change tile loading delays to zero. stock intel doesn't wait, and the current tile params for further out zooms need a large number of requests, making any delays here add up quickly
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		@@ -42,13 +42,13 @@ window.MapDataRequest = function() {
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  // a short delay between one request finishing and the queue being run for the next request.
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					  // a short delay between one request finishing and the queue being run for the next request.
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  this.RUN_QUEUE_DELAY = 0.05;
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					  this.RUN_QUEUE_DELAY = 0;
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  // delay before processing the queue after failed requests
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					  // delay before processing the queue after failed requests
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  this.BAD_REQUEST_RUN_QUEUE_DELAY = 10; // longer delay before doing anything after errors (other than TIMEOUT)
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					  this.BAD_REQUEST_RUN_QUEUE_DELAY = 10; // longer delay before doing anything after errors (other than TIMEOUT)
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  // delay before processing the queue after error==TIMEOUT requests. this is 'expected', so minimal extra delay over the regular RUN_QUEUE_DELAY
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					  // delay before processing the queue after error==TIMEOUT requests. this is 'expected', so minimal extra delay over the regular RUN_QUEUE_DELAY
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  this.TIMEOUT_REQUEST_RUN_QUEUE_DELAY = 0.1;
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					  this.TIMEOUT_REQUEST_RUN_QUEUE_DELAY = 0;
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  // render queue
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					  // render queue
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