Thanks for testing.I installed the dlls and bug isn't fixed.
On every explosion my orbiter crashes.:compbash:
Does it crash with all weapons? Have you tried the missile? Try turning damage to FALSE in Config/Combat.cfg
Thanks for testing.I installed the dlls and bug isn't fixed.
On every explosion my orbiter crashes.:compbash:
These bugs seem to differ between computers. Some of the bugs RisingFury has mentioned don't happen on my PC. Which can be a sign of a program requiring certain DLLs etc. If someone could download these DLLs, drop into C:/windows/System32 , try out OBSP for bugs again, tell me if you find any. Thank you
msvcr71.dll
msvcp71.dll
I tested it with BOINC paused (before I had it processing and at low priority so Orbiter run at high FPS) and the performance was better, but still not perfect. Still crashing when I dropped bombs and missiles, but at least this time the meshes showed up in other scenarios. That means faster computers will experience less bugs. But you can't rely on everyone having the latest computer... obviously some of us don't...
If I had to guess, the slowest part of spawning the new explosion is making the mesh because it has to be read from the hard drive. I recommend you move the mesh-caching up the priority chain and let's see if caching makes a difference.
ecx,dword ptr [ecx+4Ch]
My specs:
Dual core 2,4GHz
Ram 2GB
Gforce 8800 gt 512mb
---------- Post added at 08:16 PM ---------- Previous post was at 08:14 PM ----------
I have only the bug with the explosion crash.
---------- Post added at 12:38 PM ---------- Previous post was Yesterday at 08:16 PM ----------
Weird.:huh:
I tried the old version of orbiter combat 090402.
There I have no crash with explosions...
I hate to say "I told you so" but...Why was it buggy? When a weapon explodes, it spawns the explosion mesh + deletes itself. Every timestep, OBSP checks for weapons that are below GroundExplodeAlt - but if they're already exploded, they've been deleted, and therefore the VESSEL handle isn't valid.
I hate to say "I told you so" but...![]()
Hehe, don't feel stupid--the only reason that I knew that doing it that way could cause problems is because i did it that way myself once, so you are no less intelligent than I on that matter.When did you tell me that? here?
http://www.orbiter-forum.com/showthread.php?t=7273
Should have listened
Yeah, I feel a little stupid :embarrassed:. I thought it was something much more complex, but no, all I needed was oapiIsVessel.
escapetomsfate could you upload your current latest version,now and I got orbiter crash every time when bomb hit the ground.
All from adding one line of code. I was expecting to change all of it tbh.Wow! That's a nice improvement!
No more crashing and good performance.
Only new bug I notices was that even with the limited ammo, I could fire unlimited amount of shells, missiles,... and the number on the MFD would get negative.
Also noticed that "faulty bomb" bug is still there. 1/3 missiles or bombs will not detonate.