About every day that I've been on T2 and building, many people often have problems with SI...or THINK they have problems. For those of you still new to Structural Infinity, here's the basic gist of what it is, how you get it, and what you're supposed to do with it.
What It Is
SI is a script that virtually eliminates the visual limit when constructing. Originally, only 1024 objects (not pieces...objects include vehicles, players, etc.) could be rendered. With SI, up to 20,000 objects can exist before encountering any real problems. (1-degree walkway spheres pass up 20k objects, so please don't even attempt them. You'll end up working at less than 1fps, and then lagging out before you even come close to completion).
How It Works
How You Get It
Originally Posted by Krash
Since the objects are all indexed, if you have over the visible limit of objects loaded, it will only load the actual clientside version of the deployable in that range. Once a deployable in that range is removed, it will use the available object on the next item in the index, and so on, and so on. What you'll see when it is outside of that range is[...]a completely virtual object made on the client end to match up with the position, rotation, and scale of a serverside object... only without animation, targets, and etc.
Follow the instruction. Also, when you download it, you need to actually open up the Installer...you can't just place it in Autoexec. You put the program in there, but not the Installer...easy enough, right? ...Hopefully.
What To Do
Celebrate! You now have the ability to see much more than originally thought possible. Also, because you installed SI correctly, you seem just a bit smarter. So build on, don't hesitate to load buildings, and don't freak out if the piece-count climbs towards quadruple-digits. S'all good!
We're already aware of these...I'm just making sure YOU are. So you're not as surprised as most people when the V-Pad suddenly disappears!
-Often when joining a server, you might notice the little "Slack Space Error" message. Do not freak out. Slack space is used to render players and vehicles. It's not polished out yet, but be assured, it'll work eventually.
-When over the usual Vis-Limit, some vehicles and players will be invisible to you. This is a Slack Space issue...there aren't any ghosts, and no one is hacking. If you run into an invisible player, you might get jostled or blocked, but it's nothing to worry about. Sometimes you can be seen, but you can't see others. It happens.
-Very rarely, some pieces won't appear. You'll be walking and suddenly stop (Hammer Time!), blocked by an invisible force. If it never moves and is bigger than a player/vehicle, it's a piece. Go observer...turn away...ctrl-k...sometimes it will reappear, sometimes it won't.
-Cloaking...after pieces go above the normal limit, cloaking won't be displayed. You can still /cloak a piece, but you won't see a change, so it's best to wait for the pieces to die down before you use /cloak. If you're impatient, then go ahead and /cloak what you want, but if you're forgetful, you won't be sure whether or not the targeted piece is already invisible. Like I said, it's best to wait.
-Targeting Lasers won't appear after passing the normal limit. It's a slack-space thing. Not that significant.
-When respawning/joining a server, it may take a while for your player to actually appear on the map. Just be patient, you'll get there eventually.
-Switches may lose the icons on the panels. Also, when activated, it may not show the "ON" rotation, and you won't hear the Solar Panel being powered up/down. The frequencies are still being flipped, but you won't see any animation. Also, switches that should be accessible by everyone sometimes act like Owner-Only switches (In Metallic).
-Projectiles will become invisible once pieces go over the usual limit. Bullets, lasers, etc. Even thrown Packs or Weapons will not be seen.
-As pointed out by phoenix2008, emitters will cease to function once we pass normal limits.
-Animation for generators or solar panels will not be visible. Rest assured, even if the lights are dark and you hear nothing, everything is fully functioning..
-When merging, some pieces may "flash" and others will not. This is part of the cloaking issue. If an object was set down before we hit visual limit, everything will animate/cloak/flash/etc. If it's not, it won't, but it will still merge. If you're having trouble figuring out if a piece is fully merged, Isometrically Rotate it and see if the whole target piece changes. If not, merge it together.
Still taking suggestions! Have a problem? Post it here!