This is kind of a question for the developers but anyone's opinion is appreciated:
Q: How much overhead does an unmanned ship use when parked somewhere?
I'm thinking of creating a rudamentary museum of ships I no longer fly. If I leave a bunch of ships with no captain or crew somewhere in space (not in a station), how much CPU overhead will that ship use just by existing? Sometimes I find an abandoned ship I don't want to fly or I upgrade a ship and "retire" the old model. I thought it would be fun to have a museum that I could fly to and visit months from now for nostalgia.
But I also don't want to hurt performance if having a bunch of ships with Betty (onboard computer) active would be problematic.
How much overhead does unmanned ship use?
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Re: How much overhead does unmanned ship use?
Very little, whether it's manned or unmanned. The only time ships might impact performance is when doing compute heavy tasks (finding trades, combat, etc.) and even then the impact is fairly small.
Assuming you're running the game with average/decent specs, you can easily have hundreds of active ships and not run into any issues.
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Re: How much overhead does unmanned ship use?
Thanks, this is what I was assuming but my universe is still too young for me to have done any actual comparisons.adeine wrote: ↑Tue, 20. Aug 24, 04:40Very little, whether it's manned or unmanned. The only time ships might impact performance is when doing compute heavy tasks (finding trades, combat, etc.) and even then the impact is fairly small.
Assuming you're running the game with average/decent specs, you can easily have hundreds of active ships and not run into any issues.
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Re: How much overhead does unmanned ship use?
Checking for trades is probably the most demanding OOS action.