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FinedEvent triggering unreliable? #78

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Rakinare opened this issue Feb 23, 2021 · 6 comments
Closed

FinedEvent triggering unreliable? #78

Rakinare opened this issue Feb 23, 2021 · 6 comments

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@Rakinare
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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

@RenCloud
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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.

@Rakinare
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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.
So do I have to have a faster update rate there?

@ndelta0
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ndelta0 commented Mar 16, 2021

Setting update rate to 1000ms makes it slower than default (1000>100ms), try setting it lower, not higher.

@Rakinare
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Rakinare commented Mar 16, 2021

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.

@RenCloud
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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.

@RenCloud RenCloud mentioned this issue Jun 22, 2021
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@RenCloud
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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)

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3 participants