- Aug 1, 2018
- 37
- 102
THANK YOU SO MUCH! And actually, I corrected that on my "personal version" of the mod and I didn't notice. HahahaI really can't recall where I got the copy. I was looking part of the day and couldn't locate it. But I still have the original rar since he packed them all together. Give me a few and I will pop in up on Sims File Share.
EDIT : Didn't take as long as I thought. Here's the link to the file.You must be registered to see the links
Also, if I find the post, I will post a link for that too. It rather surprised me that he actually screwed it up and didn't even know it.
EDIT: Wow, you're in luck! I found the post!You must be registered to see the links
It's under this spoiler.... Quicker Sim Autonomy Update Details - Download mod at bottom of spoiler
However, the mod should work for the most part even with that tiny error. Honestly, I think this simulation lag problem could only be solved equally for everyone through script modding.
Just put it on my game... worked really good. Could you consider uploading this script to a "more public" page like MTS? I mean, this is the most improvement I had for that problem, and caused no issues with autonomy.This is what I use to set the internal timeout. It works to reduce the cooldown time is about all. There are interaction cooldowns too that can be set but I found none of that seemed to matter much even setting them to 0. Even setting this to 0 makes little difference to 8 since thats basically a blink of an eye but gives enough pause for the game engine to process the next task. Setting it to 0 will lead to synch issues is my guess which cause even more problems. Coolspear also stated that it depends on your machine. Some peeps work better with a 24 millisecond timeout or even 32. You can play with the code below & attached to see if anything works for you in particular.
Put this script in your overrides folder and add this to Resource.cfgPython:import services, scheduling, time, injector, elements, element_utils, time_service, autonomy.autonomy_modes time_service.TimeService.MAX_TIME_SLICE_MILLISECONDS = 8 @injector.inject_to(autonomy.autonomy_service.AutonomyService, '_register') def _register(original, self, autonomy_request): if self._processor is None: autonomy_timeline = services.time_service().autonomy_timeline self._processor = autonomy_timeline.schedule(elements.GeneratorElement(self._process_gen)) sleep_element = element_utils.soft_sleep_forever() autonomy_request.sleep_element = sleep_element self.queue.append(autonomy_request) return sleep_element @injector.inject_to(time_service.TimeService, 'start') def start(original, self): original(self) self.autonomy_timeline = scheduling.Timeline((services.game_clock_service().now()), exception_reporter=(self._on_exception)) @injector.inject_to(time_service.TimeService, 'update') def update(original, self, time_slice=True): time3 = time.monotonic() original(self, time_slice) time4 = time.monotonic() max_time_ms = self.MAX_TIME_SLICE_MILLISECONDS if time4 - time3 < 0.008: time1 = time.monotonic() result = self.autonomy_timeline.simulate((services.game_clock_service().now()), max_time_ms=max_time_ms) time2 = time.monotonic()
This will never break because it doesnt use shitty tuning files that always break. Python > XML Tuning lolCode:Priority 1000 PackedFile Overrides\*.package PackedFile Overrides\*\*.package PackedFile Overrides\*\*\*.package PackedFile Overrides\*\*\*\*.package PackedFile Overrides\*\*\*\*\*.package
Sometime later I'll post a solution in python to shorten all interaction cooldowns. I haven't got to it yet