The plan right now is to have one chamber block type for each branch type. So a ship strong in jump will have lots of jump nodes connected in various ways. Then you'll configure each chamber to it's specific node. The exact flow is not known and will be looked at closely during play testing.
The problem with most game servers and real time systems, will be dealing with the main loop time. Starmade makes use of threads when feasible, but many functions are faster even in a base loop due to contention and locking between threads. This makes clock speed very important.
I've observed...
Hey Maarten, That sounds frustrating. We'll need to find out what's happening. Will you start a thread in game support so we can get logs and make a proper bug report for this?
Which xeon specifically? You'll want to check support for the simd instructions used for asteroid/terrain generation. Some of the old processors don't have it.
EDIT
I see it in the title. Need to look at support for SSE, but ideally it supports avx512.
Ship Systems 2.0 only requires reactor stabilizers once the reactor gets large enough. If the reactor is large enough, then there is a minimum distance required to get 100% of the effect from a stabilizer. In the proposal, You can place them closer if you want. The game won't stop you. There is...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.