Vehicle Speed always 0 when far away
Another issue that we noticed...
The vehicle speed changes to 0 after a certain distance is between the player and the vehicle. This does not happen with the train, any idea what could possibly cause that?
Thanks in advance, arfla
That might be because of using Get All Actors of Class (GAAoC), since Satisfactory uses a instancing system. It might not actually calculate the speed since no player is close. I could use the Vector Length approach for the drones instead of the built-in CSS header.

It is planned to migrate off of GAAoC and go to the subsystems as they are more performance friendly, but getFactory has me looking at a wall that I am just not looking at wanting to tackle.
Ah, that would indeed make sense why it was not showing up anymore.
Haha I can imagine, I did encounter some issues with getFactory when loading into our main big world, I think it couldn't handle it performance-wise.
Interesting, I had fought performance issues with getFactory for a long time. Ended up using a save from BLAndrew's ridiculous world. That was a 6-7MB JSON text file. Subsystems, at least in this game, are so much better, but they didn't exist when I first made them or at least weren't exposed.
Doubt it will fix it, but I tried a fix in 0.8.28. It is much more probable that there's something either that I need to, or CSS does, to use the FGVehicleSubsystem better. I tried something, but my knowledge of C++ is pretty much non-existent.
I just had a quick try now with the newest update, unfortunately, that did not fix it, it actually broke the speed completely. I have attached a screenshot below, if you look at the engineRPM you can see the vehicle is moving but no speed is being output. I have tried this with autopiloted and manually driven cars. ThrottlePercent and currentGear work, they are just on 0 as I jumped out of the vehicle to take the screenshot lol.
Thanks in advance for your time and effort.

You sure about that? The Throttle is 0, and the gear is in what I would think is either Park or Neutral, so I would expect speed to be 0.0.
Yep pretty sure as we have got the data hooked up live on our dashboard so it updates every 100ms and none of the vehicles update anymore. Even my autopiloted vehicle says 0 speed.

Okay, that just about proves it. I am going to see about asking the CSS Devs about adding in some kind of header. I also have been trying to clean up the number of duplicate circuits anyways.
Speed is showing again since the latest update, the issue that the speed is disappearing after some distance with the player remains.
Awaiting Update 8 rework of FGVehicleSubsystem