Starship Simulator - Development Video 4
ฝัง
- เผยแพร่เมื่อ 21 ส.ค. 2024
- In this video, we take a look at the new reactor, engineering systems, alert systems, and NPC's.
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You guys are my heroes. I've been jonesing hard for a Star Trek style game that wasn't essentially non-stop-battle.
Please, please, for all that is good in this universe, keep an option to have the NPC crew fix things by 'dancing' at them in the final version!
Me too! This is something I've always wanted! What I wish we could've gotten with Stage 9 (damnit, CBS. You ruin everything Trek)
@@SomeKindaSpy the last release is so good I still play it can’t really think of any rooms I wanted to see and didn’t I would say it’s pretty complete but yeah this is a whole different beast
13:56 that's how I usually fix things as well.
The logic is so fully fleshed out and detailed. It's very cool.
It seems like a good look for engineering but if you want it to look more grim then perhaps have the pannels be focused on safety equipment. Suits, fire extinguishers?
Oooh... charged emergency lights?
Good ideas. Occasional med kits too. Also, I think you would also want some periodic signs related to those power lines. For example, saying which way the power is flowing. Or, like they have at the connection points, some green flashies along the way to show the line is live.
I love the fact that everything is individually powered.
My biggest question is about gameplay and what determines you role and tasks.
You'll be able to choose from a number of different roles, from Command to eventually Chef even. Only the Engineer for example will need to care about the engineering side of the game, so if you were to choose say a Medical role, you will only be dealing with medical issues. The idea is that each role will provide a unique gameplay experience, allowing you to see the game's world from an entirely different perspective.
When it comes to building the single player campaign, I love the idea of re-playing the story from different roles to see how the same events are experienced differently by different crew members.
@@StarshipSimulator This is exactly the response I was hoping to get.
I still hate CBS for ruining my dreams.
I like the blinking YOU ARE HERE dot. Really grabs your attention.
I couldn't be more ready to play this. You're doing amazing work.
Stunning work. This game is basically my dream come true for the type of space game I've been wanting for years.
Very, VERY EXCITING!
Damn that is looking good. This is on my wish list and will be on my computer when released. Been looking for something like this for years. Thanks
I am impressed to say the least. the sheer volume of complexity is astounding. this is right up my alley as a retired manual draftsman I live, breathe, and die for this level of detail. I feel 100% at home watching this ship and the plans for the upcoming game. I may have to acquire the "Unreal Engine" program to design my "USS NIMITZ" for space.
You should absolutely add all the crazy lights in the final game
Night mode might help regulate the crew's circadian rhythms
seeing those lighting effects got me thinking… space rave?
She did the repair dance.
This looks amazing. Can't wait to see more!
I can't wait to get a hold of the full game, it looks amazing and is something I've been waiting for a very long time to arrive. If it plays ½ as gorgeous as it looks ..... 🎉❤🎉
2:40 Why not put a Lithium breeder fusion process in that reactor ;-)
He3 + LI6 -> He4 + 1p and
1p + LI6 -> He4 + He3 and
He3 + He3 -> He4 + 2p
Output 33.8 MeV
This will also prevent the D +D reaction in the fuel that will produce neutrons ;-)
Proton production and neutron producing side reaction prevention will be managed on the control panel ;-)
Possible emergency situation with evacuation alarm ;-)
Or what about a carbon fusion cycle engine. (OK not in 200 years. Maybe later ;-) )
the battery section should have a mount/unmount animation wherein if the player will need to charge/mount the battery there will be a male port in the ceiling that will slowly connect to the female port of the battery and when it unmounts (intentionally or unintentionally) the connectors will disengage and some crackling sound will be heard. also i like the idea of having a railing surrounding the batteries to avoid accidental falling and the each battery section should be encased in a bulletproof glass casing or something.
also i would love the idea of having the chillers tanks in a semi separate section and all aligned and you need to enter in this enclosed section, maybe mist is falling down from those tanks and to walk in a catwalk in the middle of those tanks.
100% will buy this
Fun fact: It's free :D
@@minerskills realized this after I posted... that is amazing, but I stand by my statement... I WOULD buy it. I guess maybe I gotta patreon these guys....
Wonderful work!! How is the plasma from the fusion reactors converted into usable power? Those red lines coming out of the reactor, do they carry electricity or plasma itself? In Trek they actually channel some kind of plasma all over the ship (I guess which is why panels can explode). That seems really dangerous and not sure how a super-heated gas 'powers' electronics. But I guess the real-life way it works didn't feel "sci-fi" enough, because it's a little disappointing to learn that even with nuclear reactors, the plasma is ultimately just used to heat steam so a rotor can turn to generate electricity - the same way it's been done since burning coal to heat the steam.
The reactor performs "direct harvesting" on the fusion reaction (it's a real thing) instead of heating gas for turbines, so the power cables coming out of the reactor are just carrying standard electricity. In Trek they pipe "electroplasma" all over the ship, which is a form of highly ionised plasma. The various devices on the ship use EPS taps to convert the plasma flow into usable electric, which is why consoles have a tendency to explode in crew members' faces. We've deemed that impractical and unnecessary ;)
@@StarshipSimulator Awesome! Thanks I will read up on direct harvesting. Very interesting. Looking forward to the future of your project :)
For a second I thought the engineer was screaming about how someone shot up the power cables-
Very cool. But KEEP THE DISCO MODE.
I very much like how they are doing this engineering-based approach to this simulator, so that in the end the starship doesn't just look nice, but it also works with proper logic behind everything, how cool is that! I'll certainly get this one when released!
Having said that... imagine, one day... ONE DAY maybe we'll be able to add a few license dollars to the price to get an add-on for a Galaxy Class starship. Imagine that, it would not only look fabulous, it would also work just like a real starship. A beautiful, real working Enterprise D... my life would be complete! :-D
(yes CBS are still dickheads for having destroyed the team's work! But if I can choose between never seeing this team's Enterprise D and paying a few license dollars for it, I clearly choose the latter, what I saw was THAT good!)
Keep the disco lighting in the game. Or at least keep the multicoloured version without the flashing as a Pride decoration option.
Dance your troubles away!
At 7:47 I see you have signs pointing toward Port and another toward Forward. They seem to be color coded but you are using a kind of green for Port. I would have thought you would want to use red for any sign related to Port, and green for any related to Starboard, matching the traditional exterior running light colors. Maybe signs about Forward or Aft could be grey (or black for one and white for the other?). Just wondering, thanks! :)
Hey, these sign are placeholders until we get a proper map there :D
@@minerskills Cool thanks!
Y E S!
Would be cool if damaged cables would look frayed or burnt.
make the npcs do the really bad animation like 0.0001% of the time as an easter egg
Might be better to just have a Silly Clowns menu option. ;)
Where is the Electro-Plasma-System!?
Will we be able to tell the crew to put on vac. suits and depressurize the ship before combat, like what they do in The Expanse?
The reactor makes me think it has push buttons over it. Or that plastic spike ball.
The yellow parts make me think of those disposable foam earplugs.
Can't wait to see someone recreating the death star in this game
Wonderful stuff. In deference to its brilliance and feel free to shoot this suggestion but by this point in time would there be so much need for cabling vs wireless transmission in some form?
This is one of those things where wi-fi for example would perhaps make more practical sense, but having to manage cabling offers more gameplay opportunities. Lore wise, we're saying the various fields present on the ship and the mass of structural framework just makes wireless transmission impossible. Hard-wired systems are the only way to go.
@@StarshipSimulator that's okay. Thank you for replying. It does add more to the gameplay. This looks really great.
So, you replaced the chickens with people, eh?
Very Nice👍👍🖖
OMG
Any VR News? 😇
We've not implemented it yet, but it's definitely on the roadmap. I think it would be a crime against gaming to not have it available in VR ;)
@@StarshipSimulator Thank you exactly what wants to read every VR fan. 🤩👌
@@StarshipSimulator This would be something finally worth getting VR for. This is the killer app.
Very impressive, is there a demo I could try out for myself?, Is it possible?
A demo is in the works at the moment :) We're trying to get it done as quickly as possible, but I'm guessing it will be about a month.
@@StarshipSimulator , you are doin excellent work!! Your skill is many lightyears ahead of others. What you are creating is something I was not able to find with Star Citizen, Best of luck!!
@@MrSebby13 Thank you :)
Does this supersede the Orville sim?
Dan Govier has moved from Messy Desk and opened a new studio, Fleetyard, to develop Starship Simulator. The rest of the team are still at Messy Desk, working on The Orville :)