From your comment on no API for systems does this mean we (modders) will just have the two to play with? Not complaining at all btw, I was quite happy with one! Haha!
Oh no, I just meant it's not quite ready to be shared
right now (via javadoc on the web). It'll absolutely be moddable in the 0.6a release; the second system is implemented the way a mod would do it, jump points (and related interactions) are moddable, etc.
How does it handle *stuff* happening in the system your not in? As in, does everything (fleets, spawnpoints) keep running their advance()? Or does it pause and then 'catch up' when the player switches over?
At the moment, it runs the other stuff with 10x the step size, staggered. (So, location A might run in one frame, location B in the next, etc.) The current location you're in, obviously, updates every frame.
Will have to see how that holds up when there are more systems, and more things going on
is Askonia also manually defined? Or are we going to procedural generation already?
Manual. There's nothing stopping procedural generation, just don't see much of a reason for it since, as of now, there's just not much you can DO with a new system.
also this is probably gonna be covered by a blog in a bit but I feel like asking anyway: How does the hyperspace work? Do you go into a wormhole to get to a "interstellar map" and then it's intra-system style traveling from there?
Correct.
So, with the hyperspace travel, is there any use for Fuel? or has it been removed?
Going to add it in and see how it feels. Probably won't tweak it too much after that until the Sector takes shape as a whole.