![]() ![]() SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off) SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks SECTOR_SIZE = 6000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issuesīLUEPRINT_DEFAULT_PRIVATE = false //If true, set blueprints private as default (else they are public)įLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive PROTECT_STARTING_SECTOR = false //Protects the starting sectorĮNABLE_SIMULATION = true //Universe AI simulationĬONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)ĮNEMY_SPAWNING = true //Enables enemy spawing if no world exists a new one will be set automatically WORLD = world0 //set world to use (set 'old' for using the old world). This occurs with jumps less than the max jump length in sectors as well, such as a jump targeted for 5 sectors away the ship will only jump 4 sectors.īig thanks to the author erthparadine for working with me on this one. Values below 3250 sector size will result in normal jump length in sectors while values in excess of 3500 will result in jumps landing one sector short of their normal jump length. Through testing multiple sector sizes ranging from 20k down to 500, the critical sector distance seems to be between 35 meters. ![]() Also watch the upper corner for a message stating if "target IS in range or not" and make sure the jump is in range.
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