I would have assumed that the game froze and then would not respond (crash) because I was using too much memory or something, but no, I got this error message right when the ships where leaving my FOV:
System.NullReferenceException: Object reference not set to an instance of an object.
C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Ship.cs:line 839
at Cosmoteer.Ships.Commands.BaseFollowCommand.get_TargetRadius() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Commands\BaseFollowCommand.cs:line 41
at Cosmoteer.Ships.Commands.BaseFollowCommand.get_FollowRadius() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Commands\BaseFollowCommand.cs:line 49
at Cosmoteer.Ships.Commands.BaseFollowCommand.GetVisualDestination(Vector2D fromShipCenter, Vector2D& loc, Direction& rot, Nullable1 overrideTargetLoc, Nullable1 overrideTargetRot) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Commands\BaseFollowCommand.cs:line 467
at Cosmoteer.Ships.Commands.AttackCommand.GetWorldDestinations(List`1 dests, Vector2D origin) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Commands\AttackCommand.cs:line 117
at Cosmoteer.Modes.SinglePlayer.Creative.CreativeGameModeManager.MoveSelectedShipsToDests() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Modes\SinglePlayer\Creative\CreativeGameModeManager.cs:line 482
at Cosmoteer.Modes.SinglePlayer.Creative.CreativeGameModeManager.OnHandlingHotkeys(Object sender, EventArgs e) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Modes\SinglePlayer\Creative\CreativeGameModeManager.cs:line 451
at Halfling.Gui.GuiRoot`1.Input() in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Gui\GuiRoot.cs:line 578
at Cosmoteer.Game.Gui.GameGui.Input() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Game\Gui\GameGui.cs:line 582
at Cosmoteer.Game.GameRoot.Input(StateMethodInvoker inputParent) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Game\GameRoot.cs:line 1129
at Halfling.Application.AppStateEx.Halfling.Application.IAppState.Input(StateMethodInvoker inputParent) in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\AppStateEx.cs:line 186
at Halfling.Application.Director.CallInput() in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\Director.cs:line 872
at Halfling.Application.Director.DoInput() in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\Director.cs:line 787
at Halfling.Application.Director.<GetRunIterator>d__83.MoveNext() in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\Director.cs:line 335
at Halfling.Application.Bases.GenericApp.<ApplicationMainIterator>d__42.MoveNext() in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\Bases\GenericApp.cs:line 249
at Halfling.Windows.D3D11.D3D11Window.RunGameLoop(String[] args, IEnumerable`1 iterator) in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingPlatformWDX\Windows\D3D11\D3D11Window.cs:line 890
at Halfling.Application.Bases.GenericApp.ApplicationMain(String[] args) in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Application\Bases\GenericApp.cs:line 163
at Cosmoteer.GameApp.Main(String[] args) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\GameApp.cs:line 118
Let me leave this to you. It works after wards, just I don't want this to happen again