Ok but the chances of the crash could be more related due to heavy traffic and memory. I never had the Orisis.oxp crash.
You probably hadn't running several dozens oxps running alongside. And I assume you now run it on a mac on osx10.6 or higher. Than you'll also have 64 bit with current Oolite.
I just found one error in the ship script. You should delete the two lines:
This line was to correct for a bug in the rotation code in oolite at the time you wrote it. Since Oolite 1.75 this bug is corrected and there is no need to flip the w-component of the orientation. On the contrary, it will now lead to wrong placements of the escape pods. Not crashing, but also not as nicely aligned along the hull as intended.
And as Eric already said, the texture file size is irrelevant. It gets put into the graphics memory as a bitmap in 32bit colour. 32 bits are 4 bytes. 4 bytes x 2048 x 2048 = 16744464 bytes total memory need. And of course it's only one of several textures needed by the ship.
Because of mip-mapping (a type of anti-aliasing for textures), it will actually be expanded by another third to 22 369 621 bytes, unless you’re using simple graphics, in which case it will be scaled down to 1024 × 1024 px and use 4 194 304 bytes.
Lestradae wrote:
The crashes are entirely reproducible on my machine by using the chain hyperjump (jump-optimised) piece of oxp-equipment.
This is Bug #18245. We have absolutely no idea why it happens, so at the moment the only solution is “don’t do that, then”.
Sorry to say I can't confirm the "chain jump equipment causes memory pool not to be released" theory. Tried again with the chain jump equip deinstalled and got the usual CTD albeit after 4 jumps (later than ususal).
Log ends with:
17:04:28.157 [CargoTypeExtension]: Set price for CTE_CTD_17 to 19 with 0 TC available
17:04:28.157 [CargoTypeExtension]: Set price for CTE_CTD_18 to 3 with 0 TC available
17:04:28.157 [CargoTypeExtension]: Set price for CTE_CTD_19 to 45 with 0 TC available
17:04:28.157 [CargoTypeExtension]: Set price for CTE_CTD_20 to 87 with 0 TC available
17:04:28.435 [testscript.spawn]: Generated 1 nest for testing purposes.
17:04:28.436 [bigShips_populator]: 0 big trader(s) added to the Zaanes system.
17:04:28.478 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/waspskin.png
17:04:28.479 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/waspnormals.png
17:04:28.479 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/waspeffects.png
17:04:28.479 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/wasplites.png
17:04:28.479 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/wasplegskin.png
17:04:28.480 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/wasplegeffects.png
17:04:28.480 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/wasplegnormals.png
17:04:28.480 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Wasps.oxp/Textures/waspleglites.png
17:04:28.557 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Griff_Shipset_Resources_v1.2.22.oxp/Textures/griff_worm_diffuse.png
17:04:28.567 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Griff_Shipset_Resources_v1.2.22.oxp/Textures/griff_worm_normal.png
17:04:28.578 [general.error.allocationFailure]: Failed to allocate space (4194304 bytes) for texture ../AddOns/Griff_Shipset_Resources_v1.2.22.oxp/Textures/griff_worm_effects.png
I must say what it looks like to me is that part of the memory pool is kept after leaving a system. But I've had this idea before but was told it was impossible. No idea.
Is your ship cloaked while jumping?
I found that I got crashes if cloaked but almost never crashed if not cloaked...at least while doing hyperspace jumps or OXP-related jump chains.
The other criteria is my ship or nearby ships being suddenly moved while my ship is cloaked.