@2:19:25 For the difference between Watts and Volt-Amps... For DC loads, 1W == 1VA. For AC loads, it gets more difficult, as an AC device's current consumption may not follow the voltage waveform, so 1W can not be assumed to be 1VA. For purely resistive AC loads, think kettle heater, hair dryer, or resistive light bulbs, 1W will equal 1VA. For non-resistive AC loads, think anything with electronics, or motors as examples, those are called reactive loads and their current consumption does not match the voltage waveform, which causes their watts used to be less than the volt-amps would indicate. VA is good for sizing wires and circuit breakers, since it will always be larger, but W will be the measure of actual power consumed. The relation between W and VA in reactive loads is called power factor and is a fascinating topic on its own.
This is sOOooo exciting! I wonder if it'll be out before or after Star Citizen? 😜 All jokes aside, love the business model, a bit akin to flight simulators. I would certainly pay for years of campaigns for a game I like!
Nice job man. I've been working with UE5 for about 4 months now. Currently I'm pumping out practice blueprints. The one I've been making the past few days is kind of a joke blueprint. When you overlap a triggerbox it pops up a widget that looks like the Windows volume control in the upper left corner of the screen. Then the volume bar decreases from 100 to 0 over about 5 seconds while also decreasing the game volume. So when the player sees it, they will think something is messing with their computer. 🤣After a few seconds the volume is restored. I have a few more ideas about troll blueprints like that.
Dan I've been following your work on this for a few months now. (Each time I open Steam, I check to see if there is by chance an update to check out). I think what you've put together so far is just fantastic. It's such a great concept and you've put it together beautifully. And of course we should thank Claire for her support and the updates she posts. Amazing work! I have one question, obviously the project takes up a lot of your time, and working by yourself makes it slow going. So do you ever worry that by the time you're arriving to version 1 that the technology behind the game will begin to be obsolete? The industry moves so fast, and I don't know too much about development, so I'm curious if you're working against the clock or anything?
Hey, thanks :) I tend to work long hours so that helps a bit, but I don't intend for this to be a solo project forever. As soon as we have enough funding I'll be taking on additional full-time developers, and we can hopefully turn Fleetyard into a successful game studio. That said, we're using Unreal Engine 5, so for the most part it's Epic Games doing the hard work for us in terms of keeping up with technology advancements. We just need to keep UE5 updated and current :)
No, although there will be standing orders to make peaceful contact where possible, and to render aid if it's needed. The decision as to whether or not to intervene is left at the discretion of the ship's captain.
@2:19:25 For the difference between Watts and Volt-Amps... For DC loads, 1W == 1VA. For AC loads, it gets more difficult, as an AC device's current consumption may not follow the voltage waveform, so 1W can not be assumed to be 1VA. For purely resistive AC loads, think kettle heater, hair dryer, or resistive light bulbs, 1W will equal 1VA. For non-resistive AC loads, think anything with electronics, or motors as examples, those are called reactive loads and their current consumption does not match the voltage waveform, which causes their watts used to be less than the volt-amps would indicate. VA is good for sizing wires and circuit breakers, since it will always be larger, but W will be the measure of actual power consumed. The relation between W and VA in reactive loads is called power factor and is a fascinating topic on its own.
That's useful, thanks. Everything on the ship is DC to keep it simple :P
This is sOOooo exciting! I wonder if it'll be out before or after Star Citizen? 😜 All jokes aside, love the business model, a bit akin to flight simulators. I would certainly pay for years of campaigns for a game I like!
Nice job man. I've been working with UE5 for about 4 months now. Currently I'm pumping out practice blueprints. The one I've been making the past few days is kind of a joke blueprint. When you overlap a triggerbox it pops up a widget that looks like the Windows volume control in the upper left corner of the screen. Then the volume bar decreases from 100 to 0 over about 5 seconds while also decreasing the game volume. So when the player sees it, they will think something is messing with their computer. 🤣After a few seconds the volume is restored. I have a few more ideas about troll blueprints like that.
This looks awesome. Can’t wait.
I downloaded the demo yesterday and it is a great game, smooth even in it's alpha state. I'm very impressed and I'm looking forward to more!
pulsar the lost colony sequel looking good
Dan I've been following your work on this for a few months now. (Each time I open Steam, I check to see if there is by chance an update to check out). I think what you've put together so far is just fantastic. It's such a great concept and you've put it together beautifully. And of course we should thank Claire for her support and the updates she posts. Amazing work!
I have one question, obviously the project takes up a lot of your time, and working by yourself makes it slow going. So do you ever worry that by the time you're arriving to version 1 that the technology behind the game will begin to be obsolete? The industry moves so fast, and I don't know too much about development, so I'm curious if you're working against the clock or anything?
Hey, thanks :) I tend to work long hours so that helps a bit, but I don't intend for this to be a solo project forever. As soon as we have enough funding I'll be taking on additional full-time developers, and we can hopefully turn Fleetyard into a successful game studio. That said, we're using Unreal Engine 5, so for the most part it's Epic Games doing the hard work for us in terms of keeping up with technology advancements. We just need to keep UE5 updated and current :)
Update: 2 days ago. :D
@@DanGovier Man, I wish I could build a procedural creature generator leveraging Metahuman... //wink wink
really exciting about this project !
It's smart releasing the base game for free, than sell the dlc's :D can't wait for this full game :D
Quick question: is Starship Simulator going to have a "Prime Directive "?
No, although there will be standing orders to make peaceful contact where possible, and to render aid if it's needed. The decision as to whether or not to intervene is left at the discretion of the ship's captain.
:D
Mind if i ask if you plan to support VR since I know you were working the project in VR originally?
We do plan to implement VR once the game is more fleshed out. All of the systems are being created with VR in mind.
I'm done the elevator "Musac" is burning my ears!
step one: Turn off the background music... it sounds like a broken record over,r and over, and over, and over.
It's different music all the way through, not the same thing over and over.
@@Cleeeer I dont think thats exactly what they meant...
Homeslice, your microphone sounds awful. I can hear the garble from trying to suppress background noise any time you breath. It's not a good sound.
At which point? I've now listened to it three times and can't hear what you mean.