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Check failed and game instantly closes, didn't happen yesterday #2360

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TransparentElemental opened this issue Oct 21, 2019 · 3 comments
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@TransparentElemental
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TransparentElemental commented Oct 21, 2019

my save.zip
It just closes when i reach the mark of 140km (vacuum) in RSS. No crash windows, no crash logs are generated, no nothing as if i pressed Alt+F4 and closed the game. No additional mods were installed before this began to happen. Here are the latest INFO and FATAL logs.
https://gist.github.com/TransparentElemental/82c1f22fd520c65fda91895847ccd415

@pleroy
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pleroy commented Oct 21, 2019

Decoded stack trace:

double const delta_t) {
journal::Method<journal::InsertOrKeepLoadedPart> m(
{plugin,
part_id,
name,
mass_in_tonnes,
vessel_guid,
main_body_index,
main_body_world_degrees_of_freedom,
part_world_degrees_of_freedom,
delta_t});
CHECK_NOTNULL(plugin);
plugin->InsertOrKeepLoadedPart(
Time const& Δt) {
not_null<Vessel*> const vessel = FindOrDie(vessels_, vessel_guid).get();
CHECK(is_loaded(vessel));
auto it = part_id_to_vessel_.find(part_id);
bool const part_found = it != part_id_to_vessel_.end();
if (part_found) {
not_null<Vessel*>& associated_vessel = it->second;
not_null<Vessel*> const current_vessel = associated_vessel;
if (vessel == current_vessel) {
} else {
associated_vessel = vessel;
vessel->AddPart(current_vessel->ExtractPart(part_id));
}
} else {
Instant const previous_time = current_time_ - Δt;
OrthogonalMap<Barycentric, Barycentric> const Δplanetarium_rotation =
Exp(Δt * angular_velocity_of_world_).Forget();
// TODO(egg): Can we use |BarycentricToWorld| here?
BodyCentredNonRotatingDynamicFrame<Barycentric, MainBodyCentred> const
main_body_frame{ephemeris_.get(),
FindOrDie(celestials_, main_body_index)->body()};
RigidMotion<World, MainBodyCentred> const world_to_main_body_centred{
RigidTransformation<World, MainBodyCentred>{
main_body_degrees_of_freedom.position(),
MainBodyCentred::origin,
main_body_frame.ToThisFrameAtTime(previous_time).orthogonal_map() *
Δplanetarium_rotation.Inverse() *
renderer_->WorldToBarycentric(PlanetariumRotation())},
(renderer_->BarycentricToWorld(PlanetariumRotation()) *
Δplanetarium_rotation)(-angular_velocity_of_world_),
main_body_degrees_of_freedom.velocity()};
auto const world_to_barycentric_motion =
main_body_frame.FromThisFrameAtTime(previous_time) *
world_to_main_body_centred;
AddPart(vessel,
part_id,
name,
mass,
world_to_barycentric_motion(part_degrees_of_freedom));
}
vessel->KeepPart(part_id);
not_null<Part*> part = vessel->part(part_id);
part->set_mass(mass);
void Part::set_mass(Mass const& mass) {
CHECK_GT(mass, Mass{}) << ShortDebugString();

@TransparentElemental
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Not principia's fault.

@eggrobin
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eggrobin commented Oct 25, 2019

The culprit here seems to have been Kerbalism.
Quoting @gotmachine on Discord:

New Kerbalism dev build 7237 available, contains the following fixes :

  • "invalid situation" when transitioning over the default biome (ex : shores on earth)
  • Fix a NaN error happening when running out of EC while having an experiment that doesn't require any EC (was causing KSP crashes if you were using Principia)
  • Fix sample masses being incorrectly registered
    Get Kerbalism-Core from here : https://github.com/Kerbalism/DevBuilds/releases/tag/DevBuild-7237

Thanks to everyone that provided help on these issues.

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