[X3LU] Satellites Monitoring 1.8
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Great script! Wish fulfilled.
Unfortunately even on my top of the line PC the stuttering spoils all the fun (remap with almost full map, checked versions 1.2b and 1.1b - same effect).
If it comes from the script constantly interrogating the state of the LU then I think the scan should be provided on request only and not interfere with normal operation which is stressed enough as it is.
Satalite monitoring is a great thing... but only if the game remains playable
Unfortunately even on my top of the line PC the stuttering spoils all the fun (remap with almost full map, checked versions 1.2b and 1.1b - same effect).
If it comes from the script constantly interrogating the state of the LU then I think the scan should be provided on request only and not interfere with normal operation which is stressed enough as it is.
Satalite monitoring is a great thing... but only if the game remains playable
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JoubJoub:SickArgon wrote:Great script! Wish fulfilled.
Unfortunately even on my top of the line PC the stuttering spoils all the fun (remap with almost full map, checked versions 1.2b and 1.1b - same effect).
If it comes from the script constantly interrogating the state of the LU then I think the scan should be provided on request only and not interfere with normal operation which is stressed enough as it is.
Satalite monitoring is a great thing... but only if the game remains playable
You can probably fix this by throwing in a return null on the changeline condition at the top of the .SM script. Saw the stutter in Willfe's stream too.
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Yep, thanks, I'll have to look into it... I promised myself to do it this week, but uh... yeah, later
EDIT : you mean this right ? :
It's already there.
EDIT : you mean this right ? :
Code: Select all
do if $changeline
return null
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Perhaps offer a toggle for realtime scanning?
One possibility to improve performance would be to offer a toggle that enables or disables realtime scanning. When realtime scans are disabled, a scan would only happen when the panel is first opened and/or when an optional "scan now" menu item is selected.
Just a thought. It's still a very useful script and I don't intend to remove it from my game
Just a thought. It's still a very useful script and I don't intend to remove it from my game
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Before I real-timed this, it was already stuttering. I tried some stuff yesterday, but without good results. I'll have to dig deeper. I won't give the possibility for the user to have it in real-time or not, it's not his decision, but mine, and I say that it should work in real time
Hey, you're using mods now Will (other than LU) ! Congrats !
Hey, you're using mods now Will (other than LU) ! Congrats !
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Well, that stuttering must not necessarily has something to do with the real-time display. Meaning that after the monitor is called upon then stuttering is not that important or at least tolerable as one is just scanning through tables and sector views. But somehow the scripts cause stuttering while they should just be dormant in background. Busy works they are. Evil never sleeps.
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Yes.
When I played LU with remap mod and satellites in most sectors the game stuttered. The stutter stopped after uninstalling sat monitoring.
Admittedly, in vanilla LU I'm playing now (exactly for the reason to use your wonderful script ) a slight stutter occurs when menu is open only. At least until now with not many fleets around.
When I played LU with remap mod and satellites in most sectors the game stuttered. The stutter stopped after uninstalling sat monitoring.
Admittedly, in vanilla LU I'm playing now (exactly for the reason to use your wonderful script ) a slight stutter occurs when menu is open only. At least until now with not many fleets around.
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Maybe there's a problem with the remap mod. Even though I doubt it. Anyway, my mod does nothing when the menu is not open. The menu calls itself every second, and every second I scan for all sectors, search for your satellites, then collect data. In 1000 ms, a CPU is able to do that without stuttering ; the problem is elsewhere.
Please check the global tasks menu in the script editor while your in-game. In the player console, hit "s". If you see hundreds of shit, that could be it. But I never had a single problem in hours of game testing, so again, I doubt it.
Please check the global tasks menu in the script editor while your in-game. In the player console, hit "s". If you see hundreds of shit, that could be it. But I never had a single problem in hours of game testing, so again, I doubt it.
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Nice script... I just this for first time to try and jump to a derelict.
well, for some reason I don't have a jump drive now and it's flying me there.
when I hit Backspace to stop or turn it still keeps going.
when it entered another sector... I was able to break auto pilot... but still was stuck at max speed.
only this script installed with clean LU.
well, for some reason I don't have a jump drive now and it's flying me there.
when I hit Backspace to stop or turn it still keeps going.
when it entered another sector... I was able to break auto pilot... but still was stuck at max speed.
only this script installed with clean LU.
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@Joelnh : thanks, it is fixed now in the 1.3.
The 1.3 also brings performance improvements. In fact, it took me longer to improve performance than to write the whole script.
Now the script scans the universe only when you open the menu, then collect data from your satellites every 5 seconds. Everybody is happy !
The 1.3 also brings performance improvements. In fact, it took me longer to improve performance than to write the whole script.
Now the script scans the universe only when you open the menu, then collect data from your satellites every 5 seconds. Everybody is happy !
Last edited by Joubarbe on Mon, 20. Jul 15, 10:27, edited 1 time in total.
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