[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia

What is it? This error appeared on my server approximately after the update on November 2. It appears with some frequency in such quantity in one second. About 30 repetitions at a time. I didn't install any new plugins, I didn't change anything. It just started popping up in the console in huge numbers.

[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] computeMassAndInertia: Dynamic actor with illegal collision shapes
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)

Same problem here

Are either of you running MiniCopterOptions plugin?

DodgeMan

Are either of you running MiniCopterOptions plugin?

Yes, i use.

Not that this is a definate that its coming from here, but I too have it and also use that plugin, as well as TugMe. I did a scan in nodepad++ for inertia and the only files to come back were TugMe, and MiniCopterOptions..

Also a quick google found a post on codefling website with tug boat pirates. That said, When i purchased TugMe, I didnt realize that it had the pirate in it as well. So it could also be TugMe if you use it, if not maybe TugBoatPirates?

c:\users\agilliam\desktop\gameservers\rustserver\oxide\plugins\MiniCopterOptions.cs (3 hits)
Line 675: // Override the inertia tensor since if the server had rebooted while there were attachments, it would have been snapshotted to an unreasonable value.
Line 677: // To determine this value, simply deactivate the prevent building object, call rigidBody.ResetInertiaTensor(), then print the value.
Line 678: copter.rigidBody.inertiaTensor = new Vector3(407.1f, 279.6f, 173.2f);
c:\users\agilliam\desktop\gameservers\rustserver\oxide\plugins\TugMe.cs (2 hits)
Line 1228: if (entity is BaseHelicopter) //Inertia tensor must be larger than zero in all coordinates. Fix
Line 1232: if (ml != null) { ml.rigidbody.ResetInertiaTensor(); }

Lol. It's not the plugins' fault. The problem occurs without plugins as well. I've been running a fresh SteamCMD install without Oxide for over an hour now. Then the problem goes away. It's not that hard to pinpoint the current problem. You're better off just renting a server from a website somewhere, because they never have problems with Oxide themselves. Or just stop using Oxide. This only concerns home servers. As always, they're left out. There's always something going on. Because there's no money to be made with that.

Merged post

No, my previous comment was a joke. You placed or pasted something into your world. Like maybe with copy and paste? The times I discovered it. Was the problem? Or (is) the problem with my TUGME.cs plugin? As soon as you cover the boat with turrets or unusual attachments, the error appears. Or does the error only appear when you restart the server? It can be both. Not only tugme.cs, but also other plugins like convoy.cs, truepve, NPCSpawn, Armoredtrain, and Militairyairfield have given these errors in the past. The most common and frequent one is and was the tubme plugin. Time for vs2022 + Cargo + Clippy + Toml and Rust programming and language. I removed the event and left only the Tugboat attachments. And put the event separately in a different CS. That solved the problem too. Good luck to the creative minds!

You replying to somthing a year later why bother?



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Lol. It's not the plugins' fault. The problem occurs without plugins as well. I've been running a fresh SteamCMD install without Oxide for over an hour now. Then the problem goes away. It's not that hard to pinpoint the current problem. You're better off just renting a server from a website somewhere, because they never have problems with Oxide themselves. Or just stop using Oxide. This only concerns home servers. As always, they're left out. There's always something going on. Because there's no money to be made with that.

Merged post

No, my previous comment was a joke. You placed or pasted something into your world. Like maybe with copy and paste? The times I discovered it. Was the problem? Or (is) the problem with my TUGME.cs plugin? As soon as you cover the boat with turrets or unusual attachments, the error appears. Or does the error only appear when you restart the server? It can be both. Not only tugme.cs, but also other plugins like convoy.cs, truepve, NPCSpawn, Armoredtrain, and Militairyairfield have given these errors in the past. The most common and frequent one is and was the tubme plugin. Time for vs2022 + Cargo + Clippy + Toml and Rust programming and language. I removed the event and left only the Tugboat attachments. And put the event separately in a different CS. That solved the problem too. Good luck to the creative minds!