For the time being, it would be better not to use/update Canvas asynchronously
Asynchronously in the display update loop, not in framerate
Sorry for the confusion.
The display loop updates every 0.2 s, if I have 20 fps, the frame duration is 0.05 s, so I can have four display groups and update only one group per frame - that should distribute the load better.
regarding those 100 properties, and supporting multiple instances of the display/instrument, if those are the /same/ properties, and the same layout on all instances, you could also consider rendering those to a separate canvas
You can't assume this - commander and pilot would /usually/ run the same three displays at each station, but each display can be set individually, so the commander can have GNC shown while the pilot works with Systems Management.
I don't see a "stow" position and I'm not clear on exactly what "operate left and right door switches" is as I see "open" for both left and right doors and "released" for both left and right latches and I don't know or see where the talkbacks are?
'Open' and 'released' are the talkbacks - they tell you the current position of the latches/doors. There's no switch position labels on this panel. Once you click on the switches, the talkbacks change to reflect the new setting, they go /// ('barberpole') in-transit and change to 'latched' and 'closed' once the transition is over.
Is it premature to map the keys to the actual keypad on the console?
Also the rest of the switches that are visible on the panels such as Main Propulsion System switches, etc.
No, in fact I think with the cockpit work stable, it's a good time to start to wire up switches.
The keyboards are more complicated - if you look at the center panel, there are switches to associate each keyboard with a display (and each display with a GPC) - so the left keyboard might command a different display than the right keyboard.
When we have support for multiple displays (aka, have the texture mapping to support a canvas on other displays, have the code sorted out to separate updates common to all displays from updates for one display) then we also need to attach a label to each keyboard so that the parser knows which display it talks to.
For the time being, the keys can well be mapped as long as the two keyboards are kept distinct and just 'happen' to have the same bindings.
After the prograde burn what should the HUD altitude be doing and using the timescale and steps in the tutorial what should your altitude be at the end of the burn and the tutorial?
I ended with an apoapsis of 337 miles and a periapsis of 323 miles - that's a near-circular 600 km orbit (rather high) - such as to service Hubble. Well, at a different inclination...