Hi Kotten_3,
Interesting behavior of the particles. Of course I had no idea that you need just one, and my initial though about that was, you have six, use them ;o)
As usual, when I can see the reason, I set up a new scene. Minimal configuration, to start with (file”…_22b”) \.
You have of course read about Rate, Shot and Count, and the very specific differences. If not, have a look:
https://help.maxon.net/#OP_STORM-ID_GVPORTS
This is crucial to know, if the use of the PStorm is important to you.
The file was set up to provide six emitters at a certain point and at a certain time. If the Particle would reach at different times, I might change things. A reason why I like to know what is the idea from A-Z. ;o) But yes, I know, you explore.
A different challenge might result in a different set up.
As in replacing the initial six particles with six other particles that sit directly on the points and avoid so the follow calculation and its eventual imprecisions.
In the moment the six particles have reached the spline, I increased the speed for the PositionFollow. (A reason why the “distance” zero didn’t work, to the best of my knowledge—for now.)
I made also a little performance test, XPresso Editor Menu> Calculate > Performance View (Don’t leave it on, it takes only cpu power away ;o) However, it doesn’t show a bottle neck in the set up.
So, why the delay. back to my 22b set up, no delay. Reminder on the Count settings, as the max particles in the scene are calculated. That means the life time of such are in the mix and the amount. Somehow the scene doesn’t clean up, so the life time of 90 frames exceeds the scene time. It provides an impression as if the remaining time would be used before new particles are generated. You might notice that the scene 22 has nearly no delay now, but any change of the particles life time will change the delay again. The life time of 80 frames seems a good starting point.
Why not shot and switch it of after a Frame? That would normally work, but not in this set up with the Position Follow. Somehow there is some wiggle room in it based on the movement of the particles and their arrival point. Again, my best assumption after hunting the reason for a while.
I hope all of that helps a little bit to see the creative challenges one can have with a specific set up. Static Particles could always be used to set a position and a velocity-vector, with a certain life time, which is then a hand made Emitter. Store the Particles in a Group of no visibility and when prepared with new data—of they go in a new group.Something like that, to illustrate roughly the idea. You can even produce Particles in The MoGraph Matrix Object.
Perhaps let the PStorm produce and take the first six particles and ignore the rest; Just brainstorming
Scene file:
https://www.amazon.com/clouddrive/share/YTVwTb9LTLhKhn2QKbMwwYycOXStD3G8rCRBQ9oKNwp?ref_=cd_ph_share_link_copy
All the best