* In recent betas, the repair outflows for healing ships were not only massively too expensive, they were also hugely variant based on the performance profile in use. This has now been fixed.
** In our tests, the very high and insane profiles were perfectly identical, however on extremely low there was a difference in cost of about half of one percent. This minuscule difference is based on the precision of the operations in question, and is unavoidable, and is generally small enough that it seems quite trivial.
cant wait
Also, i assume this wont cause sync errors on multiplayer? not sure how performance stuff scales in multiplayer games