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[WIN/MAC/LINUX] KSP Trajectory Optimization Tool v1.6.10 [Major LVD Improvements!]


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came across this error a lot when trying to optimize a mission:

alshYxQ.png

I have no idea what it means. I was using no optimization (satisfy constraints only) and had two constraints - Pe Altitude and Distance to Craft (was looking to Hohmann transfer into a lower orbit and also place the comsat properly relative to another one at the same time). I did get the proper trajectory to do so on the first try (luck!!) but when I went searching for other times to perform the maneuver I kept getting this error.

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It means an event didn't propagate correctly and something screwed up. Not sure why though. I'm without a desktop pc until Saturday, maybe I can look then though. Sorry about that.

Not sure if you can embed fig files directly. Can describe what you're going for in more detail?

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It means an event didn't propagate correctly and something screwed up. Not sure why though.

yea it is a most ambiguous error message, heh

Not sure if you can embed fig files directly. Can describe what you're going for in more detail?

Just a web applet to let people zoom, pan, rotate. Right now the flight tracker has static images of orbital plots from KSPTOT and it would be cool to allow an interactive version. I'm not asking for you to create this, just couldn't find one out there with a basic search so wondering if anyone heard of something. Will do a deeper search when I have some time if not

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I just noticed this oddity - happens to any orbit when you coast ahead a couple dozen days. Seems to only be a visualization error as far as I can tell, no effect to any orbital data, no warnings that my orbit is going to decay and eventually crash into the planet

G4c32VW.png

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For some reason, the plugin fails to open port 8282 under 64-bit KSP for me, and KSPTOT can't connect to the game. The plugin itself does report that the listening port is open though:

[LOG 00:35:12.265] [KSPTOT Connect] init server on port8282
[LOG 00:35:12.266] [KSPTOT Connect] about to start listening thread
[LOG 00:35:12.266] [KSPTOT Connect] started listening thread
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetNodesInterpreter' added under key: GetActiveManNodes
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetOrbitInterpreter' added under key: GetVesselOrbitByGUID
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetOrbitInterpreter' added under key: GetActiveVesselOrbit
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'NodeInterpreter' added under key: NodeData
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'NodeWrtPeriInterpreter' added under key: NodeDataWRTPeri
[LOG 00:35:12.270] [KSPTOT Connect] Server started; now listening for data from KSP TOT.
[LOG 00:35:12.327] [KSPTOT Connect] listening thread here.

But with netstat -lptu I can see that the game process has only port 8295 open. It happens on both Windows and Linux 64 bit game versions, while under 32 bit ones the plugin is doing perfectly fine with both 8282 and 8295 open (and KSP TOT works as expected). So this is clearly not a networking or firewall issue.

Any ideas what's wrong?

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For some reason, the plugin fails to open port 8282 under 64-bit KSP for me, and KSPTOT can't connect to the game. The plugin itself does report that the listening port is open though:

...

Any ideas what's wrong?

Few ideas, nothing clearly stands out. Sorry if these may sound lame.

1) 32bit KSP (KSP.exe) is different than 64bit KSP (KSP_x64.exe), so your firewall may have port 8282 allowed for the first, not for the second.

2) Are you running all versions from the same computer? If not, better check that the machine you're using for 64bit is included in the IP whitelist (in KSPTOTConnect/Plugins/PluginData/KSPTOTConnect/IPAddressWhiteList.txt)

Note: your log seems fine. However, reading the KSPTOTConnect sourcecode, some of those messages (e.g. "init server on port xxxx") seem to be written without checking that the action described actually performed. This may show checks could be improved, or logged messages should be made conditional.

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For some reason, the plugin fails to open port 8282 under 64-bit KSP for me, and KSPTOT can't connect to the game. The plugin itself does report that the listening port is open though:

[LOG 00:35:12.265] [KSPTOT Connect] init server on port8282
[LOG 00:35:12.266] [KSPTOT Connect] about to start listening thread
[LOG 00:35:12.266] [KSPTOT Connect] started listening thread
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetNodesInterpreter' added under key: GetActiveManNodes
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetOrbitInterpreter' added under key: GetVesselOrbitByGUID
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'GetOrbitInterpreter' added under key: GetActiveVesselOrbit
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'NodeInterpreter' added under key: NodeData
[LOG 00:35:12.267] [KSPTOT Connect] found interpreter 'NodeWrtPeriInterpreter' added under key: NodeDataWRTPeri
[LOG 00:35:12.270] [KSPTOT Connect] Server started; now listening for data from KSP TOT.
[LOG 00:35:12.327] [KSPTOT Connect] listening thread here.

But with netstat -lptu I can see that the game process has only port 8295 open. It happens on both Windows and Linux 64 bit game versions, while under 32 bit ones the plugin is doing perfectly fine with both 8282 and 8295 open (and KSP TOT works as expected). So this is clearly not a networking or firewall issue.

Any ideas what's wrong?

Same happens to me on 64-bit KSP on Linux. No firewall. The IPAddressWhiteList.txt shouldn't matter, since it's not even listening, but I do have my machine in there (plus 127.0.0.1)

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1) 32bit KSP (KSP.exe) is different than 64bit KSP (KSP_x64.exe), so your firewall may have port 8282 allowed for the first, not for the second.

2) Are you running all versions from the same computer? If not, better check that the machine you're using for 64bit is included in the IP whitelist (in KSPTOTConnect/Plugins/PluginData/KSPTOTConnect/IPAddressWhiteList.txt)

1) I have "ACCEPT" everywhere in iptables -L and no rules, it shouldn't be a problem. It also happens on very different systems and I believe it has nothing to do with firewall or networking. Especially since localhost connections shouldn't be affected by the firewall at all (this would break a lot of things in Linux otherwise).

2) I've tested it both locally and on a remote PC with the same result.

However, reading the KSPTOTConnect sourcecode, some of those messages (e.g. "init server on port xxxx") seem to be written without checking that the action described actually performed.

From what I can tell, there is a try/catch block for logging socket binding errors in the Listener.ThreadProc (Listener.cs:167), so theoretically it should catch a system problem (port is already bound etc). I have no experience in C# or .NET or Unity, but I'll try to set up a debugger/ksp-devtools and check out what's happening, thanks for the idea.

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I've tried to debug it with no luck since I don't have the skill. It seems to be stuck at every call to LFQueue.Produce() on 64 bit Linux/Windows, so it never advances past that log message ("listening thread here."). Perhaps a race condition between something, I know nothing about lock-free algorithms.

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  • 2 weeks later...

Hi all,

Alright, I'm back (more or less) from my time away due to moving and starting a new job and the like. I realize we're probably about 1.5 weeks away from KSP v1.0, and I'd like to do a new release of KSPTOT shortly after that so that I can compile KSPTOTConnect against the new API. I'd also like to get in any bug fixes and features that I can before that happens.

What I need from you folks is a compact list of bugs that need fixing and small new features you might want to see. No promises that I'll get to everything, but I can try to see what I can do. Please respond here with the items you have.

Thanks! :)

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Just the post I've been waiting for! :)

  • Allow MA to handle a state in which Kerbin does not exist (deleted from the bodies.ini file so it can be modeled) - as otherwise it refuses to load since Kerbin is its default body setting
  • The ability to right-click a craft in the Other Spacecraft dialog that pulls up a Spacecraft Event State window so you can find out things about the spacecraft without having to open a new MAT file just to check it
  • Additional checkbox in main MA window with Show SOI Radii and Show Children to also show the orbits of other spacecraft
  • Ability to open .FIG files from the MA File menu
  • I love how the switch between UT/Delta Time/True Anomaly converts everything for you. Makes it easy to set a UT after a certain event by creating a Delta Time event of 0 then going back and switching it to UT. However when converting from UT/Delta Time back to True Anomaly, it doesn't take into account the number of Revs Prior to Coast, so you get degrees for TA, but not the actual equivalent in time
  • I've noticed something odd. No matter what data I give the Graphical Analysis tool to crunch when I ask it for a plot of Distance to Ref Spacecraft and Line of Sight to Ref Spacecraft, it always takes around 2 minutes to spit out an answer. I've fed it trajectories 60 seconds long, 5 min, 30 min, 60 min... it always takes around 2 minutes to get a plot. Intended? Bug?
  • any control over where the windows pop up? For example when using Mission Architect on one of my side monitors the Save prompt and Open dialogs will pop up over the MA window, but things like the Graphical Analysis tool and the Edit State dialogs will always show up on my center (main) display. I'm guessing since those are non-system displays their behavior is different.
  • allowing Esc key to close dialogs without saving
  • the Mission Animator << and >> buttons jump to the beginning and end of the timeline, but it would be better if they instead stepped forward/backwards between mission events
  • the mission file path in the titlebar of the MA window can get too long and run off the screen. Can it be truncated? (low priority - I can check the Output window to see what file I'm editing at the moment if I need to)
  • using Enter to close a Constraint dialog in the Optimizer when the lower/upper values are the same throws an error the first time, succeeds the second time. Pressing Save & Close never generates an error when the numbers are the same
  • this happens to any orbit when you coast ahead a couple dozen days. Seems to only be a visualization error as far as I can tell, no effect to any orbital data, no warnings that my orbit is going to decay and eventually crash into the planet
    G4c32VW.png

And finally a question: exactly what is the Eclipse graph modeling? Is it when any object blocks out the sun or an object other than what the spacecraft is orbiting?

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Right, let me see what I can do!

  • Allow MA to handle a state in which Kerbin does not exist (deleted from the bodies.ini file so it can be modeled) - as otherwise it refuses to load since Kerbin is its default body setting

Can I get a MAT save file where this in a problem? It'll make it easier for me to address.

  • The ability to right-click a craft in the Other Spacecraft dialog that pulls up a Spacecraft Event State window so you can find out things about the spacecraft without having to open a new MAT file just to check it

This should be do-able, but since Other Spacecraft don't model mass, that will be left as 0.0 kg or something. I'll see what I can do though.

  • Additional checkbox in main MA window with Show SOI Radii and Show Children to also show the orbits of other spacecraft

I can also do this.

  • Ability to open .FIG files from the MA File menu

Done!

  • I love how the switch between UT/Delta Time/True Anomaly converts everything for you. Makes it easy to set a UT after a certain event by creating a Delta Time event of 0 then going back and switching it to UT. However when converting from UT/Delta Time back to True Anomaly, it doesn't take into account the number of Revs Prior to Coast, so you get degrees for TA, but not the actual equivalent in time

This is actually tricker than it sounds. Let me see what I can do though.

  • I've noticed something odd. No matter what data I give the Graphical Analysis tool to crunch when I ask it for a plot of Distance to Ref Spacecraft and Line of Sight to Ref Spacecraft, it always takes around 2 minutes to spit out an answer. I've fed it trajectories 60 seconds long, 5 min, 30 min, 60 min... it always takes around 2 minutes to get a plot. Intended? Bug?

Yes, it is intended. The orbit propagation engine creates N points per coast event to populate the state log. It doesn't matter if that coast is 5 minutes or 5 days, it's still N points. There's probably a smarter way to do it based on angle subtended or something, but I'm too lazy. :)

  • any control over where the windows pop up? For example when using Mission Architect on one of my side monitors the Save prompt and Open dialogs will pop up over the MA window, but things like the Graphical Analysis tool and the Edit State dialogs will always show up on my center (main) display. I'm guessing since those are non-system displays their behavior is different.

There is, but it's kind of a pain. How big of a deal is this for you?

  • allowing Esc key to close dialogs without saving

I can do this, but it may take a good bit of time to modify the GUIs. I'll look into it.

  • the Mission Animator << and >> buttons jump to the beginning and end of the timeline, but it would be better if they instead stepped forward/backwards between mission events

Yup, will do, good suggestion.

  • the mission file path in the titlebar of the MA window can get too long and run off the screen. Can it be truncated? (low priority - I can check the Output window to see what file I'm editing at the moment if I need to)

I will look into this, too. Good suggestion.

  • using Enter to close a Constraint dialog in the Optimizer when the lower/upper values are the same throws an error the first time, succeeds the second time. Pressing Save & Close never generates an error when the numbers are the same

Good bug, will fix.

  • this happens to any orbit when you coast ahead a couple dozen days. Seems to only be a visualization error as far as I can tell, no effect to any orbital data, no warnings that my orbit is going to decay and eventually crash into the planet
    http://i.imgur.com/G4c32VW.png

That's bizarre! Will look into, thanks for reporting!

And finally a question: exactly what is the Eclipse graph modeling? Is it when any object blocks out the sun or an object other than what the spacecraft is orbiting?

It models if a planetary body blocks the sun from the perspective of the spacecraft. The sun and the spacecraft are modeled as points. The blocking body is modeled as a sphere.

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Can I get a MAT save file where this in a problem? It'll make it easier for me to address.

Can't do that, but you'll understand better if you reproduce:

1) delete Kerbin from bodies.ini

2) reload bodies.ini

3) open up MA

4) note that MA does not load

This is no doubt because you deleted Kerbin so MA fails to load because Kerbin is the default body it sets to when first loading. Again, I delete Kerbin so I don't get MA telling me I'm going to crash into it when I create an orbit that precisely matches the one Kerbin sits in to model ahead.

This should be do-able, but since Other Spacecraft don't model mass, that will be left as 0.0 kg or something. I'll see what I can do though.

To be more specific, my main concern here is orbital properties, not spacecraft properties - hence my suggestion to use the Event State window:

FKa8MZD.png

It could be called up by right-clicking the spacecraft name in the dialog box after you add it.

This is actually tricker than it sounds. Let me see what I can do though.

Shouldn't you just be able to convert the UT to delta time (like it already does) and then divide by the length of the orbital period to get your revs prior to coast? That's how I did it.

Yes, it is intended.

Then that's fine, just wasn't sure it wasn't a bug

There is, but it's kind of a pain. How big of a deal is this for you?

I can live with it

I can do this, but it may take a good bit of time to modify the GUIs. I'll look into it.

low priority, I just habitually find myself pressing Esc to back out of a dialog and get slightly annoyed when nothing happens :P

It models if a planetary body blocks the sun from the perspective of the spacecraft. The sun and the spacecraft are modeled as points. The blocking body is modeled as a sphere.

Might have an issue to report here then, but I need time to look into it some more.

New Issues/Ideas!

One of each. First the idea of the Marker Lines option you added for me to track the use of the Use Subplots option. If I choose to render a 2x1 output I can only assign a marker line that shows up in the same place in both graphs. This is probably a hellish UI problem so not a big priority - I just wanted to put it out there

Now the possible issue. I've noticed the AP/PE lines drawn on the graphs are all 4 seconds late on the X axis:

sOGEZXT.png

Whoops, ignore the blue box on the AP data cursor - not relevant. You can see I've found the proper Latitude at the proper time on the graph, but the AP line is 4 seconds late.

Here's another interesting thing I noticed:

mUZM2uQ.png

So what we have here is I set a coast to Ap, note the time given in the MA window. Then I pushed the coast ahead an hour and graphed my craft altitude with the Ap marked on the graph. As in the Latitude graph, the Ap marker is 4 seconds late. The interesting thing though is it says my altitude at Ap should be 923.11246 (close enough to what the info text says in the MA window) but the point at which the graph tells me my altitude is this value is 4 seconds before what the MA window is saying my apoapsis is. I've included two additional data points to show the altitude goes down to both sides of the one that matches the proper altitude, so that is indeed the highest plot on the graph, it just happens too early.

Edited by Gaiiden
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Can't do that, but you'll understand better if you reproduce:

1) delete Kerbin from bodies.ini

2) reload bodies.ini

3) open up MA

4) note that MA does not load

This is no doubt because you deleted Kerbin so MA fails to load because Kerbin is the default body it sets to when first loading. Again, I delete Kerbin so I don't get MA telling me I'm going to crash into it when I create an orbit that precisely matches the one Kerbin sits in to model ahead.

Alright, I've fixed this and verified that MA opens with Kerbin missing. Good catch. If Kerbin is not in the bodies.ini file, then MA will use the first body in the bodies.ini file as the default for a new scenario.

To be more specific, my main concern here is orbital properties, not spacecraft properties - hence my suggestion to use the Event State window:

http://i.imgur.com/FKa8MZD.png

It could be called up by right-clicking the spacecraft name in the dialog box after you add it.

Maybe I'm confused, but what's stopping you from just clicking on the spacecraft name in the Other Spacecraft dialog box? Doesn't that bring up the clicked spacecraft's orbit? It seems to work for me...

Shouldn't you just be able to convert the UT to delta time (like it already does) and then divide by the length of the orbital period to get your revs prior to coast? That's how I did it.

Yes, the difficulty lies mostly in the way this function was coded. I'll see what I can do though. :)

low priority, I just habitually find myself pressing Esc to back out of a dialog and get slightly annoyed when nothing happens :P

lol, okay, it's do-able, it just means going through all the GUIs to add it. But for you, Gaiiden, I will investigate how hard that would be. :P

http://i.imgur.com/sOGEZXT.png

Whoops, ignore the blue box on the AP data cursor - not relevant. You can see I've found the proper Latitude at the proper time on the graph, but the AP line is 4 seconds late.

Here's another interesting thing I noticed:

http://i.imgur.com/mUZM2uQ.png

So what we have here is I set a coast to Ap, note the time given in the MA window. Then I pushed the coast ahead an hour and graphed my craft altitude with the Ap marked on the graph. As in the Latitude graph, the Ap marker is 4 seconds late. The interesting thing though is it says my altitude at Ap should be 923.11246 (close enough to what the info text says in the MA window) but the point at which the graph tells me my altitude is this value is 4 seconds before what the MA window is saying my apoapsis is. I've included two additional data points to show the altitude goes down to both sides of the one that matches the proper altitude, so that is indeed the highest plot on the graph, it just happens too early.

The issue here is that the points and lines plotted on the graph are those in the state log. So when you see a line for apogee, it's actually the point closest to apogee (perhaps without passing it, or perhaps the first after passing it). Same for all other points you can model. The delta time of 4 seconds you saw is very likely because the state log entry that is picked as "apogee" is actually 4 seconds away from the real apogee in the state log.

There's not much I can do here, because the idea of graphical analysis is to only plot the data that is already in the state log, or can be immediately derived from what is in the state log. Trying to find a point in the state log that doesn't exist, or making a new point in the state log for these special points, would violate the design of the state log concept.

Have you found anything else I should look at? :)

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There's not much I can do here, because the idea of graphical analysis is to only plot the data that is already in the state log, or can be immediately derived from what is in the state log. Trying to find a point in the state log that doesn't exist, or making a new point in the state log for these special points, would violate the design of the state log concept.

No problem then

Maybe I'm confused, but what's stopping you from just clicking on the spacecraft name in the Other Spacecraft dialog box? Doesn't that bring up the clicked spacecraft's orbit? It seems to work for me...

Right I haven't done a good job explaining I suppose - the purpose here is to be able to reference derived properties of the other spacecraft's orbit, not just the basic orbital parameters you give to define the craft. So for example one reason I might want to include other spacecraft into the mission file is building a ComSat network and I have two other craft besides the one I'm modeling in the mission file. Now, if I want to optimize a burn that matches the orbital period of one of the other spacecraft.... well how do I find its orbital period? I have to save this mission file, load another one with that spacecraft data, get the orbital period from the info pop-up and then reload the other mission file. So, what would be better is to instead be able to right-click on the name of the craft in the Other Spacecraft window and select the option to display an Event State box that includes all its derived orbital parameters like Pe/Ap altitude, orbital period, etc etc.

And that's all I got :)

For now.

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Right I haven't done a good job explaining I suppose - the purpose here is to be able to reference derived properties of the other spacecraft's orbit, not just the basic orbital parameters you give to define the craft. So for example one reason I might want to include other spacecraft into the mission file is building a ComSat network and I have two other craft besides the one I'm modeling in the mission file. Now, if I want to optimize a burn that matches the orbital period of one of the other spacecraft.... well how do I find its orbital period? I have to save this mission file, load another one with that spacecraft data, get the orbital period from the info pop-up and then reload the other mission file. So, what would be better is to instead be able to right-click on the name of the craft in the Other Spacecraft window and select the option to display an Event State box that includes all its derived orbital parameters like Pe/Ap altitude, orbital period, etc etc.

Okay, got it. I implemented this tonight. I'll have a pre-release for you to play with tomorrow that incorporates most of the requests you specified. :)

And that's all I got :)

For now.

Bring it on! :wink:

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ok here's something I can't wrap my head around for some reason:

83YoS5R.png

I used the launch window at the top (16:01:00.035), which is telling me to launch north, which I did - but that put me opposite the inclination of Minmus. I've used this tool already for all 3 of my ComSat launches to Minmus and it got me on the correct inclination each time. So I have no clue what went wrong here. The red dot of KSC's position is indeed on the side of the planet facing the camera in this image

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That's quite strange, I'll look into it. Are you sure you launched at the correct time? The results you see would be consistent with the opposing launch window.

Here's the pre-release I promised. I'm numbering this release 1.3.0 due to the number of fixes and updates.

It includes everything asked for (yes, even the bloody Esc button to quit MA windows :sticktongue:) with the exception of the MA title bar truncation and the funny orbit plotting. I've been able to reproduce the latter but I'm not really sure why it does that. The investigation is still on-going.

Please let me know if you find anything wrong with it! :)

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That's quite strange, I'll look into it. Are you sure you launched at the correct time? The results you see would be consistent with the opposing launch window.

I included the current game time in the image but failed to say this was taken shortly after attaining orbit, so the timing was correct. But you know what I just realized?? I was actually planning to launch south originally before I remembered that 84 degrees is actually a northward direction. I checked back to my ComSat Minmus II launch, which was also slated by the Launch Window tool as 84 azimuth and I in fact did launch south! So it seems the Launch Window tool is off half an orbit or is also confused about which azimuth is north vs. south. Lol. I was doing it right without realizing I was doing it wrong. Or doing it wrong and ending up doing it right - without realizing I was doing it wrong. Haha, I'm a brilliant idiot sometimes

Here's the pre-release I promised. I'm numbering this release 1.3.0 due to the number of fixes and updates.

Awesome, thx for the Esc key I feel so spoiled haha. Will let you know if I run across anything...

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I included the current game time in the image but failed to say this was taken shortly after attaining orbit, so the timing was correct. But you know what I just realized?? I was actually planning to launch south originally before I remembered that 84 degrees is actually a northward direction. I checked back to my ComSat Minmus II launch, which was also slated by the Launch Window tool as 84 azimuth and I in fact did launch south! So it seems the Launch Window tool is off half an orbit or is also confused about which azimuth is north vs. south. Lol. I was doing it right without realizing I was doing it wrong. Or doing it wrong and ending up doing it right - without realizing I was doing it wrong. Haha, I'm a brilliant idiot sometimes

No worries! So is there a problem for me to correct? I didn't quite follow everything. :)

Awesome, thx for the Esc key I feel so spoiled haha. Will let you know if I run across anything...

Thanks! :)

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No worries! So is there a problem for me to correct? I didn't quite follow everything. :)

Yes, there's a problem. I was doing things backwards, launching south when it was telling me to launch north because I stupidly mistook 84 azimuth as south. So I never realized there was a problem until I actually followed the launch window directions properly. So the Launch Window tool is giving me good launch times (under the node) but backwards directions.

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okay I got a good azimuth direction for a satellite orbiting Kerbin, but for Minmus it still tells me to launch in the opposite direction

Also, I forgot a request - copying X and Y values from data points in the graphs. Possible in any way? Part convenience, part insurance against typos.

also also, still get an error when closing the Constraint dialog with values the same in upper/lower when using the Enter key

Aaaaaand is it possible to display labels next to Other Spacecraft in the Mission Animator? Would be better than me having to put up a color key on the video in post

An additional drop-down list to the Other Spacecraft window in order to select dotted, dash-dot or dashed lines would be good as well for when you run out of colors. Speaking of colors, Brown and Pink should be two good contrasting additions (Pink would be good with Black backgrounds, like Yellow is)

Why does Advance Script do this when you choose to move up to a state change?

edRyCXz.png

Shouldn't it just set Event 1 to the state?

Edited by Gaiiden
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