PCU limits/zh
From Space Engineers Wiki
PCU (Performance Cost Unit) limits are the next iteration of block limits[1]. Its purpose is to keep server performance in a more effective way than just limiting block types. Every block has its own defined PCU value, which says how much performance impact a block has under full load (when all its systems are activated). More PCU, more performance heavy the block is. PCU can be defined per world, as a pool, which can be used for building. This pool is then split per player, per faction, or global. Please note, that you can change the default PCU limits in the Experimental mode.
说明
- 性能成本[2]上限(PCU Limits)是更高明的方块限制方式[3]---希望以比限制方块种类更灵活的方式保持服务器性能---每个方块都被设定了性能成本(PCU)值,该值表示一个方块在完全运行(当所有功能都激活时)时下对性能的影响。性能成本(PCU)值越大,越影响性能。
- 每个游戏世界(游戏全图)均可以设定性能成本上限(PCU Limits)用于建设;并以阵营,玩家等形式均分(可在实验模式下更改默认的PCU限制)。
举例
假设游戏世界中总共允许最多10万个性能成本占用,只有两个派系,红色和蓝色,不能有更多的派系。那么每个派系都能占用5万性能成本点。一个不属于任何派系的玩家不能建造任何东西,移除或摧毁的方块PCU将返回阵营PCU池。想要改变阵营的玩家需要检查自己建造的方块占用的性能成本点是否阵营所能承受的。
Examples of PCU of well known ships
Ship name | PCU (approx) |
---|---|
Fighter | 3,100 |
Miner | 1,600 |
Red ship | 14,800 |
Blue ship | 10,200 |
Pilgrims Curiosity | 15,000 |
Amanda Tapping | 530,000 |
Easy Start Platform | 3,400 |
Update History
update 01.187.000 |
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References
- ↑ https://blog.marekrosa.org/2018/07/space-engineers-multiplayer-overhaul.html - Developer Blog
- ↑ 原词:PCU:Performance Cost Unit
- ↑ https://blog.marekrosa.org/2018/07/space-engineers-multiplayer-overhaul.html - Developer Blog