Select increment legnth and sub-pulse to 1h each . . . and the ships refuse to move.
set increment length to 3h (and keep sub to 1h) and they do the orders as if everything is okey.
Pulse 1h, sub 1h -> ship doesnt use auto commands
Pulse 3h, sub 1h -> ship does auto commands
Interesting. This reminds of some testing I did during VB6.
If any increment had a length of 3600 seconds or less, then any ships using standing orders (like survey vessels or the shipping lines)(aka "auto commands"), and without any queued orders, would not have their standing orders calculated (i. e. they would stand still without doing anything,
irregardless of sub-pulse length.
But if the total increment was longer than 3600 seconds, then standing orders would be calculated as normal
[1], but
not executed during that increment (the ships would not move, even if the calculated orders took place in the same place, system body or else).
Those orders would be processed regularly in the next increment.
If the queued orders for ships using standing orders would be finished in a single increment longer than 3600 seconds, then new orders would be calculated and saved at the end of the increment (but again, they would only be executed in the next increment).
If queued orders were finished in an increment 1h long or less, then new standing orders would not be calculated.
These were observations I compiled back in the VB6 days, but I chose to copy them verbatim here because after some testing, I got the same results in C# 1. 80.
Now, I feel that this was acceptable for VB6 because calculating standing orders on shorter increments (or doing it multiple times in an increment) because performance would have suffered a hit otherwise, but I feel C# could afford some leeway because of the increased performance.