All Poles with Indicator Lights Question

Recently, the mod All Poles with Indicator Lights seems to have changed the cylindrical lights on the wall power plugs to spheres. If I erase a wall plug, the spherical light stays behind for quite a while. Is anyone else seeing this? This is with the latest version 1.0.11 from 3/12, but I don't recall it being a problem all that time. I think it may have happened when I upgraded More Beams and Pillars (also from Aquila) around April 8th.
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19 Replies
wivaca
wivacaOP•4d ago
@Andre Aquila <Aquila Industrial>
McCovican
McCovican•4d ago
This is just the nature of how the mod works. For performance reasons, it only updates every so often now, I think 30s.
McCovican
McCovican•4d ago
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AndreAquila
AndreAquila•4d ago
I think this timer can be reduced now that they are lightweight objects. We had a serious problems with performance in 1.0, i kept that way to not draw any fps.
wivaca
wivacaOP•4d ago
FWIW, I'm less concerned about the timer than the spheres. They used to be cylinders that were neatly tucked into the model. Now they're some kind of sphere that clips through the model texture. That's different than it used to be. (first world problems, lol) I'm familiar with the taking a while to update because this has to be handled within a time slice. Just like container screens don't update instantly nor disappear immediately when the container is deconstructed. I only brought it up because I seem to have exceeded a tipping point where it usually took a few seconds and it suddenly changed to 30-40 sec. I'm wondering if I have a conflict with another mod that is just subtle. "Only" 66 mods loaded, so...
AndreAquila
AndreAquila•3d ago
Hmmm. Oh, about the spheres... The new way that 1.0 build the outlets anywhere ( upside down, left, rigt) doesn't save the rotation in the power connections, so the cyllinder was constantly built wrong ( like 90 degrees from what should have to be) . But I will try to find a way in 1.1 to get them back to cyllinders instead spheres wivaca. They changed the sizes of it a bit too.
wivaca
wivacaOP•3d ago
Hi Andre, OK, just wanted to make sure you knew they were doing that. I work a lot with FICSIT Networks which gets into the nuts and bolts of how CSS does things in SF. Yeah, there are clearly some unusual choices made. Sometimes it's clear that different devs work on different parts and aren't reusing code. CSS must store their orientation someplace (though not necessarily accessible) since they render in the correct orientation - to find it is another thing, I suppose. Thanks. BTW, you know I'm seeing this in 1.0?
AndreAquila
AndreAquila•3d ago
Yes, I know its 1.0 ... in the mod i search for the power connections ignoring the rest of it. In the new version i will try to search for all actor, but i think that will be for the 1.1 version.
wivaca
wivacaOP•3d ago
So, I left my save running overnight by accident, and something strange just happened. 1) using PAK I teleported to the place where I see these connectors up close 2) They appeared with no lights at all 3) I traveled in a nearby hypertube in first-person view using Roze's Hyper Tube Tunnels mod 4) Came back to the other end of the hypertube. Now the connector lights appear as spheres. I'm wondering if the teleport just took me there before they had a chance to render at all. Anyway, this may be a "me, noticing things" problem. Sometimes the game has so much stuff going on that when something changes it takes a long time before it's noticed.
AndreAquila
AndreAquila•3d ago
I did a lot of stuff to avoid fps dropping in the last version. But i think the main problem was just the type of actors/components i was using. I think i will remove all of that restrictions again. One was that it only appears if the character is near it, and other is the long timer. I think that 2 should be removed
wivaca
wivacaOP•3d ago
I appreciate all you do for SF modding.
AndreAquila
AndreAquila•3d ago
In 1.0 that mod was getting from 20/30 fps from the game. But that was solved with some new functions. Let me try to remove them, can you make a test for me? Im glad you like the mods wivaca 🙂 thanks for it. I launched a version with smaller delay and no max distance. Let me know if the teleport and hypertube problem still happen, of if fps have some kind of drop. I think it will not impact fps anymore.
wivaca
wivacaOP•3d ago
I can run a test, sure. Is it on SMM right now or do I need to install from ZIP? Nevermind. I see it on SMM. FWIW, my FPS isn't all that to start with despite having a 4080 and Ryzen 9 5950.
AndreAquila
AndreAquila•3d ago
The important thing is not to reduce it by any fps, so that it is more of a background feature.
wivaca
wivacaOP•3d ago
I see the lights immediately after teleport. Unfortunately, I don't have a benchmark of what my FPS was before the update. My FPS didn't tank but I don't watch them unless I start to see visible deterioration and the feel over moving around where there are power pole lights hasn't changed.
It's been swimming around in the 30s for quite some time now in my crazy big save. I have a 60Hz monitor, so I keep it locked at 60.
AndreAquila
AndreAquila•3d ago
Cool. I don't think they will have any impact. I'll keep an eye out if anyone reports anything. But their format in this version is lightweight so it shouldn't have any influence. Thanks for testing, if you see anything strange let me know 🙂
wivaca
wivacaOP•3d ago
I'm trying to remember if I have any place with a lot of power poles in a relatively small space. Would FPS impact be more noticeable there, or is this just a case where all of them in the world matter?
wivaca
wivacaOP•3d ago
FPS about the same here:
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AndreAquila
AndreAquila•3d ago
I think the instances only load when you look at it, so should impact places with a lot of them. Looking at this image, it probably not impacting at all. Nice 🙂

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