Okay, this is an odd one, whatever it is. While doing the ceres glancing collision with earth, I saw that the output log had ballooned with 'An error occured that wasn't supposed to. Contact support.' and 'An invalid object handle was used.' error. However, the first time I did that was with the particle limit at 10k (I normally have it at a reasonable 2500) and I thought maybe it was the fact that I did it with that many particles. That initial finding I already sent to you guys, along with the eventual conclusion of the sim after the output log had apparently grown to 132mb and I found that the collisions apparently broke. Though the two errors mentioned above did stop, 99% of that filesize of the one I sent you is just repeat errors. It took so long for the feedback thing to send the report that I thought I had broken it.
This time however, I tried the particle number I usually do and hit it.
To reproduce, I used the Earth and Ceres skimming as the template, upped the impactor speed to 50.5 km/s, stopped the impactor when close to impact and set the timestep to rougly real time.
Going to do a little more research on it. The default sim parameters don't produce the error, even on approx real time timestep. Actually, I'm wrong, it happens with the default sim parameters on approx real time timestep.
Tried default sim parameters and colliding at 10.00 sec/sec timestep, it didn't do the errorspam. Though the crater it makes is kind of strange.
Tried the same with the impactor speed at 50.5 km/s, the error spam doesn't happen.
Tried 50.5 km/s impactor speed with timestep at approx 5 secs, error spam doesn't happen.
Tested the earth moon grazing H fast (adjusted speed to 50.5 for testing purposes) at realtime or near realtime timestep and while it takes a bit longer, the errorspam happens too.
So, theres something about really high speed collisions while using real time or near real time timestep? I also noticed that it causes the sound to happen, despite me having master volume set to 0.
Going to test out head-on impacts.
Edit: Head-on impacts are fine, I guess off-center impacts at realtime timestep cause the physics engine to tie itself into a pretzel or something?
Edit: Heh, I set the number of nonattracting particles to 10k, did a head on collision with ceres and earth and produced the errors again.
I broke the collision of fragments with the larger body again with that last sim.
Edit: Heh, even larger bodies collision broke. I'll upload the output log for this one which utterly broke. Word of warning though, it extracts to 90mb in size.