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What is happening with persistence? Ships and cargo are lost upon crashes and disconnects. Is the absence of persistence here considered a bug or still an upcoming feature?

TL;DRA client crash recovery system that tracks ships better mid-flight is in PTU testing and should be in the next patch, may not be perfect at first, and will keep being iterated on.

Chad McKinneyLead Gameplay Engineer

I would say there's a couple of things there. Persistence is a really broad thing and so persistence has been in the game for some time and with 3.0 and 3.1 we've greatly increased the amount of features that are persistent. Ship persistence is something that is also greatly increasing its persistence, but I think here this question is really getting at persistence kind of mid-flight, and so what we've been working on is something called a client crash recovery system, to try to address the problems that happen when you've crashed or suddenly disconnected mid travel. So usually we have some kind of persistent saving that happens at key points during gameplay. So that'll be, for instance, whenever you land somewhere or sell cargo or claim insurance, things like that. But if you're just flying, previously we weren't really tracking the ship accurately. But with this new system, we're going to be doing that better. At the moment, the latest changes to that are in PTU testing right now and should be out in the 3.1.2 patch. And so hopefully that should help address a lot of these concerns.

Jared HuckabyHost, Community

We've spoken a little bit of this. This also relates to the insurance expediting fee. These two things were supposed to work hand in hand. And it got pushed from 3.1. It, unfortunately, didn't make the cut in time, and that caused a number of issues. I don't think I would have to tell the community. But it is in 3.1.2. It is in testing right now on the PTU, so hopefully that will be out into everybody's hands, maybe even by the time you see this episode.

Chad McKinneyLead Gameplay Engineer

And again, with everything, this is a hard problem, so maybe it doesn't work 100% this time or not, but the changes that we've made most recently to try to address this issue will be going in.

Jared HuckabyHost, Community

And like I said, if it's not 100% with 3.1.2, we'll continue to iterate on it. We'll continue to work on it after that.