Software NASSP Apollo 8 CTD Issue

Wedge313

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Hello, I've been having a problem with NASSP crashing, this last one during an extended period where I was running the scenario at real time (I've had a problem with time acceleration, I believe because I'm using a bottom-feeder laptop with poor graphics). This crash occurred about 24 hrs into the mission. I failed to record what the screen message said (something to do with the D3D9 client), but I'm attaching the Orbiter.log. Is there something going on that I can fix? Thanks.
 

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kuddel

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@Wedge313 : I believe the log you've posted is useless, sorry.
It seems that you have opened the launchpad (started Orbiter) after the crash, which overwrites the "original" log :(

The message from D3D9Client probably was about "lost connection to device", which can happen if the screen went "off" by accident or when Windows tries to lock the computer-(screen).
But this is just a guess, as the log can't tell us anything unfortunately.
 

n72.75

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I get the same thing if I turn my screen off with Orbiter running. Not a NASSP issue, but it can be a little annoying.
 

Wedge313

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Thank you to all for responding. I posted this back in February, when I first started to work with NASSP. Over the last few months I've learned that my low-price Dell laptop is just not capable of running a lot of the NASSP scenarios. I can still manage my way through most of the scenarios, but a few things (docked SPS burns, time accel over 4x, re-entry, etc) require much better CPU/GPU capability than I currently have. The good news is anytime something goes wrong, I can blame the computer! Bad P52? It's not my fault, it's the computer! Mess up the transposition and docking? It was the computer. It's nice having a convenient excuse, true or not.
 

kuddel

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Yeah! That's the spirit ?
Although, even with a low-spec hardware, a CTD should not happen during "normal operations".
But what exactly "normal operations" are, is a wide field ;)
 

Arvil

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I don't run the NASSP, mainly because I'm also on a low end laptop, HD mostly full, but I have a second monitor, but on different format (4×3), than the main screen(16×9). If I have it plugged in before I start Orbiter_ng, everything works OK, including other apps and stuff on the second monitor, but, if I plug in the second monitor while Orbiter_ng is running I get the same error message 'kuddel' referred to and it crashes. I have to quit and restart. Apparently DcD9 loses its marbles if something changes in the video part.
 

kuddel

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Yes, that absolutely explains it. Adding another (DirectX) device at runtime is something D3D9Client doesn't like.
Thanks for the report ?
 

jarmonik

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"Lost Device" is not exactly a CTD. The Orbiter is still running without graphics. So, you can still save the simulation state with Ctrl-Q and then reload and continue.
 
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