EarthMoon
The Earth and the Moon
- Joined
- Jul 12, 2022
- Messages
- 54
- Reaction score
- 38
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- 18
- Location
- Germany
- Preferred Pronouns
- He, His, Him or You, Your, Yours
Whenever I try to launch from Brighton Beach in whatever vessel, I get weird graphics glitches a few (simulation!) minutes after launch. Restarting the scenario fixes it, landing again at Brighton Beach works - but when I launch again (or a different vessel), the same story happens again. I am using Orbiter 2016 with the latest D3D9Client and the hi-res packs on Windows 11. The Orbiter.log tells about lots of "Index Buffer" and "Vertex Buffer" related errors. I already have this problem for a while, but didn't really care about it as I don't often launch from the moon.
Detailled Steps of what happens:
1. I choose a scenario, switch the focus to any vessel and place it at Brighton Beach (with scenario editor; if it isn't already there)
2. I launch normally, I usually start horizontal accelaration a few kilometers above the surface (because there is no atmosphere)
3. I accelerate (until orbit speed, if it reaches that speed quickly enough)
4. The simulation suddenly starts lagging heavily a few simulation minutes after launch
5. I see weird "broken" squares of terrain below my ship
6. Simulation crashes to desktop, leaving behind an Orbiter.log file blown up by lots of "Index Buffer" and "Vertex Buffer" errors
(7. Restarting Orbiter, everything works fine again - until next launch from Brighton Beach)
What I am using:
Launching Starship from the moon (black lines are visible on the moon's surface):
Video (Delta Gilder): https://files.fm/u/jk8fdsmag4#/view/cjca5pzjvk (files.fm is a video sharing website; simulation crashed a few seconds after video end)
EDIT:
I just did a re-entry on Mars and the same issue as above happened.
(The anormal rotation of the Starship is because I was trying to steer towards the Olympus base)
Attached:
Orbiter.log (after the video of the moon launch glitch):
Orbiter-Mars.log (after Mars post-reentry glitches)
Detailled Steps of what happens:
1. I choose a scenario, switch the focus to any vessel and place it at Brighton Beach (with scenario editor; if it isn't already there)
2. I launch normally, I usually start horizontal accelaration a few kilometers above the surface (because there is no atmosphere)
3. I accelerate (until orbit speed, if it reaches that speed quickly enough)
4. The simulation suddenly starts lagging heavily a few simulation minutes after launch
5. I see weird "broken" squares of terrain below my ship
6. Simulation crashes to desktop, leaving behind an Orbiter.log file blown up by lots of "Index Buffer" and "Vertex Buffer" errors
(7. Restarting Orbiter, everything works fine again - until next launch from Brighton Beach)
What I am using:
- Orbiter 2016 (official release, no dev builds from Github etc.)
- D3D9Client (latest official release)
- Hi-res packs
- OS: Windows 11 Pro 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250)
- CPU: Intel(R) Core(TM) i3-9100 CPU @ 3.60GHz (4 CPUs), ~3.6GHz
- Graphics card: Intel(R) UHD Graphics 630
- RAM: 16 GB
- VRAM: ~7.2 GB
- VCRuntimes: all installed
- DirectX Runtimes June 2010 (required for D3D9): Installed
- DirectX: DirectX 12
Launching Starship from the moon (black lines are visible on the moon's surface):
Video (Delta Gilder): https://files.fm/u/jk8fdsmag4#/view/cjca5pzjvk (files.fm is a video sharing website; simulation crashed a few seconds after video end)
EDIT:
I just did a re-entry on Mars and the same issue as above happened.
(The anormal rotation of the Starship is because I was trying to steer towards the Olympus base)
Attached:
Orbiter.log (after the video of the moon launch glitch):
Orbiter-Mars.log (after Mars post-reentry glitches)
Attachments
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