News

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2009-04-12
Posted by: nic

I've just managed building a native 64 bit version of SpeedSim Offline. So, if you're interested in such a version, you can test it now. There are also some other changes (like changable recycler speed) but don't expect too much.

On my machine (AMD Athlon 64 6000+ X2) there is a speed up of about 20-30%.

More information and the download link are in the forum: http://forum.speedsim.net/viewtopic.php?t=1392)!

2009-02-28
Posted by: nic

Hi there,
I've uploaded a little change to SpeedSim Online: You can now set the structure points going into the debris field. This is useful for some other universes where the default value is not 30% (like Universe 70.de, where its 70%). This update also fixes a minor rounding problem.

I hope that its useful for some players!

2009-01-21
Posted by: nic

Good news for the Mac users! jvernet built a Mac version of QtSim and made it available for you. So, if you're interested in testing it take a look into this thread: http://forum.speedsim.net/viewtopic.php?p=4959#4959.

But be aware that its still alpha and may contain bugs

2008-12-12
Posted by: nic

I just wanted to note: The @speedsim.net mail addresses aren't reachable at the moment. I'll try to fix these problems as soon as possible

Update: E-Mails working again!

2008-05-08
Posted by: nic

As you may have noticed currently the OGame results of Interplanetary Missile Attacks differ from those calculated by SpeedSim.

The reason for this is a bug in OGame so you'll have to be careful with the results you get. Fortunately this bug should be fixed soon - the OGame developers know about the problem. If I have more information I will inform you, of course

Update: After some tests its now clear what the reason for the strage results is: The order is now just completely random (except for the primary target) that means that only the remaining defense of the primary target is really calulatable. I'll update the simulators respectively soon.