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No. Large servers, absolutely not. The moment our 32 core Xeon server hits 30 players the server sim drops to 0.4 and lower. Again, it is one of the most powerful servers currently on the market and we only run SE on it. So finding a highly populated server with a sim speed above .5 is going to be an impossibility.
I do run a PVP server with respawn ships disabled but a choice of 3 public spawn points that are protected from damage and pvp in a 5km radius. The server cap is 32, but generally we only have about 10 people online at the time max (and with the exception of one player that logs in dropping the sim for everyone to 0.8 the server runs at a solid 1.00 nearly all the time when said player is offline lol), but there are 6 factions. Also offline raiding is a no-go because we ask people to power down their flag-ships so they don't cause lag across the server and everything is logged, so if a player is caugt offline raiding they get a ban. While online, if you want to sneak in, and take their stuff -- knock yourselves out -- other than the no-offline raiding, anything goes, EVE-Style.
As mentioned above we do have a special set of "Performance Rules" that we require to keep the server sim at 1.00, they are all in the /motd command, but basically they are as follows:
1) Don't lock ships to voxels/terrain/asteroids -- this causes a massive server sim drop and we will immediately delete offending ships (build your ships to hover until you can build a landing pad, also we help out here by rebalancing hydrogen to make it 500x more efficient - you should be able to hover for hours on one tank of hydrogen until the voxel/gear sim speed is fixed at least)
2) Lock your ships to static grids (even big ships) when not online and power them down (ships that are moving without player control for more than 1hr is automatically deleted, so no roaming auto-piloted ships).
3) Lock piston heads with a maglock or landing gear to your main ship when it is not in use or idle -- moving piston heads (very common problem) will be deleted.
4) No rotors -- they are disabled and are not available in the G menu and blueprints loaded with a rotor are not buildable.
5) Rovers are fine -- but build a maglock on their bottoms and drive them on a static grid when you are offline, lower the suspension and lock it so that they don't have any micromovements (so they don't fall victim to the moving ship cleanup)
6) Do not joy-ride in high-block-count ships - if there are more than 2,000 blocks we ask that you fly with a purpose -- each grid exceeding 2,000 blocks will lower everyone's sim speed when it moves so constantly starting and stopping a high-block-count ship is considered inturrpting normal game-play and can result in a warning or ban.
7) Every player is limited to 1 large ship grid, and 5 small ship grids. A faction with 3 or more players can act as an additional player, allowing the faction to have an additional large ship and 5 small ships as "spares" or "newbie" ships for new faction members, or to simply have a flagship. You can however have all the static grids you want, just don't go nuts with laswer antennas.
8) Laser antennas with more than 2 nodes causes severe K menu lag for anyone connected to that network -- keep this in mind, however more than 6 nodes causes server sim lag and can cause your entire network to be deleted. Again, don't go nuts with laser antennas or at least keep them off unless you require them for communications or remote control.
9) DO NOT REMOTE CONTROL ANY DRONE FROM YOUR SUIT! This causes everyone to drop to 0.3 sim speed and offending players are immediately kicked with a warning - the second time is a ban. Remote control drones from CONSOLES while you are seated.
10) Do not use more than 4 drill heads on a single ship.
11) Do not use more than 3 welders on a single ship.
12) Do not use more than 2 grinders on a signle ship.
^ ^ ^ They cause severe lag for everyone connected to the server if used in higher quantities
13) Every player is limited to one ship and one programmable block in which they can use the "trigger now" action loop for real-time computing. Using more than one timer or programmable block per player may result in all of your offending ships to be deleted.
14) Do not use more than 8 programmable blocks on 1 second timers.
15) If you just did something and the server sim speed drops to the point it consistantly will not hit 1.00 (small dips to 0.90 are fine) (keep Shift+F11 on screen), stop, and undo it.
Sounds archaic, oppressive, and abusive for a server to have these rules, but believe me when I tell you they are neccessary to keep the sim speed above 0.7. Once keen irons out the issues in the game, these rules will be removed line-by-line as necessary.
Besides the transparancy, the point of this was to add something to your question of large servers -- we have one of the best servers on the open market and I'm really not trying to brag on that, but we require these rules to keep our server, with just 10 online players at 1.00 sim speeds. Imagine what a 100 player server would be like. If you could actually move a ship or fire a gun, you should go buy a lottery ticket.
Welcome to the club man.