The technical side of the problem: When warp is engaged with thrust ON, the game tries to calculate the trajectory ("VesselComponent.HandleOrbitalPhysicsUnderThrustStart" method) The end of that method has a sanity check, turning off this thrust-on-rails if either the position or velocity calculated for the current point in time (T=0) on the new trajectory is >=0.01 units off the actual current possition of your vessel. Now, the only way this is telegraphed - is the erro
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