You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Having a probe on collision course with earth and then warp at 10 million speed (with betterTimeWarp) causes a crash. May be related to #1628. Does not crash at 100k warp for me.
Used mods with the save: RO/RP-0/RSS development versions for 1.3.1 plus their dependencies
procedural parts, b9 procedural wings, Realengines, RealChutes should hopefully be all needed part mods.
We detect collisions in the force computations and bubble up a status to the integrator. The integrator squirrels away that status and keeps integrating no matter what. Once the desired time has been reached it returns the status. This is important to preserve the invariant that desired time has been reached. Anyway, so far so good because the trajectory of the pile-up is not downsampled.
Then we advance the time of the vessel. To do this we take the trajectory of the pile-up, which is probably quite chaotic, and use it to construct the trajectory of the vessel, which is downsampled. Things go downhill from there.
I am tempted to say: don't build a trajectory for a vessel that you are going to destroy anyway, but I am concerned that not calling Vessel::AdvanceTime in this case might break invariants...
Having a probe on collision course with earth and then warp at 10 million speed (with betterTimeWarp) causes a crash. May be related to #1628. Does not crash at 100k warp for me.
Used mods with the save: RO/RP-0/RSS development versions for 1.3.1 plus their dependencies
procedural parts, b9 procedural wings, Realengines, RealChutes should hopefully be all needed part mods.
savegame.zip
INFO.20180129-224231.zip
JOURNAL.zip
part of ksp.log immediately before the crash:
The text was updated successfully, but these errors were encountered: