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The sim speed is a steady 1 and I have not heard any complaints about lag. I do have some lag sometimes, but I don`t have a very good internet connection.
When the doors stop too early, there is only a thin opening. If it was real life, I`d say it would be about 2-3 cm. Hope that helps you imagine the gap :P
I get the impression that the PB sometimes skips ahead a bit compared to the animation.
I`ve started keeping an eye on the door that is closing, so that as soon as I see that it has stopped too early, I cycle the lock again. Never had it stop twice in a row when I do that.
Thanks,
The script really should wait until it can detect that the door is fully closed. I suspect the lag is somehow causing the script to "skip a step" or something. I could see about making the script wait a little longer until it is closed. Perhaps I will have to make a house call to a server that allows scripts to see if I can recreate what you experience.
Although I don't fully understand multiplayer yet, please, Zarkash, let me know the conditions of your server: is sim speed okay when it doesn't work? are there many players on the server? is you fps pretty standard? Can other players recreate the bug on their own grid, too? Can you recreate the bug in a single player game as well? Answers to these may or may not help me.
When I get the time, I will investigate this.
But if you really want to try writing scripts then go for it. I can try to help you if you need it.
Sadly, that's all I know right now. I'll look over that weblink and see what I can do. Maybe I can blindly make a miracle happen.
I am not a great engineer yet, so I can't/don't calculate how much of what thing I need for a grid. So I just err on the side of caution. 1 OTank? Why not 10? 1 Reactor? 4 of them plus some hydrogen engines in case I run out of Uranium. Plus I only play singleplayer, so it's really easy for me to end up have a surplus of o2 and h2.
I kinda take pride in that, security in redundancy.
If I do this, it defeats the purpose of the airlock, which is to preserve oxygen, thus saving on ice or whatever. So if a grid is constantly filling the tanks, then the emergency-open will always activate. This comes down to grid design, i.e. it is the engineer's fault, not the script, heheh.
I do not recommend two two separate scripts with the same blocks, or even on the same grid, if you do not know exactly how they operate. They are clearly in conflict with one another.
Remember that a player cannot get truly trapped; they can access the panel on the door, switch off the ProgBlock, switch on the door, then open it. This however, is still not the desired method for this script, but it is a work around until I think of something better (and get around to implementing it).
By naming the doors the exact same, and changed the suffixes from "interior" and "exterior" to "[ALI]" and "[ALO]", both the scripts try to work at once. The doors flicker on and off to fast to not be opened, and by shutting off Airlock Managent Script, the Simple Airlock begins it's work right away.
I'll try to look into it further, maybe reverse engineer some more code, and I hope what I found helps you.
If you know where to find scripting info for SE, may I see it?
All that's needed from the OTanks is the Oxygen Percentage.
Maybe:
if OTanks == 100;
unlock the doors
if door 1 is opened
lock lock door 2
elif OTanks == 0;
....
Like I said, very little understanding of C#, and I don't know the variables for SE. Isn't like there's a coding wiki like for Garry's Mod.
The main goals for fixing this is making sure that the player doesn't lock themselves out of their ship or in the lock. I swear that lock can quickly become an asphyxiation chamber when it tries to pressurize without any o2 to pressurize with. And a fully oxidized moonbase isn't worth much if the player is locked outside because the chamber can't empty.
Although, I still want to add a bit of code that will "time-out" eventually, and open the door letting the air escape. I would like to avoid adding more "required" blocks if necessary.
Let me know what you think, though, Herr Doktor. This is only my opinion, after all.
If it reaches 100%, it should into a second mode based on the Simple Airlock Script. At this point, a door can only be opened if the others are closed, and as long as that door is opened, the others are locked. The open door will autoclose, unlocking the others.
This way the player won't accidently be trapped in their ship for hours waiting for their oxygen to run low, but they won't have to risk venting all of their air out either.
I'm doing some tests to see if I can run both scripts side by side, so if I did have to disable this one, it'll have a fall back already working.
Thanks.
The Airlock was at 84% Pressure and was fully sealed with the door named "[ALI]". I removed the inner door; replaced, renamed, and regrouped the door; and recompiled the code. I also used two vents to pressurize the test room to 100%, which most likely pressurized the airlock to 100%.
The Airlock now works.
I'm still not sure what I did wrong, but at least it works now.
I did find a funny issue. It cannot function if there isn't enough room in the oxygen tanks for the air in the lock. Since it can't depressurize the room, it just get's stuck attempting to depressurize until there's room. It won't open the inner door either.
Is there an override function to force at least one door to open, even if it means venting the lock's air into space?
Can you please state the precise message?
And just to be as clear as possible, by 'terminal' you mean you went in to the terminal of the programmable block, and it displayed some text like "Airlock 1 Status"?
There is an error message there that can say "Not all InDoor are functional"
If that is your message, then this means either the door is damaged below the functional line, or there are no doors in that airlock group. The InDoor must have [ALI] in the name, and it must be in a group with [AL] in the name.
If you have all of this satisfied, then I will need more detail as to how your airlock is set up.