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Rapporter et oversættelsesproblem
having a few issues this Animation engine to where i've had to remove all mods using it.
Error keeps spiting out this:
at AnimationEngine.LanguageV1.ScriptV1Runner.Close ()
at AnimationEngine.COre.CoreSccript.OnClose (IMyEntity ent)
at System DelegateExtensions.InvokeIfNotNull[T1] (Action '1 handler, T1 arg1)
first few lines of the log
this crashing of the server has only happened since the latest update of this mod :(
This a scripting language for SE that allows modders to create block animations with relative ease, no C# knowledge required.
This is not a mod, its more of a framework for modders
----
It makes it easier to create anmitaions in SE. Alone, without "more input, models, ..." it makes nothing.
1. Quit Steam. Wait till its fully quit
2. Go here: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850 (change C: to whatever drive your Steam is on, if it doesn't work)
3. Select all (Ctrl A) -> Delete all folders
4. Go here: C:\Program Files (x86)\Steam\steamapps\workshop
5. Delete appworkshop_244850.acf
6. Start Steam
Steam will now download a fresh copy of all your subscribed workshop items. This could take over an hour, depending on your internet speed
Hope you find a fix asap.
Basically, my game says "Downloading mods", goes to about 50%, shows "Animation engine 540 KB", and stays there forever. (in this case "forever" means longer than 25 mins)
A quick gander at that Pastebin shows you had 58 active mods. And the error was while loading an image, though it's not terribly helpful about showing *what* image. And it also errored on the Ravcor mod
You should probably try it out with a minimal set of mods, just the suspected offending WC Mod and the animation engine.
all mods with keywords like "Animation Engine" Or "Maths Animation Engine"
I loaded mods after removing it and it appears that the Vulcan cannon mod added it back and when I was trying to sus out why I was crashing I decided to copy the log over since it was open.
As for performance I would say its about the same, there is overhead in the script itself but it also preforms things like distanced based animation speeds to improve performance. i.e. if a grid is 100meters away itll play animations at 30 fps, 1km will play at 15fps ect.
There is no server side impact to speak of as this is a client mod
Love the look of this mod.
So questions for you if you don't mind me asking.
What kind of performance cost would this mod have on a servers simspeed?
I am looking at using this for a couple weaponcore mods but i can't find any threads of people discussing the impact.
Say i have
500 Animated Weaponcore blocks on 50 seperate ships VS 500 AE blocks on 50 seperate ships.
What kind of sim loss would i be looking at?
The same? Minimal loss? Melted death?
it allows for SE Modders 2 make animations 4 block based objects inside of the game. :3
Think of it as animating a robot in real life or 3D animating of the model bones in a program like Unreal Engine 5. :3
If U need mar info U can ask google or watch youtube videos. >w<
Also reading the DESCRIPTION will tell U dat, it even gives a link to an example mod to better help you visualize wat it does. ^w^
ie; artificial horizon, speed, fuel, altitude? (and if possible, atmospheric density)
and motions for scaling relative to them. essentially something for gauges
see animated cockpits or retractable landing gear