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Сообщить о проблеме с переводом
And it becomes even more challenging, if you move around, especially when if that is faster than 100 m/s. So when you are moving around and then returning back to base, the game is still processing the detection scanning miles away. That causes some weird "artefacts" like ores suddenly pop up miles away while you won't see the ones close by for a long time, until your CPU catches up eventually.
From my personal experience, around 1500-2000 m is the threshold, where a fast CPU can keep up moving around at 200-300 m/s. I would recommend to stick to a maximum of 1000 m.
If you would like to scan longer ranges, I would recommend something like [VSI] Ore Deposit Scanner. This mod offers a more gameplay like solution, which costs some power to run and the scanning itself also takes time - literally, because your CPU is under high load during that time.
I know you said you are not using any mods, which directly affect this setting, but maybe something causes a side effect. So please test it in a new game with just this mod installed.
And please keep in mind, that this mod only affects the vanilla ore detectors and not modded ones, just in case you are refering to a modded one.
I deleted the save and started a new game and everything is working correctly now. Maybe it was just an SE gremlin, because I hadn't changed anything in this new game. Same mods, same load orders, so not sure what the issue was, but it's working correctly now. Thanks for replying though.
Looks like if they jump/move from one sector/instance to another, it pulls the asteroid(if not the entire config) from the instance/sector you travelled from and overwrites the config to the one you travel to.
Only way to get around this, is for them to relog after which it pulls the config from the current instance/sector they are in.
=> But maybe adding a checkbox to affect all ore detectors would solve a lot of these cases.
10:49:32.2670 [DEBUG] Keen: Fatal error compiling Steam:2422592854.sbm - Configurable Parameters. This item is likely not a mod and should be removed from the mod list.
10:49:32.2670 [ERROR] Keen: System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: text
at Microsoft.CodeAnalysis.Text.SourceText.From(String text, Encoding encoding, SourceHashAlgorithm checksumAlgorithm)
at VRage.Scripting.MyScriptCompiler.<>c__DisplayClass46_0.<CreateCompilation>b__0(Script s)
- I think it's because of the extra visual studio solution files kept in the Scripts/ConfigurableParameters file that the game is trying to load
Hey is there any known solution to this Problem?
only manually deleting the visual studio files in the torch server's directory
It turns out you need the Torch Server to be in a folder named "torch-server" else the mod wont compile