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FinedEvent triggering unreliable? #78
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Normally it should trigger reliable. You could try to set the update rate higher, but 100ms should be normally enough. However, I have currently not tested the current game version, but it should work there. |
Thank you very much for your answer! Oh so that is tied to the update rate too? I though events are always fired when the game sends them and not that the telemetry is observing it. I have set my update rate to 1000ms and it is extremely unreliable. |
Setting update rate to 1000ms makes it slower than default (1000>100ms), try setting it lower, not higher. |
Yes I know that, I was expecting the events to fire unconditionally to the update rate, like them watching the events fired by the game permanently. I have set my update rate to 1000ms, cause a lower update rate was messing with my software. I will however try to lower it. |
The game will fire it at the right moment, but the C# plugin only periodically updates the data. So if the refresh rate is to low most of the events will be lost. However you can make changes to the c++ code, if you have no other choice. Than the low refresh rate would work. |
Should be fixed. Events should be refresh rate independent (at least in that way, that as long no new event is called between the refresh time it should work reliable) |
I have been trying to track fines with FinedEvent, however it seems to track extremely unreliable.
Whenever I get a fine triggered ingame such as red light running or speeding I would expect the FinedEvent to be triggered but very often nothing is happening at all.
Is that a bug with the telemetry or the game itself?
Regards
Rakinare
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