Some time ago a bug report was opened due that atmospheric flying at high warp speed (time acceleration) can crash the orbiter process.
This bug was fixed (on d3d9client branch) but some simulations errors are still present at more than x10 warp speed due very intensive real time calcs.
We are thinking about to limit the warp speed only on atmospheric flying using the dynamic pressure data, the idea is only allow x10 speed on the hardest calc part (for example, in the Earth at less 100km) but allowing unlimited time pass at ground. This method only checks when the user selects a new warp speed, by that it is not very "intrusive" and the performance impact is near none.
What do you think?
This bug was fixed (on d3d9client branch) but some simulations errors are still present at more than x10 warp speed due very intensive real time calcs.
We are thinking about to limit the warp speed only on atmospheric flying using the dynamic pressure data, the idea is only allow x10 speed on the hardest calc part (for example, in the Earth at less 100km) but allowing unlimited time pass at ground. This method only checks when the user selects a new warp speed, by that it is not very "intrusive" and the performance impact is near none.
What do you think?