nilta Posted December 20, 2018 Share Posted December 20, 2018 Mining ships can still mine while you are in another sector. Since factories don't do anything while you are away there is no point to build. Why? They cost so much much money and materials, and then all you do is lose money. I really wanted to setup a manufacturing business empire, but you cant unless you stay in the sector and babysit it, which is not fun and defeats the entire purpose. Link to comment Share on other sites More sharing options...
DarkJester Posted December 20, 2018 Share Posted December 20, 2018 Leave an Alliance ship in the sector with a captain on patrol or something. That should keep the sector active. Also make sure your server has enough sectors kept alive to support all the sectors you want to run while you are not in them. I think the default is 5 per player or alliance. That may work. Link to comment Share on other sites More sharing options...
Ravien Posted December 21, 2018 Share Posted December 21, 2018 Stations should keep active, at least they did in previous game versions. Link to comment Share on other sites More sharing options...
DivineEvil Posted December 25, 2018 Share Posted December 25, 2018 Stations should keep active, at least they did in previous game versions. I'm not so sure about that. IIRC they worked only for 5 minutes, before the sector is deactivated. This is why the active sector per player limit was introduced. Mining ships can mine while you're not around them because their sector is kept active by your limit. As far as I can tell the game prioritizes sectors with your ships in them over sectors that you just passing trough. Link to comment Share on other sites More sharing options...
Kamo Posted December 25, 2018 Share Posted December 25, 2018 I knew it ! :'( Out-of-Sector Simulation just do not work anymore (or did never really work in the first place), which explains the notable stagnation of benefits. I'm only getting money from 10 to 15 stations, while I have about 80 of them, that I still pay for :(. Now the next development goal will be to make it work (again). Making the freighters' cycle work may be a little hard, but the true struggle will be to put up with interruption from loaded sectors (OOSS to remote/actual sector), which can happen by freighters jumping into loaded sectors with their escorts... or by players jumping in unloaded sectors where they are, prompting the sector generation engine to calculate the position of the travelling ships. Link to comment Share on other sites More sharing options...
Ravien Posted December 26, 2018 Share Posted December 26, 2018 Here's how sector simulation works, or at least how it's supposed to work according to the patch notes: Sectors that a player has ships and/or stations in will be simulated as long as that player is online. Player ships will mine and salvage, player factories will produce goods, player stations will trade with NPCs if configured to do so (though you might not see the money notification, making it look like they aren't working). In single player, you can have up to like 500 simulated sectors. In multiplayer, the default is 5 per player, though this is configured by the server. The way the game decides which sectors are simulated for you if you are over the limit, is it adds up the number of your ships and stations in each sector. A ship counts as 1 point, a station counts as 3 points, and the 5 sectors with the most points will be simulated. NPC stations and factories are also simulated in a different way, though this simulation is done when a player enters the sector, and it simply does some math to increase or decrease the goods stocked at each station according to what might have been produced, used, bought, or sold by that NPC station during the time the player was away. Link to comment Share on other sites More sharing options...
Kamo Posted December 26, 2018 Share Posted December 26, 2018 Yep, the 500 that I have to reduce to 20 for the server to not get out of memory :'( There needs to be a less memory-intensive way to simulate economy and sector-to-sector ship movement in sectors. I understand the current simulated sectors are (almost?) fully simulated with individual ship positions and such to provide the possibility of combat happening within those sectors, but all that almost-realtime detail needs huge amounts of memory. A larger-scale sim, with a much slower tick-rate, should happen so player factories and freighters continue to make money when the player's away and out of allotted simulated sectors, or else making a galactic empire would actually be counterproductive because stations and ships are paid regardless of activity, especially for people with low tech gaming rigs (why does every game needs a 3000$ pro-streamer-level rig these days, ugh, I'm lucky enough to have the one I have and another computer to make a server of). Link to comment Share on other sites More sharing options...
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