Ha! Don't blame me for that.
It worked fine without the vertical tail and engine components. So,
you can probably keep your project making progress in the meantime by
deleting those components and working with the rest.
I'll go through and re-audit the code. I'm pretty confident it is the
right fix. I have a couple of other bug fixes queued up, so if I have
time, I'll try to release a new version tomorrow. I was waiting on a
feature release, but these are real bugs that real users have hit, so
they're worth getting out there.
I noticed that your fuselage was defined with a large number of cross
sections. Unless these cross sections -- and the tangent angles
between them -- are defined perfectly, this has a chance of causing
spurious ripples between the cross sections.
In general, for VSP, less is more.
For your fuselage, I suggest you try to define it with the absolute
minimum number of cross sections possible. Only add an additional
section if you are certain you can not represent the shape without it.
This will let VSP do what it can to to make the highest quality
surface possible.
Also, is there a reason you added all the mesh sources? Since the
curvature based meshing was added, my general advice is for users to
start with the curvature parameters to get the mesh 90% of the way
there. You should be able to get all the geometry properly
represented with these parameters. The main reason to control
resolution with the sources is then to make sure that you have all of
the flow features (or whatever physics you are modeling). So, I'm a
little surprised to see mesh sources before someone has run a test
solution with just the curvature based stuff.
Best,
Rob