Note: Running with 'Low' physics preset and a 10x fast forward speed.
Occasionally when clicking warp on the launchpad with SimpleAirways, it will blow up and kick me back to fast forwards mode.
I believe there are two bugs at play here. First, there is instability with the ground contact status of the craft. Occasionally I can warp, sometimes I can't because I'm not in contact with the ground, and sometimes I blow up.
The other bug at play is that the ground contact status is checked prior to entering warp, but warp doesn't get set until the end of the frame. If the 'CanWarp' conditions change after the warp request, the craft can enter warp for a single frame before getting kicked back to fast forward.
In my scenario, I assume its the entering of fast forward that is causing the craft to explode (which is also a bug I suppose). It may be preferable if the player is dropped back to normal speed when falling out of warp mode. This would likely avoid the explosion I was seeing, however it would still be confusing because there would be no warning about not being able to warp. We may want to check warp conditions at the end of the frame prior to entering warp and queue up the failure message to display on the next frame (rather than validate, do other stuff, then execute).
- Predecessor: sun seems to be black
- Created On: Windows
- Game Version: 0.8.104.0
- Planetary System: SolarSystem
- Planets: 6
- Game Time: 169.0 days
|VO-O5-explorer||Cylero||24||16,671kg||1,593 km||1.20 km/s|
|Craft-4||Droo||13||0kg||809 km||2.80 km/s|
|SimpleAirways LGFix3||Droo||168||3.25E+5kg||405 m||158.0 m/s|