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The sim speed is a steady 1 and I have not heard any complaints about lag. I do have some lag sometimes, but I don`t have a very good internet connection.
When the doors stop too early, there is only a thin opening. If it was real life, I`d say it would be about 2-3 cm. Hope that helps you imagine the gap :P
I get the impression that the PB sometimes skips ahead a bit compared to the animation.
I`ve started keeping an eye on the door that is closing, so that as soon as I see that it has stopped too early, I cycle the lock again. Never had it stop twice in a row when I do that.
Thanks,
The script really should wait until it can detect that the door is fully closed. I suspect the lag is somehow causing the script to "skip a step" or something. I could see about making the script wait a little longer until it is closed. Perhaps I will have to make a house call to a server that allows scripts to see if I can recreate what you experience.
Although I don't fully understand multiplayer yet, please, Zarkash, let me know the conditions of your server: is sim speed okay when it doesn't work? are there many players on the server? is you fps pretty standard? Can other players recreate the bug on their own grid, too? Can you recreate the bug in a single player game as well? Answers to these may or may not help me.
When I get the time, I will investigate this.
But if you really want to try writing scripts then go for it. I can try to help you if you need it.
Sadly, that's all I know right now. I'll look over that weblink and see what I can do. Maybe I can blindly make a miracle happen.
I am not a great engineer yet, so I can't/don't calculate how much of what thing I need for a grid. So I just err on the side of caution. 1 OTank? Why not 10? 1 Reactor? 4 of them plus some hydrogen engines in case I run out of Uranium. Plus I only play singleplayer, so it's really easy for me to end up have a surplus of o2 and h2.
I kinda take pride in that, security in redundancy.
If I do this, it defeats the purpose of the airlock, which is to preserve oxygen, thus saving on ice or whatever. So if a grid is constantly filling the tanks, then the emergency-open will always activate. This comes down to grid design, i.e. it is the engineer's fault, not the script, heheh.
I do not recommend two two separate scripts with the same blocks, or even on the same grid, if you do not know exactly how they operate. They are clearly in conflict with one another.
Remember that a player cannot get truly trapped; they can access the panel on the door, switch off the ProgBlock, switch on the door, then open it. This however, is still not the desired method for this script, but it is a work around until I think of something better (and get around to implementing it).