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Rapporter et oversættelsesproblem






Like if in 4x speed, i hit 1200 tps, i get around 8fps or 12 fps or 24 fps. Pawns just go brrrrrrrr, everything is fast.
Then with mods like fps stabilizer, in 4x speed, i'll get 60 fps (if i set it to that for example), i'll get maybe like 450 tps or 600 tps at max.
You want to get WVC work modes for mech optimization.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2888380373
Trust me ... you want this. You need this.
At "1", work speed won't drop that much, but TPS will of course decrease. In my case, I deal with this by changing the value as needed.
Anyway, this mod is great.
https://youtu.be/dehZZVrBA1o
It seems that your mod is not working properly in the modpack - even after pushing the mod down to the bottom of the load order. Has anyone experienced the same or a tip for me?
What I tried: Reducing the multipliers from 1x to 10x on everything including experimental options had no effect on the Pawn.Tick() at all - which feels counterintuitive? Shouldn't at least the Pawn.Tick() times drop -especially when I the multiplier massively down from 1 to 10? Measured with PerformanceMonitor on a highly modded playthrough >400 mds and 32 colonists in a colony.
tldr: Measuring human pawn tick times with Performance Monitor shows no difference between x1 multipliers and x10 multipliers. Does that sound reasonable?
I'm reporting this because I've discovered a discrepancy between this mod and the Exosuit Framework mod ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3352894993 ) .
I discovered that when I try to repair an Exosuit while it's assembled in the Maintenance Bay added by the Exosuit Framework mod, it takes several times longer than usual. This extended repair time phenomenon increases or decreases proportionally when you adjust the tick rate of this mod, so I think it's probably because the tick rate reduction effect is also applied to the assembled Exosuit. In fact, this issue does not apply if you repair the Exosuit after unassembling it and storing it in Component Storage.
If you don't mind, I'd be happy if you added an option to remove the Exosuit from the tick rate reduction effect. Even if you don't, I'm still thanks to you.
Could not be that. Could be vtr related. But then you would have to complain to Ludeon on this one, not me. If true, they have a discord and have fixed a bunch of errors similar to the one you are complaining about. Send them a bug report with log and save file.
I dunno if this is real or I'm being a baby, but I figured I'd ask here since it seems related.
Options > Experimental > Apply for other things > Check