Wasn't it happening during scenario loading?No joy on v1.11, same CTD during the OMS-2 burn.
Not that I have experienced as of yet. It's this as of yet unexplained sudden exit that only occurs when using a prelaunch scenario. No way to predict when it will happen, just that there's an chance of it happening.In my experience random crashes are caused most offen by pointers that:
Have the proper checks for being null.
and
Aren't being set to null when an object is deleted or first created.
Does it ever crash when closing orbiter?
Not that I have experienced as of yet. It's this as of yet unexplained sudden exit that only occurs when using a prelaunch scenario. No way to predict when it will happen, just that there's an chance of it happening.
No. It is completely random other than it requires a prelaunch scenario start. That's it.Not a quicksave? Does it crash at the same time (simt, mission step, user action)? In that case, a quicksave before could maybe help.
Final attempt to isolate things, before suggesting a debug session: using ScenarioEditor to delete all other vessels right after ET sep, does it make a difference?Tried the latest nightly build of Orbiter-x86 and no change. Still crashes.
That is new...unrelated to this, but i was doing a VAFB launch, and the whole pad just kinda became unattached from earth.
UPDATE: It seems to do this with any VAFB launch, even the premade scns that come with SSV.
View attachment 47603
I have placed try/catch blocks on all the callbacks, to try and catch (ba-dum-tis) my mistakes, but sadly that doesn't work on all exceptions.In my experience random crashes are caused most offen by pointers that:
Have the proper checks for being null.
and
Aren't being set to null when an object is deleted or first created.
Does it ever crash when closing orbiter?
I think the hardware side is done, it now needs (more) subsystem signals to trigger alarms, and the software side is a bit messy due to lack of info (and very incomplete), but the output to the hardware to trigger the sound and light is working. This should improve a bit in v2.0.@GLS What is the current state of the C&W system?
I think the hardware side is done, it now needs (more) subsystem signals to trigger alarms, and the software side is a bit messy due to lack of info (and very incomplete), but the output to the hardware to trigger the sound and light is working. This should improve a bit in v2.0.
BTW: I'm finishing a small change that will return time acceleration to x1.0 when an alarm happens.
Yeah, telemetry would be nice, but there is no PCMMU and the subsystems and GPC modules need to produce the correct data to feed to a telemetry stream. The DPS should be closer to that after v2.0.Good to know, maybe it could also give a ahead warning if some subsystem simulation is running wild. But I don't expect it to be the cause of the CTD. Just another help for debugging things. The OI subsystem would also be helpful, but it will be binding a lot of effort in the future and should better be done well-thought and slowly to avoid doing the same work multiple times.
I still need to finish figuring out the control segment stuff first, but after that I'll have a go at the fault message logic to try and improve that.For the missing info, just let me know what should be researched and abuse me as AI agent. I should have a few hours available next week for diving deep through the block diagrams of the Shuttle, if I can find them again on my ExtHDD.
Negative. No change whatsoever.Final attempt to isolate things, before suggesting a debug session: using ScenarioEditor to delete all other vessels right after ET sep, does it make a difference?
Well, keep in mind that the GPCs provide only a (small) part of the telemetry stream. I look forward seeing your new DPS, my concepts were likely done with too many badly thought gaps that I didn't check first with exploration.Yeah, telemetry would be nice, but there is no PCMMU and the subsystems and GPC modules need to produce the correct data to feed to a telemetry stream. The DPS should be closer to that after v2.0.
Anyway, I think this is happening inside Orbiter, and caused by something I did wrong...
I still need to finish figuring out the control segment stuff first, but after that I'll have a go at the fault message logic to try and improve that.