18797728.15589368
  REF = 1
}

"JJP Flt.mat" has data imported from the game, while "JJP SFS.mat" has data imported from the save file. The True Anomaly field is the only one I saw a major change in.

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6 hours ago, Drew Kerman said:

Ok here's another issue, I found some weirdness in the in-flight import from an asteroid on a hyperbolic orbit through Kerbin's SOI. Here are the mission files. Also here is the orbit data from the SFS in case you want to copy it onto another body (I use Custom Asteroids so can't give you a stock SFS):


ORBIT
{
  SMA = -25825757.894448847
  ECC = 1.4745822912273383
  INC = 116.162228616633
  LPE = 259.63362163652266
  LAN = 236.55986034674197
  MNA = -2.2671605615830068
  EPH = 18797728.15589368
  REF = 1
}

"JJP Flt.mat" has data imported from the game, while "JJP SFS.mat" has data imported from the save file. The True Anomaly field is the only one I saw a major change in.

Okay, so the SFS file segment you posted above doesn't match the SFS .mat file you posted.  Is there any way you can give me a simple stock SFS file I can play with that demonstrates the issue?

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