DISCLAIMER: I haven't actually read this bit of the code.Selezen wrote:Does Oolite load all textures for the objects in a system when you hyperspace in?
I'm certain it reads the ship's textures the first time a ship becomes *visible* - i.e. when it's within range for you to actually see it, not at hyperspace entry time. On a slower machine (particularly laptops) it's quite obvious - the game jerks momentarily, since the game is single threaded, it's blocked while it goes to disk to get the textures (this is what causes the jerk). Generally this jerk doesn't occur with a machine with a fast hard drive and CPU because it can load and uncompress a texture fast enough as to not cause that particular frame to last much longer than normal. (I have toyed with the idea of modifying Oolite so the texture load/uncompress happens on a separate thread so as to not block the game's main thread. That would be an interesting can of worms).
As for putting 400 traders in a system, note that the AI is running for everything in the system even if you can't actually see it (although you will see far off explosions from pirate battles thanks to the new 'explosion flash'). So all of that WILL run even when you're not in visual range.
I'm almost certain that the current memory gobbling problems are (or possibly were as of 1.61) in the AI code.