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Dev Stream History: Difference between revisions

From Starship Simulator
Updated Categories 2025 Q2
m Updated
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! Total Dev Streams !! Total Play Time
! Total Dev Streams !! Total Play Time
|-
|-
| 212 || 767 hours, 49 minutes, and 36 seconds*
| 212 || 767 hours, 15 minutes, and 05 seconds*
|}
|}
(*24 hour steam not included in total time as currently unavalible)
(*24 hour steam not included in total time as currently unavalible)
Line 323: Line 323:
! style=" width:7%" | Date !! style=" width:27%" | Video Link !! style=" width:15%" | Video Length !! style=" width:51%" | Description of Work
! style=" width:7%" | Date !! style=" width:27%" | Video Link !! style=" width:15%" | Video Length !! style=" width:51%" | Description of Work
|-
|-
| 2025-01-01 || [https://www.youtube.com/watch?v=BEVzt2VFCgA](https://www.youtube.com/watch?v=BEVzt2VFCgA) || 3 hours, 52 minutes, 30 seconds || Starship Simulator - Multiplayer considerations
! 2025-01-01 !! [https://www.youtube.com/watch?v=BEVzt2VFCgA](https://www.youtube.com/watch?v=BEVzt2VFCgA) !! 3 hours, 52 minutes, 30 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Macro Architecture and Stellar Limit Logic
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This New Year's stream introduces the "mother of all macros" to solve UI data duplication across the three sensor modes, ensuring stellar and planetary data remains consistent. The developer implements critical astrophysical limits, including the Dust Sublimation Limit and the "Lava Line," to prevent unrealistic procedural planet formation too close to stars. Discussion also covers the technical mechanics of the warp drive, the physics of Oort Clouds, and future plans for licensed DLC ships and handcrafted "hero" alien races.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| UI Architecture: Creating a Master Macro for Multi-Tab Sensor Data || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=1092s 00:18:12]
|-
| Science Logic: Implementing the Dust Sublimation Limit (2,000K) for System Gen || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=1215s 00:20:15]
|-
| Science Logic: Defining the "Lava Line" (1,200K) and Habitability Ranges || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=1371s 00:22:51]
|-
| Feature Lore: Pathfinder Class Ships and Humanity's First Steps Beyond Alpha Centauri || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=2290s 00:38:10]
|-
| Technical Design: Physicalized Ship Upgrades and 3D Printed Component Ranks || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=2538s 00:42:18]
|-
| Galaxy Scale: Seed Space Comparisons with Elite Dangerous and Andromeda || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=3216s 00:53:36]
|-
| Gameplay Mechanic: The Resource Loop (Refineries, Pellets, and Mining Ships) || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=4148s 01:09:08]
|-
| Simulation Depth: Localized Damage Spheres and Real-Time Electrical Severing || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=4427s 01:13:47]
|-
| Technical Milestone: Defining Tidal Truncation Limits for Volumetric Oort Clouds || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=7748s 02:09:08]
|-
| FTL Physics: Detailed Technical Breakdown of the Alcubierre-inspired Warp Field || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=9392s 02:36:32]
|-
| Design Discussion: Licensing Licensed Sci-Fi Ships (Star Trek, Red Dwarf, The Expanse) || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=10878s 03:01:18]
|-
| Engine Migration: Troubleshooting Mega Lights and Shadow Performance in UE 5.5 || [https://www.youtube.com/watch?v=BEVzt2VFCgA&t=13362s 03:42:42]
|}
</div>
</div>
|-
! 2025-01-05 !! [https://www.youtube.com/watch?v=o-_QGR3FTdw](https://www.youtube.com/watch?v=o-_QGR3FTdw) !! 3 hours, 36 minutes, 39 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Orbital Mechanics and Scattered Disc Implementation
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical development stream focuses on expanding the stellar and planetary data structures, specifically introducing complex orbital characteristics like tidal truncation limits and scattered disc regions. The developer implements the logic for trans-neptunian objects (TNOs) and dwarf planets, ensuring every star system has a Kyper-belt equivalent with random eccentricities. Significant work is also done on "self-healing" exploration data to handle historical save game discrepancies caused by procedural code changes.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Implementing Tidal Truncation and Hill Radius Logic || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=300s 00:05:00]
|-
| Science Refinement: Defining Dust Sublimation and Lava Lines for System Gen || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=522s 00:08:42]
|-
| Procedural Content: Generating Scattered Disc Regions and Dwarf Planets || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=726s 00:12:06]
|-
| Feature Deep-Dive: Soul System Dwarf Planets (Eris, Sedna, MakeMake) || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=779s 00:12:59]
|-
| Technical Debt: Creating Self-Healing Exploration Survey Logic || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=1046s 00:17:26]
|-
| Design Discussion: Planetary Migration and "Hot Jupiters" in Version 2 || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=1305s 00:21:45]
|-
| Feature Lore: Introducing the Scrag (Insectoid Big Bad) and DLC Plans || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=1391s 00:23:11]
|-
| Development Philosophy: Moving to Local LLM Models for NPC Dialogue || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=1481s 00:24:41]
|-
| UI Architecture: Handling Multi-Tab Widget Switching for Sensor Modes || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=3065s 00:51:05]
|-
| Technical Fix: Correcting Astronomical Unit Conversion (cm to km) for Orbits || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=12461s 03:27:41]
|-
| Visual Tech: Applying exaggerated 3D Topology to Holographic Projections || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=5573s 01:32:53]
|-
| Design Discussion: The "Pluto Problem" and Classification as Honorary Planet || [https://www.youtube.com/watch?v=o-_QGR3FTdw&t=9165s 02:32:45]
|}
</div>
</div>
|-
! 2025-01-08 !! [https://www.youtube.com/watch?v=ly5QMAY5UDc](https://www.youtube.com/watch?v=ly5QMAY5UDc) !! 3 hours, 26 minutes, 11 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Knowledge Level Logic and Atmospheric Science Refinement
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This stream focuses on implementing a tiered "Knowledge Level" system for sensors, ensuring data like atmospheric composition and physical characteristics unlock progressively through scanning. The developer introduces technical refinements to the planetary heating model, "bodging" greenhouse effects based on mass fractions to fix unrealistically cold earth-like worlds. Key technical work also includes clearing persistent variables in the system generator to prevent dwarf planets from inheriting gas giant data and refining the hill radius checks for planet spacing.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Implementing the Knowledge Level Macro for Sensor UI || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=962s 00:16:02]
|-
| System Gen: Fixing the 1,700-Planet Loop Bug in Inhabited Systems || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=557s 00:09:17]
|-
| Lore: Implementing a Name Blacklist for Procedural Civilizations || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=402s 00:06:42]
|-
| Physics Refinement: Using Hill Radius to Prevent Overlapping Planetary Orbits || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=434s 00:07:14]
|-
| Atmospheric Science: Modeling Greenhouse Heating via Mass Fractions and Albedo || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=4114s 01:08:34]
|-
| Technical Bug: Zeroing Gas Giant Chemical Persistence for Terrestrial Worlds || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=6739s 01:52:19]
|-
| Save Data Architecture: Storing Scanned State and Discovery Data Persistent Keys || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=2930s 00:48:50]
|-
|-
| 2025-01-05 || [https://www.youtube.com/watch?v=o-_QGR3FTdw](https://www.youtube.com/watch?v=o-_QGR3FTdw) || 3 hours, 36 minutes, 39 seconds || Starship Simulator - Game mechanics and VR
| Visual Tech: Masking Habitation and Tech Signatures on Planetary Shaders || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=7524s 02:05:24]
|-
|-
| 2025-01-08 || [https://www.youtube.com/watch?v=ly5QMAY5UDc](https://www.youtube.com/watch?v=ly5QMAY5UDc) || 3 hours, 26 minutes, 11 seconds || Starship Simulator - Discussing the Kickstarter campaign
| UI Architecture: Building the L1 to L3 Sensor Data Visibility Triggers || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=10636s 02:57:16]
|-
|-
| 2025-01-12 || [https://www.youtube.com/watch?v=3irRQhqHdtE](https://www.youtube.com/watch?v=3irRQhqHdtE) || 5 hours, 10 minutes, 12 seconds || Starship Simulator - Working on the game UI
| Development Philosophy: Moving from Arbitrary "Science-Light" to "Science-Driven" Models || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=8767s 02:26:07]
|-
|-
| 2025-01-16 || [https://www.youtube.com/watch?v=jedJNbjOlmE](https://www.youtube.com/watch?v=jedJNbjOlmE) || 2 hours, 49 minutes, 05 seconds || Starship Simulator - Preparing for Kickstarter launch
| Future Tech: Investigating Local LLMs for In-Game Conversational NPCs || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=16027s 04:27:07]
|-
|-
| 2025-01-19 || [https://www.youtube.com/watch?v=ZtpldWPd19A](https://www.youtube.com/watch?v=ZtpldWPd19A) || 2 hours, 37 minutes, 21 seconds || Starship Simulator - Final preparations before launch
| Design Scope: Collaborating with Sci-Fi Authors for Sector-Specific Lore || [https://www.youtube.com/watch?v=ly5QMAY5UDc&t=12090s 03:21:30]
|}
</div>
</div>
|-
|-
| 2025-01-22 || [https://www.youtube.com/watch?v=7Er_jsr4WFQ](https://www.youtube.com/watch?v=7Er_jsr4WFQ) || 0 Hours, 36 minutes, 54 seconds || Starship Simulator - Post-Kickstarter Q&A
! 2025-01-12 !! [https://www.youtube.com/watch?v=3irRQhqHdtE](https://www.youtube.com/watch?v=3irRQhqHdtE) !! 5 hours, 10 minutes, 12 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Nanite Tessellation and Planetary Sensor Data Overlays
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This marathon development session focuses on a major overhaul of the bridge's hollow display and sensor systems, introducing three-dimensional planetary topology through Nanite tessellation. The developer implements detailed sensor data overlays across all modes, including new visual indicators for habitable zones, frost lines, and lava lines. Key technical work includes refining the day/night terminator logic for planetary holographic projections and troubleshooting temperature-based procedural generation bugs for "eyeball" lava worlds.
----
|-
|-
| 2025-01-22 || [https://www.youtube.com/watch?v=uq1R9hH6JhM](https://www.youtube.com/watch?v=uq1R9hH6JhM) || 3 hours, 27 minutes, 12 seconds || Starship Simulator - Development update after Kickstarter
! '''Highlight''' !! '''timestamps'''
|-
|-
| 2025-01-26 || [https://www.youtube.com/watch?v=aTn4QFNlLZY](https://www.youtube.com/watch?v=aTn4QFNlLZY) || 3 hours, 11 minutes, 11 seconds || Starship Simulator - Community interaction and feedback
| UI Architecture: Adding Civilization and Tech Data to All Sensor Modes || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=342s 00:05:42]
|-
|-
| 2025-01-29 || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) || 4 hours, 07 minutes, 35 seconds || Starship Simulator - Working on core game systems
| Visual Tech: Implementing 3D Topology on Hollow Display Planets via Nanite || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=548s 00:09:08]
|-
|-
| 2025-02-02 || [https://www.youtube.com/watch?v=xptp6vxXRT8](https://www.youtube.com/watch?v=xptp6vxXRT8) || 4 hours, 22 minutes, 18 seconds || Starship Simulator - Focusing on ship exterior
| Navigation: Visualizing Habitable Zones, Frost Lines, and Lava Lines || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=381s 00:06:21]
|-
|-
| 2025-02-05 || [https://www.youtube.com/watch?v=kXYdKRpQd2U](https://www.youtube.com/watch?v=kXYdKRpQd2U) || 4 hours, 47 minutes, 28 seconds || Starship Simulator - Refining structural framework
| Graphics: Animating Gas Giant Cloud Layers and Managing Tessellation Tearing || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=1563s 00:26:03]
|-
|-
| 2025-02-09 || [https://www.youtube.com/watch?v=x-l4pIyBQ_8](https://www.youtube.com/watch?v=x-l4pIyBQ_8) || 4 hours, 41 minutes, 29 seconds || Starship Simulator - Drone Bay area modifications
| Technical Milestone: Driving Day/Night Cycle Data via Custom Primitive Data || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=2103s 00:35:03]
|-
|-
| 2025-03-05 || [https://www.youtube.com/watch?v=d8GJioDYXf4](https://www.youtube.com/watch?v=d8GJioDYXf4) || 4 hours, 06 minutes, 58 seconds || Starship Simulator - Geometry cleanup
| Physics & Lighting: Simulating Multi-Star Lighting and Color Mixing || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=2380s 00:39:40]
|-
|-
| 2025-03-09 || [https://www.youtube.com/watch?v=XUXSC1uZV_s](https://www.youtube.com/watch?v=XUXSC1uZV_s) || 4 hours, 13 minutes, 18 seconds || Starship Simulator - C deck modifications
| UI Polish: Using Noise Layers and Opacity Transitions for LCD Realism || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=3157s 00:52:37]
|-
|-
| 2025-03-12 || [https://www.youtube.com/watch?v=-Ehk-BPHVkY](https://www.youtube.com/watch?v=-Ehk-BPHVkY) || 4 hours, 15 minutes, 41 seconds || Starship Simulator - Panel sizing consistency
| Tactical HUD: Masking Coastlines for Tech Signature Density Overlays || [https://www.youtube.com/watch?t=6204s&v=3irRQhqHdtE 01:43:24]
|-
|-
| 2025-03-16 || [https://www.youtube.com/watch?v=2G_-cJ9yNbA](https://www.youtube.com/watch?v=2G_-cJ9yNbA) || 4 hours, 18 minutes, 38 seconds || Starship Simulator - SketchUp to Unreal Engine workflow
| Technical Logic: Fixing Zero-Kelvin Temperature Bugs for High-Heat Planets || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=16959s 04:42:39]
|-
|-
| 2025-03-19 || [https://www.youtube.com/watch?v=SjJ1B7KNJAU](https://www.youtube.com/watch?v=SjJ1B7KNJAU) || 4 hours, 37 minutes, 16 seconds || Starship Simulator - Internal design rules
| Procedural Content: Mapping Icy Body Exospheres vs. Traditional Atmospheres || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=16491s 04:34:51]
|-
|-
| 2025-03-23 || [https://www.youtube.com/watch?v=XKpKJZ2eeMw](https://www.youtube.com/watch?v=XKpKJZ2eeMw) || 4 hours, 15 minutes, 16 seconds || Starship Simulator - Science labs and astrometrics planning
| Design Discussion: Balancing Local LLM Implementation for NPC Interaction || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=16027s 04:27:07]
|-
|-
| 2025-03-26 || [https://www.youtube.com/watch?v=BlNVo_NPIKU](https://www.youtube.com/watch?v=BlNVo_NPIKU) || 4 hours, 56 minutes, 11 seconds || Starship Simulator - Ship framework development
| Galaxy Scale: Comparing Starship Simulator's Volume to Elite Dangerous || [https://www.youtube.com/watch?v=3irRQhqHdtE&t=16440s 04:34:00]
|}
</div>
</div>
|-
|-
| 2025-03-30 || [https://www.youtube.com/watch?v=EeA1Pq2sl1g](https://www.youtube.com/watch?v=EeA1Pq2sl1g) || 5 hours, 23 minutes, 11 seconds || Starship Simulator - Interior design work
! 2025-01-16 !! [https://www.youtube.com/watch?v=jedJNbjOlmE](https://www.youtube.com/watch?v=jedJNbjOlmE) !! 2 hours, 49 minutes, 5 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Kickstarter Update and UI Tutorial Development
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This stream blends administrative milestones with technical UI preparation, starting with the drafting of a major Kickstarter update detailing 2024’s development progress. The developer spends a significant portion of the stream performing "tedious but necessary" UI variable mapping for the sensor panels to enable the new tutorial highlighter system. The session concludes with a live community watch party of a SpaceX Starship launch, where the developer analyzes real-world telemetry and launch procedures for future game immersion.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Admin: Drafting the 2024 Year-in-Review Kickstarter Update || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=199s 00:03:19]
|-
| Trailer Planning: Storyboarding a Single-Take "Fly-through" Camera Sequence || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=808s 00:13:28]
|-
| Technical Hiring: Seeking Generalists for Motion Matching and Volumetric Shaders || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=1232s 00:20:32]
|-
| Feature Lore: Connecting Ship Registry Numbers to a Web-Based Achievement System || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=1533s 00:25:33]
|-
| Feature Lore: Handling Registry Prefixes (NCC/UN) and Roleplay Flexibility || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=1967s 00:32:47]
|-
| Tactical HUD: Visualizing Energy Spikes on the Hollow Display for 3D Targeting || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=2532s 00:42:12]
|-
| Ship Architecture: Detailing the "Ring Road" Corridor on D and E Decks || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=3279s 00:54:39]
|-
| Technical Debt: Manually Mapping UI Variables for the Tutorial Highlighter || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=3925s 01:05:25]
|-
| Feature Deep-Dive: XNAV (X-ray Pulsar Navigation) and Lore Implementation || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=6494s 01:48:14]
|-
| Technical Design: Defining Parent-Child Data Structures for Moons and Multi-Stars || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=7835s 02:10:35]
|-
| Space Flight: Live Analysis of SpaceX Starship Integrated Flight Test || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=8523s 02:22:03]
|-
| Real-World Tech: Discussing the "Catch Commit Criteria" for Booster Recovery || [https://www.youtube.com/watch?v=jedJNbjOlmE&t=9263s 02:34:23]
|}
</div>
</div>
|-
! 2025-01-19 !! [https://www.youtube.com/watch?v=ZtpldWPd19A](https://www.youtube.com/watch?v=ZtpldWPd19A) !! 2 hours, 37 minutes, 21 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Nanite Tessellation and Prop Persistence Deep Dive
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This session focuses on major technical hurdles, specifically addressing Nanite tessellation crashes and a complete overhaul of the ship's prop system. The developer introduces a new hashing method for object permanence, moving away from dynamic spawning to level-based actors with unique IDs to better support level design. Significant time is also dedicated to troubleshooting a lighting regression in Unreal Engine 5.5, where translucent planetary rings fail to receive light from the star, potentially delaying an engine migration.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Visual Update: Implementing 3D Animated Nanite Tessellation on Gas Giants || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=435s 00:07:15]
|-
| Technical Bug: Investigating Infinite Subdivision Crashes with Nanite Carpets || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=402s 00:06:42]
|-
| Physics Interaction: Testing New Ship Collisions and 300 LY/h Travel Speeds || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=1034s 00:17:14]
|-
| System Overhaul: Replacing the Data Table Prop System with Unique Hashed IDs || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=1124s 00:18:44]
|-
| Procedural Tech: Randomizing Prop Seeds for 8 Billion Unique Variations || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=1394s 00:23:14]
|-
| Save Architecture: Managing Dynamic 3D Printed Objects and Sample Returns || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=1959s 00:32:39]
|-
| Design Discussion: Addressing Save Bloat and Exploration Data Storage || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=2890s 00:48:10]
|-
| Performance: Comparing Database Load Times for 18 Million Star Records || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=3226s 00:53:46]
|-
| Blueprint Logic: Implementing "On Begin Play" Transform Updates for Props || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=3551s 00:59:11]
|-
| Engine Migration: Troubleshooting Unreal 5.5 Lighting & Ring Transparency || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=4641s 01:17:21]
|-
| Shader Deep Dive: Testing Forward Shading and Subsurface Scattering Fixes || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=5227s 01:27:07]
|-
| Critical Failure: 5.4 Corruption and Missing DLLs Force a Reinstall || [https://www.youtube.com/watch?v=ZtpldWPd19A&t=9215s 02:33:35]
|}
</div>
</div>
|-
! 2025-01-22 !! [https://www.youtube.com/watch?v=7Er_jsr4WFQ](https://www.youtube.com/watch?v=7Er_jsr4WFQ) !! 0 hours, 36 minutes, 54 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Engine Migration (UE 5.5) and Physics Prop Overhaul
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This stream documents the transition of the project to Unreal Engine 5.5, specifically testing the performance of "Mega Lights" and resolving Nanite tessellation crashes. The developer demonstrates a major overhaul of the prop persistence system, moving away from data tables to a unique ID system that allows for design-time placement and reliable saving of object locations. Technical work also begins on refining the lift shaft geometry and sealing the outer maintenance tunnels on G-Deck to prevent players from falling through the hull during the tutorial.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Engine Migration: Fixing Blueprint Corruption and Shaders in Unreal 5.5 || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=79s 00:01:19]
|-
| Visual Tech: Testing Nanite Tessellation and 3D Terrain on Planets || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=447s 00:07:27]
|-
| Gas Giant Research: Volumetric Cloud Goals and Tessellation Tearing Issues || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=545s 00:09:05]
|-
| Persistence Overhaul: New Unique ID System for Object Permanence || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=903s 00:15:03]
|-
| Jonesy the Cat: Pathing Fixes and NPC Interaction || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1064s 00:17:44]
|-
| Physics Testing: Pool Ball Friction and Interaction on the Rec Deck || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1090s 00:18:10]
|-
| Level Design: Prop Placement and Construction Sites on B-Deck || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1311s 00:21:51]
|-
| Collision Tech: Movement-Aware Detection to Prevent Wall Phasing || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1364s 00:22:44]
|-
| Technical Debt: Addressing Z-Fighting and Maintenance Tunnel Gaps || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1591s 00:26:31]
|-
| Modeling: Cleaning up Legacy Lift Shaft Geometry for a "Clean Run" || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1847s 00:30:47]
|-
| Safety Fix: Sealing G-Deck Maintenance Tunnels to Prevent Space-Falls || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=1965s 00:32:45]
|-
| Dev Chat: Reflections on Progress and Recruiting After the Demo || [https://www.youtube.com/watch?v=7Er_jsr4WFQ&t=2128s 00:35:28]
|}
</div>
</div>
|-
! 2025-01-22 !! [https://www.youtube.com/watch?v=uq1R9hH6JhM](https://www.youtube.com/watch?v=uq1R9hH6JhM) !! 3 hours, 27 minutes, 12 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - F-Deck Framework and Lift Shaft Refinement
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This stream focuses on critical structural modeling and bug fixing within the ship's interior, specifically targeting the F-Deck and the vertical lift shafts. The developer spends significant time cleaning up geometry overlaps in the lift shafts and implementing server-authoritative logic for lift doors to ensure stability in multiplayer environments. Additionally, the stream explores the technical layout of the rear cargo holds and the "winding passage" that leads players through the ring pylons to the main engines.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Cleaning up Lift Shaft Geometry and Airtightness || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=520s 00:08:40]
|-
| Development Philosophy: SketchUp vs. Blender for Architectural Modeling || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=812s 00:13:32]
|-
| Simulation Detail: NPC Schedules, Personal Quarters, and "Stalker" Logic || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=1144s 00:19:04]
|-
| Technical Deep Dive: Planetary Surface Transitions via Shuttle Cutscenes || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=1207s 00:20:07]
|-
| Engine Architecture: Static Interiors vs. Moving Space Physics || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=1784s 00:29:44]
|-
| Lore & Hardware: Renaming Sensor Modes to Specific Array Titles (Hits/Elgas) || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=2604s 00:43:24]
|-
| Technical Limitation: Explaining the 50 Light-Year Galaxy Data Cap || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=2942s 00:49:02]
|-
| Ship Design: Planning Rear Cargo Holds and the Main Cargo Lift || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=5675s 01:34:35]
|-
| Multiplayer Fix: Replicating Lift Button Presses for Client-Server Authority || [https://www.youtube.com/watch?t=7126s&v=uq1R9hH6JhM 01:58:46]
|-
| Structural Work: Cutting F-Deck Framework and Sheet Metal floor heights || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=7622s 02:07:02]
|-
| Design Concept: Evaluating Downward-Facing Windows in Cargo Areas || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=9734s 02:42:14]
|-
| Technical Fix: Resolving Vertical Twisting in Curved Geometry Segments || [https://www.youtube.com/watch?v=uq1R9hH6JhM&t=12146s 03:22:26]
|}
</div>
</div>
|-
! 2025-01-26 !! [https://www.youtube.com/watch?v=aTn4QFNlLZY](https://www.youtube.com/watch?v=aTn4QFNlLZY) !! 3 hours, 11 minutes, 11 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Engine Prototyping & Multiplayer Stress Tests
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This session highlights the introduction of sublight engines and a new braking model, including the implementation of visual plasma effects and physical engine pods with internal maintenance access. The developer demonstrates a new remote SQL database system for managing backer credits and star systems, allowing for real-time updates without patching. A significant portion of the stream is dedicated to a multiplayer stress test with 16+ players, identifying critical lag in physics replication and a hard-coded 16-player session cap that requires a backend fix.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Implementing Prograde and Retrograde Braking Engines || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=421s 00:07:01]
|-
| Data Architecture: transitioning Backer Credits to Remote MySQL Database || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=995s 00:16:35]
|-
| Multiplayer Test: Identifying 16-Player Session Cap and Replication Lag || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=3425s 00:57:05]
|-
| AI Navigation: Fixing Client-Side Lift Movement and Door Synchronization || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=8053s 02:14:13]
|-
| Graphics: Debugging Nanite Tessellation Subdivisions and Engine Crashes || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=900s 00:15:00]
|-
| UI Architecture: Resolving the Long-Range Sensor Zoom (AU vs Light Years) Bug || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=10816s 03:00:16]
|-
| Physics Engine: Prototyping "Plaid Mode" Warp Effects and UVS || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=3839s 01:03:59]
|-
| Hardware Logic: Engine Pod Support pylons and Internal Stairwell Design || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=160s 00:02:40]
|-
| Immersion: Adding Customizable Glass Tints and specular Reflection fixes || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=561s 00:09:21]
|-
| Interaction Design: improving Chair Collision Traces for Better UI Access || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=240s 00:04:00]
|-
| Astrophysics: Calculating Star Visibility based on Apparent Magnitude Culling || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=10645s 02:57:25]
|-
| Security: Explaining the SQL Password Encryption and Decryption Workflow || [https://www.youtube.com/watch?v=aTn4QFNlLZY&t=7400s 02:03:20]
|}
</div>
</div>
|-
! 2025-01-29 !! [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) !! 4 hours, 7 minutes, 35 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - F-Deck Maintenance Tunnels & Modding Architecture
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical deep-dive covers the integration of remote and local SQL databases to handle backer data and modded star systems, allowing for real-time updates without patching. The developer demonstrates a new modular "Snapping Guide" system to speed up interior geometry placement and details the ongoing construction of F-Deck's maintenance ring and lower engine pod access. Discussions include the rationale for avoiding ladders in favor of human-scale stairs, the implementation of pressure vessel logic for unpowered door states, and the future transition toward Lumen for realistic bounce lighting.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Data Architecture: transitioning Backer and Mod Data to MySQL/SQLite Databases || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=450s 00:07:30]
|-
| Modding Support: demonstration of Custom Star System Entry via SQL Browser || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=483s 00:08:03]
|-
| Workflow Optimization: Designing a Shared Socket Snap Guide for Modular Assets || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=2102s 00:35:02]
|-
| Architectural Update: Engine Pod Support Refinement and Stair Slope Design || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=160s 00:02:40]
|-
| Hardware Logic: why Ladders are Prohibited for Logistics and AI Pathing || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=287s 00:04:47]
|-
| Systems Deep-Dive: pressure Vessel Logic for Sealing Unpowered Ship Doors || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=9250s 02:34:10]
|-
| Maintenance Tech: Prototyping Flappy Door Panels for Manual Overrides || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=9362s 02:36:02]
|-
| Astrophysics: Explaining Metallicity and Galactic Goldilocks Zones for Inhabited Worlds || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=11415s 03:10:15]
|-
| Sound Design: Discussing muffled Audio Propagation in Vacuum plumages || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=14043s 03:54:03]
|-
| Immersion: Visual Inspection Ports for Manual Hull Integrity Checks || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=1932s 00:32:12]
|-
| Technical Milestone: Upgrading to Unreal 5.5 and Addressing nanite Spline Bugs || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=13054s 03:37:34]
|-
| Interaction Design: Set-up of Default Custom Primitive Data for pre-Runtime Lighting || [https://www.youtube.com/watch?v=XQ_9Y-qv_Wc&t=1063s 00:17:43]
|}
</div>
</div>
|-
! 2025-02-02 !! [https://www.youtube.com/watch?v=xptp6vxXRT8](https://www.youtube.com/watch?v=xptp6vxXRT8) !! 4 hours, 22 minutes, 18 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Modding Star Systems & Engine Debugging
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical deep-dive covers the transition of backer data and star systems to a remote MySQL database, enabling immediate updates outside of regular patch cycles. The developer introduces the first implementation of local SQLite modding support for custom star systems and races. Significant time is spent troubleshooting Unreal Engine 5.4 shader and material browser crashes, eventually necessitating a purge of the derived data cache. Work also progresses on modular wall paneling workflows and localized stairwell lighting solutions.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Data Architecture: transitioning Backer Data to Remote MySQL Database || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=345s 00:05:45]
|-
| Modding Support: introducing Local SQLite Database for Custom Star Systems || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=412s 00:06:52]
|-
| Technical Tutorial: how to Add Custom Races and Stars via SQL Browser || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=13532s 03:45:32]
|-
| Technical Analysis: analyzing v0.2.2.5 Collision and Shader Browser Crashes || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=10200s 02:50:00]
|-
| Systems Deep-Dive: why Starship Sim Avoids "Hit-Point Based" Ship Explosions || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=964s 00:16:04]
|-
| Logic Systems: Segmented Ship Design for Fire and Atmosphere Propagation || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=1229s 00:20:29]
|-
| Workflow Optimization: Designing a Shared Socket Anchor System for Modular Assets || [https://www.youtube.com/watch?t=2102s&v=xptp6vxXRT8 00:35:02]
|-
| Asset Creation: prototyping "Plaid Mode" Warp Effects and UVS || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=3839s 01:03:59]
|-
| Hardware Logic: Sub-component Modularity in Fusion Reactors and Breaker Boxes || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=1847s 00:30:47]
|-
| Immersion: the "Wave Test" and Believable Proxy Crew Rendering for Shuttles || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=9807s 02:43:27]
|-
| Bug Fix: clearing Derived Data Cache to resolve Material Compile Failures || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=13346s 03:42:26]
|-
| Ship Lore: explaining the "Hardening Ooze" Hull Insulation Safety Measures || [https://www.youtube.com/watch?v=xptp6vxXRT8&t=12640s 03:30:40]
|}
</div>
</div>
|-
! 2025-02-05 !! [https://www.youtube.com/watch?v=kXYdKRpQd2U](https://www.youtube.com/watch?v=kXYdKRpQd2U) !! 4 hours, 47 minutes, 28 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Snapping Tools & Exterior Dome Design
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical deep-dive focuses on streamlining ship interior construction using a custom "Snapping Guide" system that standardizes anchor points across all decks for rapid wall, floor, and ceiling placement. The developer demonstrates the creation of an ornate exterior glass dome for the central stairwell, detailing the engineering considerations for slotting prefabricated modules into the ship's framework. Key discussions include the physics of "poppable" hull insulation, the implementation of single-sample triplanar mapping for performance-heavy materials, and the logic behind curved vs. straight door tracks.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Workflow Optimization: Standardizing Anchor Points with Snapping Guides || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=300s 00:05:00]
|-
| Asset Design: Constructing the Ornate Exterior Glass Dome for Stairwells || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=6011s 01:40:11]
|-
| Interaction Design: Modular Lighting Strips and Independent Damage Values || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=920s 00:15:20]
|-
| Ship Lore: Functional "Poppable" Hull Insulation for Vacuum Sealing || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=15004s 04:10:04]
|-
| Rendering Tech: Performance Benefits of Single-Sample Triplanar Mapping || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=15104s 04:11:44]
|-
| Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=869s 00:14:29]
|-
| Gameplay Design: Physical NPC Cooking Interactions and Quality Control || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=11108s 03:05:08]
|-
| Architectural Update: Central Science Corridor Layout and Lab Count || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=3386s 00:56:26]
|-
| Engineering: Designing Prefabricated Module Slotting and Weld Lines || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=13031s 03:37:11]
|-
| Simulation Logic: Health, Quality, and Resilience Decay in Repaired Items || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=14131s 03:55:31]
|-
| Optimization: Explaining Occlusion Query Removal via Deck Awareness || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=5426s 01:30:26]
|-
| Interaction Design: Rerouting Power and Fixing Default Custom Mesh Data || [https://www.youtube.com/watch?v=kXYdKRpQd2U&t=1069s 00:17:49]
|}
</div>
</div>
|-
! 2025-02-09 !! [https://www.youtube.com/watch?v=x-l4pIyBQ_8](https://www.youtube.com/watch?v=x-l4pIyBQ_8) !! 4 hours, 41 minutes, 29 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Stairwell Refinement & Dynamic Loading Screens
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical development stream focuses on the meticulous refinement of the ship's central stairwell, including the placement of modular ballustrades and joining pieces for the handrails. The developer demonstrates a major iteration of the game's loading screen, transforming it into a dynamic construction sequence that builds the ship layer-by-layer using pre-rendered deck geometry. Key discussions include the passive skill system for crew roles, the implementation of voxelized terrain for planetary landings, and the strategic move toward smaller, focused patch cycles for future updates.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Architectural Update: Ligning up Ballustrades and Joining Blocks on Stairwells || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=416s 00:06:56]
|-
| Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=869s 00:14:29]
|-
| Planet Tech: Exploring Voxelized Terrain vs. Height Maps for Overhangs || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=2445s 00:40:45]
|-
| Simulation Logic: Explaining the Passive Skill System and Quality-Based Repairs || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=2571s 00:42:51]
|-
| Asset Design: Prototyping Ornate Raised Light Fixtures for B-Deck Ceilings || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=1148s 00:19:08]
|-
| UI Architecture: Designing the Dynamic "Ship Construction" Loading Screen || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=5888s 01:38:08]
|-
| Modeling: Improving Workflow by Integrating Cutout Geometry into Bolts || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=4619s 01:16:59]
|-
| Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Interaction & NPC Spawning || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=8110s 02:15:10]
|-
| World Building: Finalizing the Captain and Senior Officer Quarters on B-Deck || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=1386s 00:23:06]
|-
| Optimization: Explaining Deck-Based Actor Culling for Occlusion Efficiency || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=5426s 01:30:26]
|-
| Systems Deep-Dive: Proxy Vessel Logic for believing "Wave Test" Interactivity || [https://www.youtube.com/watch?v=x-l4pIyBQ_8&t=9807s 02:43:27]
|-
| Bug Fix: resolving Refraction and Opacity Overlap Issues with Warp Effects || [https://www.youtube.com/watch?t=9262s&v=x-l4pIyBQ_8 02:34:22]
|}
</div>
</div>
|-
! 2025-03-05 !! [https://www.youtube.com/watch?v=d8GJioDYXf4](https://www.youtube.com/watch?v=d8GJioDYXf4) !! 4 hours, 6 minutes, 58 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Stairwell Refinement & Unreal 5.5 Upgrade
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> Returning from a trip to Florida, the developer focuses on finalizing the central stairwell area, ensuring that glass handrails and structural joining blocks align perfectly for copy-pasting across all decks. A major technical milestone is the upgrade to Unreal Engine 5.5, which resolves several engine crashes related to nanite tessellation and Shader issues from the previous version. The stream also includes a discussion on the future implementation of alien crew members, the "Wave Test" for proxy vessel interactivity, and the refinement of planetary atmosphere cut-off points for shuttle transitions.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Upgrading Project to Unreal Engine 5.5 for Stability || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=862s 00:14:22]
|-
| Asset Refinement: finalizing Glass Handrails and Joining Blocks for Stairwells || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=712s 00:11:52]
|-
| Planet Tech: testing Nanite Tessellation and Scaling at 1:1 Scale || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=952s 00:15:52]
|-
| Lighting Design: demonstration of Ambient Lighting and Potato Mode Performance || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=1591s 00:26:31]
|-
| Logic Systems: Designing the Probe Bay Cache and "Banished" Style Logistics || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=532s 00:08:52]
|-
| Roadmap: Planning Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=8178s 02:16:18]
|-
| Systems Architecture: Explaining the "Wave Test" and Proxy Vessel Interactivity || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=9817s 02:43:37]
|-
| Interaction Design: Prototyping Dynamic Bolts for Manual Panel Removal || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=4250s 01:10:50]
|-
| Modeling: Constructing New Ceiling Lighting Panels with Wooden Trim || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=6115s 01:41:55]
|-
| Gameplay Balance: Non-Violent Exploration Mode and Hostile Alien Warnings || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=10626s 02:57:06]
|-
| Recruitment: Planning for Character and Ship Modular Artists || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=8758s 02:25:58]
|-
| Hardware Logic: Tactical Value of Exposed Hardware for Rapid Maintenance || [https://www.youtube.com/watch?v=d8GJioDYXf4&t=14772s 04:06:12]
|}
</div>
</div>
|-
! 2025-03-09 !! [https://www.youtube.com/watch?v=XUXSC1uZV_s](https://www.youtube.com/watch?v=XUXSC1uZV_s) !! 4 hours, 13 minutes, 17 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Stairwell Refinement & Global Illumination
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This session focuses on the technical refinement of the central stairwell area, resolving geometry overlaps and aligning modular wall and floor panels across Decks C, D, and E. The developer experiments with Lumen (Unreal Engine 5’s global illumination system), demonstrating real-time bounce lighting and material-based color bleeding while discussing the performance challenges of voxelized lighting in dense ship interiors. Key discussions include the future implementation of spawnable NPCs on the bridge and the decision to maintain exposed hardware for rapid maintenance gameplay.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Architectural Update: Stairwell Geometry Alignment and Support Brackets || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=157s 00:02:37]
|-
| Technical Milestone: Implementing Multi-Deck Snapping Guides for Panel Workflow || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=452s 00:07:32]
|-
| Lighting Deep-Dive: Analyzing Lumen Performance and Voxelization Issues || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=688s 00:11:28]
|-
| Rendering: Demonstration of Real-Time Bounce Lighting and GI Color Bleeding || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=10631s 02:57:11]
|-
| Modeling: Reconstructing Modular Floor X-Crossroads and T-Junctions || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=2400s 00:40:00]
|-
| Roadmap: Previewing Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=8170s 02:16:10]
|-
| Design Standards: Unified Ship Quad-Based Numbering and Naming Convention || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=10661s 02:57:41]
|-
| Systems Design: Quality vs. Health Decay in Repaired Ship Components || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=14138s 03:55:38]
|-
| Hardware Logic: Tactical Value of Exposed Bolts for Rapid Maintenance || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=14772s 04:06:12]
|-
| World Building: Persistent Expedition Missions and Mission Over Scoring || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=1092s 00:18:12]
|-
| Logistics: Designing the Probe Bay Cache and Deck Crew Logistics System || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=533s 00:08:53]
|-
| UI Architecture: Standardizing Right and Left Justified Panel Labels || [https://www.youtube.com/watch?v=XUXSC1uZV_s&t=5973s 01:39:33]
|}
</div>
</div>
|-
! 2025-03-12 !! [https://www.youtube.com/watch?v=-Ehk-BPHVkY](https://www.youtube.com/watch?v=-Ehk-BPHVkY) !! 4 hours, 15 minutes, 41 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Science Labs & Logistics Infrastructure
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This development session focuses on fleshing out the science deck (C-Deck) and the underlying logistics infrastructure of the ship. The developer introduces a "cache-based" logistics system for NPC deck crew, inspired by the game *Banished*, to manage the physical transfer of geological and biological samples from probes to labs. Technical work includes the implementation of standardized snap guides for modular corridor rings across multiple decks and the initial rough-in of the two-story astrometry lab and medical facilities.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Architectural Update: Roughing in the Forward Park & Mall Platform || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=220s 00:03:40]
|-
| Logistics Systems: Designing a "Banished" Style Cache System for Samples || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=533s 00:08:53]
|-
| Technical Workflow: Using Snap Guides to Synchronize Work Across Three Decks || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=670s 00:11:10]
|-
| View Distance Logic: Rotating Ring 2 Corridors by 45° for Performance || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=894s 00:14:54]
|-
| Layout Strategy: Segregating Industrial Engineering from Habitable Zones || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=1285s 00:21:25]
|-
| World Building: Multifaith Chapels and Contemplation Spaces on v0.2.2.5 || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=1670s 00:27:50]
|-
| Engineering Deep-Dive: Battery Administration and Refinery Gantry Layouts || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=1825s 00:30:25]
|-
| Technical Analysis: Draw Call Benefits of Nanite Virtualized Geometry || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=1082s 00:18:02]
|-
| NPC Interactivity: Physicalized Cooking Mechanics and Griddle Logic || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=11108s 03:05:08]
|-
| Ship Lore: AR Headsets and Bluetooth Integration for HUD/Navigation || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=12334s 03:25:34]
|-
| Roadmap: Previewing the Military Carrier Vessel and War Expansion || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=12783s 03:33:03]
|-
| Systems Design: Proxy Vessel Logic for Seamless External "Wave Test" Interactivity || [https://www.youtube.com/watch?v=-Ehk-BPHVkY&t=16933s 04:42:13]
|}
</div>
</div>
|-
! 2025-03-16 !! [https://www.youtube.com/watch?v=2G_-cJ9yNbA](https://www.youtube.com/watch?v=2G_-cJ9yNbA) !! 4 hours, 18 minutes, 38 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Corridor Logic & Wall Panel Workflow
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical deep-dive focuses on the systematic layout of C-Deck, utilizing custom "Snap Guide" templates and plugins to streamline geometry placement. The developer demonstrates a high-efficiency wall panel workflow, achieving a recorded milestone of under 9 minutes from mesh creation to in-engine placement. Key discussions include the persistent mission structure, the localized damage model using spheres of influence, and the design of the central science corridor and its associated lab storage logistics.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Workflow Optimization: Implementing Snap Guides and Socket Snapping Plugins || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=487s 00:08:07]
|-
| Technical Analysis: Resolving Non-Co-Planar Vertex Issues in SketchUp || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=1148s 00:19:08]
|-
| AI Navigation: Debugging Nav Mesh Connectivity and Stairwell Pathing Bridges || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=365s 00:06:05]
|-
| Roadmap: Transitioning from Character Creator 4 to Metahumans for v0.2.2.6 || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=2214s 00:36:54]
|-
| Design Standards: Maintaining Consistent Segment Sizes for Interchangeable Panels || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=577s 00:09:37]
|-
| Systems Deep-Dive: Localized Damage Propagation via Local Spheres of Influence || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=6613s 01:50:13]
|-
| World Building: persistent Missions, Crew Scoring, and Hardcore Save Modes || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=7148s 01:59:08]
|-
| Interactive Assets: Prototyping Curved Door Tracks vs. Straight Geometry || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=8428s 02:20:28]
|-
| Architectural Preview: Roughing in the Forward Park and Mall Section || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=10517s 02:55:17]
|-
| Speed Modeling: Timing a Wall Panel Workflow (8m 40s from Mesh to Engine) || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=12524s 03:28:44]
|-
| Hardware Logic: Proposing Wireless Power Rings and Internal Device Batteries || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=13230s 03:40:30]
|-
| Optimization: Rebuilding Nav Meshes and Culling Collisions on Snap Guides || [https://www.youtube.com/watch?v=2G_-cJ9yNbA&t=14902s 04:08:22]
|}
</div>
</div>
|-
! 2025-03-19 !! [https://www.youtube.com/watch?v=SjJ1B7KNJAU](https://www.youtube.com/watch?v=SjJ1B7KNJAU) !! 4 hours, 37 minutes, 16 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Science Labs & Astrometry Layouts
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This development session focuses on the architectural layout of the science deck, specifically roughing in the two-story astrometry lab and sample storage partitioning for various lab spaces. The developer discusses the logistics of resource mining via probes and the physical transfer of samples through modular labs. Significant technical work is performed on wall panel modularity, including the integration of window actors with privacy screen logic and a critical performance hotfix for transparent warp effects.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Milestone: Modular Science Lab Partitioning & Sample Storage Logic || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=206s 00:03:26]
|-
| Design Deep-Dive: Two-Story Astrometry Lab Layout & Hollow Display Design || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=593s 00:09:53]
|-
| Systems Design: Resource Logistics and Probe-to-Lab Physical Sample Workflow || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=455s 00:07:35]
|-
| World Building: Persistent Ships, Crews, and Hardcore "Mission Over" Scoring || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=1092s 00:18:12]
|-
| Communications: Varied Tech Levels and Language Database Linguistics Gameplay || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=1453s 00:24:13]
|-
| AI & Automation: Utility Rooms, Droid Charging Stations, and "Wall-E" Aesthetic || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=3331s 00:55:31]
|-
| UI Mechanics: Signal Spectrum Scanning Inspiration from Web SDRs || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=2215s 00:36:55]
|-
| Medical Gameplay: Multi-Step Diagnostic Tasks and Treatment Selection Risk || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=6605s 01:50:05]
|-
| Modeling: Constructing Modular Window Frames with Rubber Seals and Bevels || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=7459s 02:04:19]
|-
| Performance Optimization: Improving Shader Complexity via Warp Bubble Visibility Logic || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=15494s 04:18:14]
|-
| Technical Analysis: Solving Z-Fighting and Mirrored Scaling in Editor Snapping || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=11105s 03:05:05]
|-
| Interactive Assets: Proposing Privacy Screens and Hollow Projection for Windows || [https://www.youtube.com/watch?v=SjJ1B7KNJAU&t=6431s 01:47:11]
|}
</div>
</div>
|-
! 2025-03-23 !! [https://www.youtube.com/watch?v=XKpKJZ2eeMw](https://www.youtube.com/watch?v=XKpKJZ2eeMw) !! 4 hours, 15 minutes, 16 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Roomba Logic & Crew Quarters Layouts
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> Returning from the Sci-Fi Weekender convention, the developer showcases significant progress on Decks C, D, and E, including the rough-in of crew quarters and storage solutions for science labs. A major portion of the stream is dedicated to a technical deep-dive into the "RM-84" (Roomba) AI, specifically optimizing its pathing logic to prioritize the dirtiest floor tiles using array sorting. The discussion also covers the future "Galaxy 2.0" refresh, the implementation of role-based gameplay, and the transition toward rapid-fire patches following the upcoming demo release.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Showcase: Convention Progress on Deck C/D/E Paneling || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=366s 00:06:06]
|-
| Design Philosophy: Moving from Symmetrical to Open-Plan Crew Quarters || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=897s 00:14:57]
|-
| AI Systems: Refinement of Roomba (RM-84) Grunge Detection & Cleaning Priority || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=1466s 00:24:26]
|-
| Programming: Implementing Array Sorting for Optimized NPC Target Acquisition || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=2154s 00:35:54]
|-
| Asset Creation: Rapid Iteration on B-Deck VIP Stateroom Flooring || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=3154s 00:52:34]
|-
| Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Refresh & NPC Interaction || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=6193s 01:43:13]
|-
| Systems Architecture: Explaining the Galaxy 2.0 Refresh & Sublight Flight || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=6433s 01:47:13]
|-
| Gameplay Design: Role-Based Mechanics and Personal Jobs Boards || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=6591s 01:49:51]
|-
| Technical Deep-Dive: Node-Based Message Propagation for Fire/Air Systems || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=8634s 02:23:54]
|-
| Modeling: Reconstructing 1.5m Science Lab Door Frames & Bulkhead Junctions || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=10450s 02:54:10]
|-
| Immersion: Adding Detail-Rich Ceiling Panels with Exposed Wiring Models || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=14554s 04:02:34]
|-
| Traffic Flow: Analyzing NPC Bottlenecks and Stairwell Efficiency || [https://www.youtube.com/watch?v=XKpKJZ2eeMw&t=15067s 04:11:07]
|}
</div>
</div>
|-
! 2025-03-26 !! [https://www.youtube.com/watch?v=BlNVo_NPIKU](https://www.youtube.com/watch?v=BlNVo_NPIKU) !! 4 hours, 56 minutes, 11 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Crew Quarters Doorways & Naming Conventions
<div class="mw-collapsible-content">
{|
| colspan="3" | '''Summary''' <br> This technical session focuses on the meticulous production of doorways and wall panels for the crew quarters on Decks D and E. The developer demonstrates the process of creating modular door frames with high-fidelity chamfers for realistic light response, while discussing the refined interior numbering convention for ship segments and bulkheads. Extensive work is done to synchronize geometry across mirrored rings and integrate "You Are Here" wall screens to ensure intuitive navigation for the crew.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| UI Architecture: Standardizing Wall Screens to 16:9 Aspect Ratio || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=272s 00:04:32]
|-
| Navigation Logic: Implementing "You Are Here" Information Terminals || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=485s 00:08:05]
|-
| Milestone Update: Progress on Ring 1 and 2 Framework Completion || [https://www.youtube.com/watch?t=586s&v=BlNVo_NPIKU 00:09:46]
|-
| Ship Standards: Finalizing the Clockwise Segment Numbering Convention || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=822s 00:13:42]
|-
| Technical Milestone: Redefining Ring 0 as the Central Engineering/Bridge Core || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=1041s 00:17:21]
|-
| Modeling: Recreating Human-Scale Crew Quarter Door Geometry (1.2m Width) || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=1319s 00:21:59]
|-
| Roadmap: Previewing the NPC Command System and Bridge Ceiling Overhaul for v0.2.2.6 || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=3286s 00:54:46]
|-
| Systems Design: Nested Data Structures for Moons and Multi-Star Systems || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=4081s 01:08:01]
|-
| Asset Integration: Analyzing the Impact of Soft Edges on CGI Realism || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=5422s 01:30:22]
|-
| Gameplay Balance: Strategic Customization of Uniforms and Alert States || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=7273s 02:01:13]
|-
| Planetary Tech: Explaining the Flat-Plane Terrain Generation vs. Spherical Simulation || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=10724s 02:58:44]
|-
| Sound Design: Previewing the RM-84 Cleaning Droid Voice Lines || [https://www.youtube.com/watch?v=BlNVo_NPIKU&t=15162s 04:12:42]
|}
</div>
</div>
|-
! 2025-03-30 !! [https://www.youtube.com/watch?v=EeA1Pq2sl1g](https://www.youtube.com/watch?v=EeA1Pq2sl1g) !! 5 hours, 23 minutes, 11 seconds !!
<div class="mw-collapsible mw-collapsed">
Starship Simulator - Deck Map Overhaul & Wall Screen Optimization
<div class="mw-collapsible-content">
{|
|-
| colspan="3" | '''Summary''' <br> This extended development session focuses on overhauling the ship's deck maps and optimizing wall screen actors to improve rendering efficiency and visual clarity. The developer transitions from a unified wall-and-screen mesh to a modular actor system that maintains consistent screen positioning despite corridor curvature. Significant time is dedicated to creating high-resolution 2D map templates for B and C decks using SketchUp exports, which are then integrated into the in-game UI with dynamic "You Are Here" indicators and updated room labels.
----
|-
! '''Highlight''' !! '''timestamps'''
|-
| Technical Optimization: Decoupling Wall Screen Actors from Corridor Geometry || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=304s 00:05:04]
|-
| Map Workflow: Using SketchUp Overlays to Resolve Thin Geometry Visibility || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=510s 00:08:30]
|-
| Design Philosophy: Avoiding Proprietary IP and Copyright Infringement || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=675s 00:11:15]
|-
| Systems Deep-Dive: Proposal for Granular Segmented Power Cables vs. Event-Driven Logic || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=1534s 00:25:34]
|-
| Electrical Simulation: Resistance, Amperage, and Two-Way Load Messaging || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=1776s 00:29:36]
|-
| Geometry Efficiency: Analyzing Wasted Space and Deck Layout Optimization || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=3429s 00:57:09]
|-
| Asset Creation: Building the B-Deck Map Template and Doorway Cutouts || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=3842s 01:04:02]
|-
| Technical Analysis: High-Resolution Screenshot Artifacts and TAA vs. DLSS for UI || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=8385s 02:19:45]
|-
| Platform Update: Steam Deck Native Performance and Console Porting Outlook || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=8715s 02:25:15]
|-
| UI Implementation: Calculating Coordinate Offsets for "You Are Here" Indicators || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=10895s 03:01:35]
|-
| Map Design: Integrating Bulkhead Visuals and Science Lab Layouts on C-Deck || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=13054s 03:37:34]
|-
| Rendering: Utilizing Nanite Tessellation and Noise Functions for Engine Effects || [https://www.youtube.com/watch?v=EeA1Pq2sl1g&t=6370s 01:46:10]
|}
</div>
</div>
|}
|}
</div></div></div>
</div></div></div>

Revision as of 14:45, 18 March 2026

NOTICE: This page is a Work in Progress as much of the lore/Development for the game is yet to be established.


This page contains a List of Development streams and some metadata data

Latest Stream: 2026/03/11


The data below is being created and is not all accurate.

Total Dev Streams Total Play Time
212 767 hours, 15 minutes, and 05 seconds*

(*24 hour steam not included in total time as currently unavalible)

Full Dev Stream Playlist
Building The Caravella Playlist
Building The Magellan Class Playlist

Dev Stream History List

NOTE The use of AI has been implemented in the creation of some of the summaries and timestamps of the highlights, then checked for accuracy by a human editor.

2023

Dev Streams List for the year 2023 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2023-09-10 [1](https://www.youtube.com/watch?v=DF-jJp7TQa4) 3 hours, 16 minutes, 41 seconds

Starship Simulator Dev Stream

Summary
This early dev stream focused on the technical foundations of the reactor systems and the cold start tutorial. Dan worked on the cabling logic, voltage distribution, and cryogenics/coolant flow required to bring the ship online from a "cold and dark" state. The stream also included a deep dive into the development roadmap, detailing plans for procedural alien life, realistic ship construction blocks, and future DLC single-player campaigns.
Highlight timestamps
Introduction to the cold start reactor tutorial logic 00:07:03
Demonstrating cryo room valve mechanics and helium flow 00:16:52
Explaining realistic ship construction using "blocks" 00:27:37
Discussion on the linguistics lab and alien language translation 00:39:54
Visual breakdown of the gas giant refueling mechanics 00:59:11
Implementing custom light source culling for optimization 01:30:41
2023-10-05 [2](https://www.youtube.com/watch?v=btiDgL6aCbo) 3 hours, 56 minutes, 23 seconds

Starship Simulator Dev Stream

Summary
In this session, Dan focused heavily on the manual implementation of tutorial highlights and logic for the "Cold and Dark" ship startup sequence. The stream covers the technical challenges of working with Unreal Engine's widget system, including a custom "UI fixer" to handle scaling issues. Significant discussion was held regarding the future of the project, including plans for planetary scanning, the transition to planetary surfaces via shuttles, and the potential integration of local Large Language Models (LLMs) for NPC interactions.
Highlight timestamps
Technical explanation of UI widget scaling issues and the "handy dandy" fix button 00:04:57
Discussion on ship dimensions and room requirements for the 200-person crew 00:07:15
Explaining the brute force approach to button highlighting on duplicate screens 00:27:38
Optimization techniques for widgets using player distance-based tick rates 00:33:28
Showing off seasonal overlays (Halloween pumpkins and Christmas decorations) 00:42:37
Deep dive into planetary scanning and the roadmap for procedural life generation 01:08:34
Detailed plan for seamless planetary landings and surface transitions 01:09:41
Thoughts on local LLM integration and GPU requirements for NPC dialogue 02:05:23
Conceptual breakdown of the "non-Newtonian" shield system and power management 02:15:38
Final summary of remaining tasks for the cold start tutorial and modeling polish 03:52:16

2024 Q1

Dev Streams List for the first quarter of the year 2024 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2024-01-28 [3](https://www.youtube.com/watch?v=Fp5SSR3Raxg) 2 hours, 26 minutes, 55 seconds Ship exterior remodeling, structural framework refinement, Drone Bay area modifications, geometry cleanup.
2024-02-04 [4](https://www.youtube.com/watch?v=FMP5aNqESE8) 2 hours, 23 minutes, 48 seconds C deck modifications, panel sizing consistency, SketchUp to Unreal Engine workflow, internal design rules, science labs and astrometrics planning.
2024-02-10 [5](https://www.youtube.com/watch?v=I5EtBgZHbNk) 2 hours, 10 minutes, 04 seconds Development stream focusing on ship framework, interior design, and game mechanics like damage, air pressure, and customization.
2024-02-18 [6](https://www.youtube.com/watch?v=WSOTLzVyqt4) 4 hours, 01 minutes, 57 seconds Development stream focusing on the new sensor UI for the Starship Simulator game, including the GPS, sensor modes, and bridge design.
2024-02-24 [7](https://www.youtube.com/watch?v=TqxsLCI-I-Q) 2 hours, 39 minutes, 04 seconds Development stream focusing on the game's design, including planetary exploration, ship customization, and mission creation.
2024-03-03 [8](https://www.youtube.com/watch?v=pqKjnwtuJo4) 4 hours, 16 minutes, 09 seconds Development stream focusing on Kickstarter updates, ship framework, holo display functionality, and galaxy generation.
2024-03-06 [9](https://www.youtube.com/watch?v=6JbXd9UCzws) 4 hours, 22 minutes, 12 seconds Development stream focusing on Kickstarter updates, engine work, multiplayer and gameplay, alien encounters and diplomacy, procedural generation and DLC plans, hologram planet on the bridge, and hologram planet improvements.
2024-03-09 [10](https://www.youtube.com/watch?v=S9Q0wFUomPY) 4 hours, 33 minutes, 21 seconds Development stream focusing on sensor UI improvements, multiplayer functionality, UI design and challenges, game features and content, technical details, and future development.
2024-03-13 [11](https://www.youtube.com/watch?v=77kiK4v1TE4) 4 hours, 17 minutes, 38 seconds Development stream focusing on UI improvements, sensor functionality, multiplayer considerations, game mechanics, VR, and the Kickstarter campaign.
2024-03-17 [12](https://www.youtube.com/watch?v=OS9v6ZpUato) 4 hours, 25 minutes, 10 seconds The creator is working on the UI for the game, with the Kickstarter launch being a day and 17 hours away.
2024-03-19 [13](https://www.youtube.com/watch?v=LJxojWgQUXk) 0 hours, 15 minutes, 58 seconds This video is a recording of the Kickstarter launch stream for the game Starship Simulator.
2024-03-20 [14](https://www.youtube.com/watch?v=tSR6vEc3pCM) 3 hours, 04 minutes, 24 seconds This is a development stream and Q&A for the game Starship Simulator.
2024-03-25 [15](https://www.youtube.com/watch?v=HZZcn4B9Y7M) 5 hours, 00 minutes, 03 seconds This is a Q&A stream about the Starship Simulator game, where the developer answers numerous questions from the chat.
2024-03-27 [16](https://www.youtube.com/watch?v=dpnjnqxt8j0) 3 hours, 08 minutes, 24 seconds This is a Q&A and development stream for the game Starship Simulator.

2024 Q2

Dev Streams List for the second quarter of the year 2024 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2024-04-17 [17](https://www.youtube.com/watch?v=sxky-sdPkYg) 2 hours, 02 minutes, 55 seconds This is a development stream focusing on 3D modeling of a new ship interior, specifically the bridge and its various stations.
2024-04-17 [18](https://www.youtube.com/watch?v=M0LqLt4E-Lk) 2 hours, 01 minutes, 42 seconds This is a development stream continuing the 3D modeling of a new ship interior, focusing on further detailing of the bridge.
2024-04-19 [19](https://www.youtube.com/watch?v=oBlNu3Jp1gg) 2 hours, 03 minutes, 04 seconds This is a development stream focusing on refining the 3D model of the new ship's bridge interior.
2024-04-21 [20](https://www.youtube.com/watch?v=e7SHD4CaIjQ) 2 hours, 01 minutes, 56 seconds This is a development stream continuing work on the 3D modeling of the new ship's bridge, including further detailing and adjustments.
2024-04-24 [21](https://www.youtube.com/watch?v=4pEqFvz_hHg) 2 hours, 17 minutes, 16 seconds This is a development stream discussing a new microphone, a second Steam package for dev builds, and various aspects of the game like the sensor UI, medical gameplay, and ship design.
2024-04-28 [22](https://www.youtube.com/watch?v=rRjtQnMd71c) 2 hours, 41 minutes, 24 seconds This is a development stream covering nanite tessellation, a new lighting system, world geometry alignment, collision issues, and reactor room lighting.
2024-05-01 [23](https://www.youtube.com/watch?v=3q-agBIqlw0) 2 hours, 24 minutes, 42 seconds This is a development stream focusing on the Unreal Engine 5.4 update, the implementation of 3D carpet, C deck development, and the modular design of the ship.
2024-05-05 [24](https://www.youtube.com/watch?v=1b6HYAQRiP0) 2 hours, 35 minutes, 43 seconds This is a development stream about the creation of C deck, including the design of science labs, storage areas, and airlocks.
2024-05-08 [25](https://www.youtube.com/watch?v=EuoP23_OhLM) 3 hours, 19 minutes, 30 seconds Starship Simulator - Template work for C deck and various ship mechanics and features.
2024-05-12 [26](https://www.youtube.com/watch?v=ngMOB4IQOKU) 2 hours, 51 minutes, 43 seconds Starship Simulator - Working on the rear portion of C deck of a starship.
2024-05-15 [27](https://www.youtube.com/watch?v=QKPS5RoWxMo) 3 hours, 20 minutes, 35 seconds Starship Simulator - Dev Stream
2024-05-19 [28](https://www.youtube.com/watch?v=aF57Vb22e-0) 3 hours, 50 minutes, 12 seconds Starship Simulator - Dev Stream
2024-05-22 [29](https://www.youtube.com/watch?v=SrmwVtaKaLA) 2 hours, 46 minutes, 23 seconds Starship Simulator - Dev Stream
2024-05-26 [30](https://www.youtube.com/watch?v=M2SI1h9Iauo) 4 hours, 28 minutes, 43 seconds Starship Simulator - Dev Stream
2024-05-29 [31](https://www.youtube.com/watch?v=Wg_nuoKjRs4) 3 hours, 44 minutes, 05 seconds Starship Simulator - Dev Stream

2024 Q3

Dev Streams List for the third quarter of the year 2024 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2024-06-02 [32](https://www.youtube.com/watch?v=HoJGrWHtT5U) 3 hours, 12 minutes, 33 seconds Starship Simulator - Testing stream with community
2024-06-05 [33](https://www.youtube.com/watch?v=_Lqv4ZoNVyE) 3 hours, 36 minutes, 36 seconds Starship Simulator - Bug fixing and feature implementation
2024-06-09 [34](https://www.youtube.com/watch?v=lRIHB32C1xs) 3 hours, 43 minutes, 03 seconds Starship Simulator - Working on C Deck and general development
2024-06-16 [35](https://www.youtube.com/watch?v=dE5Wkx5IASw) 3 hours, 55 minutes, 48 seconds Starship Simulator - Development stream
2024-06-19 [36](https://www.youtube.com/watch?v=-Y5NASdmNMU) 3 hours, 45 minutes, 05 seconds Starship Simulator - Playtesting with community
2024-06-23 [37](https://www.youtube.com/watch?v=_K3f4V8EF9Y) 3 hours, 51 minutes, 57 seconds Starship Simulator - Working on gameplay and features
2024-06-27 [38](https://www.youtube.com/watch?v=uPAQ_BdUBx8) 3 hours, 31 minutes, 04 seconds Starship Simulator - Interior design and development
2024-06-30 [39](https://www.youtube.com/watch?v=4MYPaFmg4gg) 3 hours, 56 minutes, 56 seconds Starship Simulator - Development and Q&A
2024-07-03 [40](https://www.youtube.com/watch?v=PigDFzb_q9g) 3 hours, 54 minutes, 56 seconds Starship Simulator - Working on ship systems
2024-07-07 [41](https://www.youtube.com/watch?v=N42NANFxF8g) 4 hours, 23 minutes, 48 seconds Starship Simulator - Community playtest and feedback
2024-07-10 [42](https://www.youtube.com/watch?v=Z4wyUJrufmE) 3 hours, 56 minutes, 08 seconds Starship Simulator - Focusing on game mechanics
2024-07-17 [43](https://www.youtube.com/watch?v=cgHcefp49Bc) 5 hours, 18 minutes, 07 seconds Starship Simulator - UI development and implementation
2024-07-21 [44](https://www.youtube.com/watch?v=69eO5Sj-R-A) 2 hours, 18 minutes, 38 seconds Starship Simulator - Working on planetary systems
2024-07-24 [45](https://www.youtube.com/watch?v=o0BOGNgjTWA) 3 hours, 46 minutes, 53 seconds Starship Simulator - Ship interior detailing
2024-07-28 [46](https://www.youtube.com/watch?v=HEv9K0FdLeM) 3 hours, 23 minutes, 49 seconds Starship Simulator - Gameplay testing and feedback
2024-07-31 [47](https://www.youtube.com/watch?v=Qk23FDPFP8E) 3 hours, 24 minutes, 24 seconds Starship Simulator - Focusing on engine systems
2024-08-07 [48](https://www.youtube.com/watch?v=zgFr5yygXXk) 3 hours, 55 minutes, 30 seconds Starship Simulator - Working on alien life and interactions
2024-08-11 [49](https://www.youtube.com/watch?v=GoNGrjvNUSY) 2 hours, 50 minutes, 40 seconds Starship Simulator - Development of mission systems
2024-08-14 [50](https://www.youtube.com/watch?v=WGo1HnMPGfg) 3 hours, 11 minutes, 50 seconds Starship Simulator - Implementing ship customization features
2024-08-18 [51](https://www.youtube.com/watch?v=sFsBLWfIXyg) 4 hours, 39 minutes, 16 seconds Starship Simulator - Bridge design and functionality
2024-08-21 [52](https://www.youtube.com/watch?v=sesebtSLNt4) 3 hours, 46 minutes, 50 seconds Starship Simulator - Working on the sensor UI
2024-08-25 [53](https://www.youtube.com/watch?v=I-DpKsiQqF0) 4 hours, 14 minutes, 31 seconds Starship Simulator - Developing medical gameplay
2024-08-28 [54](https://www.youtube.com/watch?v=AY8BX8cg08E) 4 hours, 54 minutes, 11 seconds Starship Simulator - Reactor room development

2024 Q4

Dev Streams List for the forth quarter of the year 2024 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2024-09-01 [55](https://www.youtube.com/watch?v=_dqbmqXKSiw) 3 hours, 38 minutes, 52 seconds Starship Simulator - Nanite tessellation work
2024-09-04 [56](https://www.youtube.com/watch?v=LSMh20HG-5o) 4 hours, 14 minutes, 21 seconds Starship Simulator - New lighting system implementation
2024-09-08 [57](https://www.youtube.com/watch?v=epQDIQlRcJo) 3 hours, 53 minutes, 30 seconds Starship Simulator - World geometry alignment
2024-09-11 [58](https://www.youtube.com/watch?v=HQbUlVhtEk8) 4 hours, 22 minutes, 32 seconds Starship Simulator - Addressing collision issues
2024-09-15 [59](https://www.youtube.com/watch?v=ISrlRnxBefU) 3 hours, 35 minutes, 36 seconds Starship Simulator - Reactor room lighting
2024-09-22 [60](https://www.youtube.com/watch?v=dS0kIigWddI) 5 hours, 19 minutes, 03 seconds Starship Simulator - Unreal Engine 5.4 update
2024-09-25 [61](https://www.youtube.com/watch?v=AszAgntXGkA) 4 hours, 33 minutes, 39 seconds Starship Simulator - Implementation of 3D carpet
2024-09-29 [62](https://www.youtube.com/watch?v=guvueG6h0O8) 2 hours, 36 minutes, 34 seconds Starship Simulator - C deck development
2024-09-29 [63](https://www.youtube.com/watch?v=znuocbECLwk) 1 hours, 18 minutes, 23 seconds Starship Simulator - Modular ship design
2024-10-02 [64](https://www.youtube.com/watch?v=9oCRW5r9Eic) 0 hours, 13 minutes, 30 seconds Starship Simulator - Science lab design
2024-10-02 [65](https://www.youtube.com/watch?v=Bs1th0y5yNY) 1 hours, 43 minutes, 55 seconds Starship Simulator - Storage area design
2024-10-02 [66](https://www.youtube.com/watch?v=7qV8YqcbDCw) 2 hours, 52 minutes, 22 seconds Starship Simulator - Airlock implementation
2024-10-06 [67](https://www.youtube.com/watch?v=epeiDsw5HW0) 3 hours, 54 minutes, 53 seconds Starship Simulator - Template work for C deck
2024-10-09 [68](https://www.youtube.com/watch?v=t2Kj8xhHiOc) 4 hours, 06 minutes, 01 seconds Starship Simulator - Discussing new team members
2024-10-13 [69](https://www.youtube.com/watch?v=00J4y3mG5QU) 4 hours, 26 minutes, 58 seconds Starship Simulator - Working on ship mechanics
2024-10-16 [70](https://www.youtube.com/watch?v=JQGe_H0uQSs) 4 hours, 50 minutes, 15 seconds Starship Simulator - Implementing new game features
2024-10-20 [71](https://www.youtube.com/watch?v=hZxDDp7atIQ) 4 hours, 03 minutes, 02 seconds Starship Simulator - Rear portion of C deck development
2024-10-23 [72](https://www.youtube.com/watch?v=QZdhZgqm_Jg) 4 hours, 03 minutes, 30 seconds Starship Simulator - Continued work on C deck
2024-10-28 [73](https://www.youtube.com/watch?v=MAzCrBCvAFM) 3 hours, 31 minutes, 42 seconds Starship Simulator - Further detailing of ship interiors
2024-10-30 [74](https://www.youtube.com/watch?v=WiXvY8Oo_lY) 4 hours, 47 minutes, 58 seconds Starship Simulator - Bug fixing and optimization
2024-11-03 [75](https://www.youtube.com/watch?v=6eOjNZNutzE) 3 hours, 23 minutes, 04 seconds Starship Simulator - Implementing new UI elements
2024-11-06 [76](https://www.youtube.com/watch?v=Np75e6PTt0c) 4 hours, 12 minutes, 49 seconds Starship Simulator - Working on multiplayer features
2024-11-10 [77](https://www.youtube.com/watch?v=6WL7bpwEZqY) 3 hours, 42 minutes, 44 seconds Starship Simulator - Developing alien encounters
2024-11-13 [78](https://www.youtube.com/watch?v=MssisqjJzmQ) 3 hours, 56 minutes, 33 seconds Starship Simulator - Procedural generation improvements
2024-11-20 [79](https://www.youtube.com/watch?v=lBzD2w7r318) 3 hours, 30 minutes, 57 seconds Starship Simulator - Planning DLC content
2024-11-24 [80](https://www.youtube.com/watch?v=USmxtXX4WWE) 3 hours, 38 minutes, 48 seconds Starship Simulator - Hologram planet on the bridge
2024-11-27 [81](https://www.youtube.com/watch?v=DYEMtGRbGbQ) 4 hours, 11 minutes, 17 seconds Starship Simulator - Hologram planet improvements
2024-12-01 [82](https://www.youtube.com/watch?v=QzM65wZyDYk) 4 hours, 23 minutes, 14 seconds Starship Simulator - Sensor UI improvements
2024-12-04 [83](https://www.youtube.com/watch?v=nJuoHDmRC-M) 4 hours, 14 minutes, 28 seconds Starship Simulator - Further multiplayer functionality
2024-12-08 [84](https://www.youtube.com/watch?v=BQWtKS0vfzo) 4 hours, 21 minutes, 52 seconds Starship Simulator - UI design challenges
2024-12-11 [85](https://www.youtube.com/watch?v=zBs_hgtmTwc) 4 hours, 23 minutes, 12 seconds Starship Simulator - New game features and content
2024-12-15 [86](https://www.youtube.com/watch?v=g91IxNgT3ow) 3 hours, 33 minutes, 01 seconds Starship Simulator - Technical details and development
2024-12-22 [87](https://www.youtube.com/watch?v=0XfBffP6m20) 4 hours, 06 minutes, 30 seconds Starship Simulator - Future development plans
2024-12-29 [88](https://www.youtube.com/watch?v=4-c7bcQLA4c) 3 hours, 39 minutes, 16 seconds Starship Simulator - UI improvements and sensor functionality

2025 Q1

Dev Streams List for the first quarter of the year 2025 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2025-01-01 [89](https://www.youtube.com/watch?v=BEVzt2VFCgA) 3 hours, 52 minutes, 30 seconds

Starship Simulator - Macro Architecture and Stellar Limit Logic

Summary
This New Year's stream introduces the "mother of all macros" to solve UI data duplication across the three sensor modes, ensuring stellar and planetary data remains consistent. The developer implements critical astrophysical limits, including the Dust Sublimation Limit and the "Lava Line," to prevent unrealistic procedural planet formation too close to stars. Discussion also covers the technical mechanics of the warp drive, the physics of Oort Clouds, and future plans for licensed DLC ships and handcrafted "hero" alien races.
Highlight timestamps
UI Architecture: Creating a Master Macro for Multi-Tab Sensor Data 00:18:12
Science Logic: Implementing the Dust Sublimation Limit (2,000K) for System Gen 00:20:15
Science Logic: Defining the "Lava Line" (1,200K) and Habitability Ranges 00:22:51
Feature Lore: Pathfinder Class Ships and Humanity's First Steps Beyond Alpha Centauri 00:38:10
Technical Design: Physicalized Ship Upgrades and 3D Printed Component Ranks 00:42:18
Galaxy Scale: Seed Space Comparisons with Elite Dangerous and Andromeda 00:53:36
Gameplay Mechanic: The Resource Loop (Refineries, Pellets, and Mining Ships) 01:09:08
Simulation Depth: Localized Damage Spheres and Real-Time Electrical Severing 01:13:47
Technical Milestone: Defining Tidal Truncation Limits for Volumetric Oort Clouds 02:09:08
FTL Physics: Detailed Technical Breakdown of the Alcubierre-inspired Warp Field 02:36:32
Design Discussion: Licensing Licensed Sci-Fi Ships (Star Trek, Red Dwarf, The Expanse) 03:01:18
Engine Migration: Troubleshooting Mega Lights and Shadow Performance in UE 5.5 03:42:42
2025-01-05 [90](https://www.youtube.com/watch?v=o-_QGR3FTdw) 3 hours, 36 minutes, 39 seconds

Starship Simulator - Orbital Mechanics and Scattered Disc Implementation

Summary
This technical development stream focuses on expanding the stellar and planetary data structures, specifically introducing complex orbital characteristics like tidal truncation limits and scattered disc regions. The developer implements the logic for trans-neptunian objects (TNOs) and dwarf planets, ensuring every star system has a Kyper-belt equivalent with random eccentricities. Significant work is also done on "self-healing" exploration data to handle historical save game discrepancies caused by procedural code changes.
Highlight timestamps
Technical Milestone: Implementing Tidal Truncation and Hill Radius Logic 00:05:00
Science Refinement: Defining Dust Sublimation and Lava Lines for System Gen 00:08:42
Procedural Content: Generating Scattered Disc Regions and Dwarf Planets 00:12:06
Feature Deep-Dive: Soul System Dwarf Planets (Eris, Sedna, MakeMake) 00:12:59
Technical Debt: Creating Self-Healing Exploration Survey Logic 00:17:26
Design Discussion: Planetary Migration and "Hot Jupiters" in Version 2 00:21:45
Feature Lore: Introducing the Scrag (Insectoid Big Bad) and DLC Plans 00:23:11
Development Philosophy: Moving to Local LLM Models for NPC Dialogue 00:24:41
UI Architecture: Handling Multi-Tab Widget Switching for Sensor Modes 00:51:05
Technical Fix: Correcting Astronomical Unit Conversion (cm to km) for Orbits 03:27:41
Visual Tech: Applying exaggerated 3D Topology to Holographic Projections 01:32:53
Design Discussion: The "Pluto Problem" and Classification as Honorary Planet 02:32:45
2025-01-08 [91](https://www.youtube.com/watch?v=ly5QMAY5UDc) 3 hours, 26 minutes, 11 seconds

Starship Simulator - Knowledge Level Logic and Atmospheric Science Refinement

Summary
This stream focuses on implementing a tiered "Knowledge Level" system for sensors, ensuring data like atmospheric composition and physical characteristics unlock progressively through scanning. The developer introduces technical refinements to the planetary heating model, "bodging" greenhouse effects based on mass fractions to fix unrealistically cold earth-like worlds. Key technical work also includes clearing persistent variables in the system generator to prevent dwarf planets from inheriting gas giant data and refining the hill radius checks for planet spacing.
Highlight timestamps
Technical Milestone: Implementing the Knowledge Level Macro for Sensor UI 00:16:02
System Gen: Fixing the 1,700-Planet Loop Bug in Inhabited Systems 00:09:17
Lore: Implementing a Name Blacklist for Procedural Civilizations 00:06:42
Physics Refinement: Using Hill Radius to Prevent Overlapping Planetary Orbits 00:07:14
Atmospheric Science: Modeling Greenhouse Heating via Mass Fractions and Albedo 01:08:34
Technical Bug: Zeroing Gas Giant Chemical Persistence for Terrestrial Worlds 01:52:19
Save Data Architecture: Storing Scanned State and Discovery Data Persistent Keys 00:48:50
Visual Tech: Masking Habitation and Tech Signatures on Planetary Shaders 02:05:24
UI Architecture: Building the L1 to L3 Sensor Data Visibility Triggers 02:57:16
Development Philosophy: Moving from Arbitrary "Science-Light" to "Science-Driven" Models 02:26:07
Future Tech: Investigating Local LLMs for In-Game Conversational NPCs 04:27:07
Design Scope: Collaborating with Sci-Fi Authors for Sector-Specific Lore 03:21:30
2025-01-12 [92](https://www.youtube.com/watch?v=3irRQhqHdtE) 5 hours, 10 minutes, 12 seconds

Starship Simulator - Nanite Tessellation and Planetary Sensor Data Overlays

Summary
This marathon development session focuses on a major overhaul of the bridge's hollow display and sensor systems, introducing three-dimensional planetary topology through Nanite tessellation. The developer implements detailed sensor data overlays across all modes, including new visual indicators for habitable zones, frost lines, and lava lines. Key technical work includes refining the day/night terminator logic for planetary holographic projections and troubleshooting temperature-based procedural generation bugs for "eyeball" lava worlds.
Highlight timestamps
UI Architecture: Adding Civilization and Tech Data to All Sensor Modes 00:05:42
Visual Tech: Implementing 3D Topology on Hollow Display Planets via Nanite 00:09:08
Navigation: Visualizing Habitable Zones, Frost Lines, and Lava Lines 00:06:21
Graphics: Animating Gas Giant Cloud Layers and Managing Tessellation Tearing 00:26:03
Technical Milestone: Driving Day/Night Cycle Data via Custom Primitive Data 00:35:03
Physics & Lighting: Simulating Multi-Star Lighting and Color Mixing 00:39:40
UI Polish: Using Noise Layers and Opacity Transitions for LCD Realism 00:52:37
Tactical HUD: Masking Coastlines for Tech Signature Density Overlays 01:43:24
Technical Logic: Fixing Zero-Kelvin Temperature Bugs for High-Heat Planets 04:42:39
Procedural Content: Mapping Icy Body Exospheres vs. Traditional Atmospheres 04:34:51
Design Discussion: Balancing Local LLM Implementation for NPC Interaction 04:27:07
Galaxy Scale: Comparing Starship Simulator's Volume to Elite Dangerous 04:34:00
2025-01-16 [93](https://www.youtube.com/watch?v=jedJNbjOlmE) 2 hours, 49 minutes, 5 seconds

Starship Simulator - Kickstarter Update and UI Tutorial Development

Summary
This stream blends administrative milestones with technical UI preparation, starting with the drafting of a major Kickstarter update detailing 2024’s development progress. The developer spends a significant portion of the stream performing "tedious but necessary" UI variable mapping for the sensor panels to enable the new tutorial highlighter system. The session concludes with a live community watch party of a SpaceX Starship launch, where the developer analyzes real-world telemetry and launch procedures for future game immersion.
Highlight timestamps
Admin: Drafting the 2024 Year-in-Review Kickstarter Update 00:03:19
Trailer Planning: Storyboarding a Single-Take "Fly-through" Camera Sequence 00:13:28
Technical Hiring: Seeking Generalists for Motion Matching and Volumetric Shaders 00:20:32
Feature Lore: Connecting Ship Registry Numbers to a Web-Based Achievement System 00:25:33
Feature Lore: Handling Registry Prefixes (NCC/UN) and Roleplay Flexibility 00:32:47
Tactical HUD: Visualizing Energy Spikes on the Hollow Display for 3D Targeting 00:42:12
Ship Architecture: Detailing the "Ring Road" Corridor on D and E Decks 00:54:39
Technical Debt: Manually Mapping UI Variables for the Tutorial Highlighter 01:05:25
Feature Deep-Dive: XNAV (X-ray Pulsar Navigation) and Lore Implementation 01:48:14
Technical Design: Defining Parent-Child Data Structures for Moons and Multi-Stars 02:10:35
Space Flight: Live Analysis of SpaceX Starship Integrated Flight Test 02:22:03
Real-World Tech: Discussing the "Catch Commit Criteria" for Booster Recovery 02:34:23
2025-01-19 [94](https://www.youtube.com/watch?v=ZtpldWPd19A) 2 hours, 37 minutes, 21 seconds

Starship Simulator - Nanite Tessellation and Prop Persistence Deep Dive

Summary
This session focuses on major technical hurdles, specifically addressing Nanite tessellation crashes and a complete overhaul of the ship's prop system. The developer introduces a new hashing method for object permanence, moving away from dynamic spawning to level-based actors with unique IDs to better support level design. Significant time is also dedicated to troubleshooting a lighting regression in Unreal Engine 5.5, where translucent planetary rings fail to receive light from the star, potentially delaying an engine migration.
Highlight timestamps
Visual Update: Implementing 3D Animated Nanite Tessellation on Gas Giants 00:07:15
Technical Bug: Investigating Infinite Subdivision Crashes with Nanite Carpets 00:06:42
Physics Interaction: Testing New Ship Collisions and 300 LY/h Travel Speeds 00:17:14
System Overhaul: Replacing the Data Table Prop System with Unique Hashed IDs 00:18:44
Procedural Tech: Randomizing Prop Seeds for 8 Billion Unique Variations 00:23:14
Save Architecture: Managing Dynamic 3D Printed Objects and Sample Returns 00:32:39
Design Discussion: Addressing Save Bloat and Exploration Data Storage 00:48:10
Performance: Comparing Database Load Times for 18 Million Star Records 00:53:46
Blueprint Logic: Implementing "On Begin Play" Transform Updates for Props 00:59:11
Engine Migration: Troubleshooting Unreal 5.5 Lighting & Ring Transparency 01:17:21
Shader Deep Dive: Testing Forward Shading and Subsurface Scattering Fixes 01:27:07
Critical Failure: 5.4 Corruption and Missing DLLs Force a Reinstall 02:33:35
2025-01-22 [95](https://www.youtube.com/watch?v=7Er_jsr4WFQ) 0 hours, 36 minutes, 54 seconds

Starship Simulator - Engine Migration (UE 5.5) and Physics Prop Overhaul

Summary
This stream documents the transition of the project to Unreal Engine 5.5, specifically testing the performance of "Mega Lights" and resolving Nanite tessellation crashes. The developer demonstrates a major overhaul of the prop persistence system, moving away from data tables to a unique ID system that allows for design-time placement and reliable saving of object locations. Technical work also begins on refining the lift shaft geometry and sealing the outer maintenance tunnels on G-Deck to prevent players from falling through the hull during the tutorial.
Highlight timestamps
Engine Migration: Fixing Blueprint Corruption and Shaders in Unreal 5.5 00:01:19
Visual Tech: Testing Nanite Tessellation and 3D Terrain on Planets 00:07:27
Gas Giant Research: Volumetric Cloud Goals and Tessellation Tearing Issues 00:09:05
Persistence Overhaul: New Unique ID System for Object Permanence 00:15:03
Jonesy the Cat: Pathing Fixes and NPC Interaction 00:17:44
Physics Testing: Pool Ball Friction and Interaction on the Rec Deck 00:18:10
Level Design: Prop Placement and Construction Sites on B-Deck 00:21:51
Collision Tech: Movement-Aware Detection to Prevent Wall Phasing 00:22:44
Technical Debt: Addressing Z-Fighting and Maintenance Tunnel Gaps 00:26:31
Modeling: Cleaning up Legacy Lift Shaft Geometry for a "Clean Run" 00:30:47
Safety Fix: Sealing G-Deck Maintenance Tunnels to Prevent Space-Falls 00:32:45
Dev Chat: Reflections on Progress and Recruiting After the Demo 00:35:28
2025-01-22 [96](https://www.youtube.com/watch?v=uq1R9hH6JhM) 3 hours, 27 minutes, 12 seconds

Starship Simulator - F-Deck Framework and Lift Shaft Refinement

Summary
This stream focuses on critical structural modeling and bug fixing within the ship's interior, specifically targeting the F-Deck and the vertical lift shafts. The developer spends significant time cleaning up geometry overlaps in the lift shafts and implementing server-authoritative logic for lift doors to ensure stability in multiplayer environments. Additionally, the stream explores the technical layout of the rear cargo holds and the "winding passage" that leads players through the ring pylons to the main engines.
Highlight timestamps
Technical Milestone: Cleaning up Lift Shaft Geometry and Airtightness 00:08:40
Development Philosophy: SketchUp vs. Blender for Architectural Modeling 00:13:32
Simulation Detail: NPC Schedules, Personal Quarters, and "Stalker" Logic 00:19:04
Technical Deep Dive: Planetary Surface Transitions via Shuttle Cutscenes 00:20:07
Engine Architecture: Static Interiors vs. Moving Space Physics 00:29:44
Lore & Hardware: Renaming Sensor Modes to Specific Array Titles (Hits/Elgas) 00:43:24
Technical Limitation: Explaining the 50 Light-Year Galaxy Data Cap 00:49:02
Ship Design: Planning Rear Cargo Holds and the Main Cargo Lift 01:34:35
Multiplayer Fix: Replicating Lift Button Presses for Client-Server Authority 01:58:46
Structural Work: Cutting F-Deck Framework and Sheet Metal floor heights 02:07:02
Design Concept: Evaluating Downward-Facing Windows in Cargo Areas 02:42:14
Technical Fix: Resolving Vertical Twisting in Curved Geometry Segments 03:22:26
2025-01-26 [97](https://www.youtube.com/watch?v=aTn4QFNlLZY) 3 hours, 11 minutes, 11 seconds

Starship Simulator - Engine Prototyping & Multiplayer Stress Tests

Summary
This session highlights the introduction of sublight engines and a new braking model, including the implementation of visual plasma effects and physical engine pods with internal maintenance access. The developer demonstrates a new remote SQL database system for managing backer credits and star systems, allowing for real-time updates without patching. A significant portion of the stream is dedicated to a multiplayer stress test with 16+ players, identifying critical lag in physics replication and a hard-coded 16-player session cap that requires a backend fix.
Highlight timestamps
Technical Milestone: Implementing Prograde and Retrograde Braking Engines 00:07:01
Data Architecture: transitioning Backer Credits to Remote MySQL Database 00:16:35
Multiplayer Test: Identifying 16-Player Session Cap and Replication Lag 00:57:05
AI Navigation: Fixing Client-Side Lift Movement and Door Synchronization 02:14:13
Graphics: Debugging Nanite Tessellation Subdivisions and Engine Crashes 00:15:00
UI Architecture: Resolving the Long-Range Sensor Zoom (AU vs Light Years) Bug 03:00:16
Physics Engine: Prototyping "Plaid Mode" Warp Effects and UVS 01:03:59
Hardware Logic: Engine Pod Support pylons and Internal Stairwell Design 00:02:40
Immersion: Adding Customizable Glass Tints and specular Reflection fixes 00:09:21
Interaction Design: improving Chair Collision Traces for Better UI Access 00:04:00
Astrophysics: Calculating Star Visibility based on Apparent Magnitude Culling 02:57:25
Security: Explaining the SQL Password Encryption and Decryption Workflow 02:03:20
2025-01-29 [98](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) 4 hours, 7 minutes, 35 seconds

Starship Simulator - F-Deck Maintenance Tunnels & Modding Architecture

Summary
This technical deep-dive covers the integration of remote and local SQL databases to handle backer data and modded star systems, allowing for real-time updates without patching. The developer demonstrates a new modular "Snapping Guide" system to speed up interior geometry placement and details the ongoing construction of F-Deck's maintenance ring and lower engine pod access. Discussions include the rationale for avoiding ladders in favor of human-scale stairs, the implementation of pressure vessel logic for unpowered door states, and the future transition toward Lumen for realistic bounce lighting.
Highlight timestamps
Data Architecture: transitioning Backer and Mod Data to MySQL/SQLite Databases 00:07:30
Modding Support: demonstration of Custom Star System Entry via SQL Browser 00:08:03
Workflow Optimization: Designing a Shared Socket Snap Guide for Modular Assets 00:35:02
Architectural Update: Engine Pod Support Refinement and Stair Slope Design 00:02:40
Hardware Logic: why Ladders are Prohibited for Logistics and AI Pathing 00:04:47
Systems Deep-Dive: pressure Vessel Logic for Sealing Unpowered Ship Doors 02:34:10
Maintenance Tech: Prototyping Flappy Door Panels for Manual Overrides 02:36:02
Astrophysics: Explaining Metallicity and Galactic Goldilocks Zones for Inhabited Worlds 03:10:15
Sound Design: Discussing muffled Audio Propagation in Vacuum plumages 03:54:03
Immersion: Visual Inspection Ports for Manual Hull Integrity Checks 00:32:12
Technical Milestone: Upgrading to Unreal 5.5 and Addressing nanite Spline Bugs 03:37:34
Interaction Design: Set-up of Default Custom Primitive Data for pre-Runtime Lighting 00:17:43
2025-02-02 [99](https://www.youtube.com/watch?v=xptp6vxXRT8) 4 hours, 22 minutes, 18 seconds

Starship Simulator - Modding Star Systems & Engine Debugging

Summary
This technical deep-dive covers the transition of backer data and star systems to a remote MySQL database, enabling immediate updates outside of regular patch cycles. The developer introduces the first implementation of local SQLite modding support for custom star systems and races. Significant time is spent troubleshooting Unreal Engine 5.4 shader and material browser crashes, eventually necessitating a purge of the derived data cache. Work also progresses on modular wall paneling workflows and localized stairwell lighting solutions.
Highlight timestamps
Data Architecture: transitioning Backer Data to Remote MySQL Database 00:05:45
Modding Support: introducing Local SQLite Database for Custom Star Systems 00:06:52
Technical Tutorial: how to Add Custom Races and Stars via SQL Browser 03:45:32
Technical Analysis: analyzing v0.2.2.5 Collision and Shader Browser Crashes 02:50:00
Systems Deep-Dive: why Starship Sim Avoids "Hit-Point Based" Ship Explosions 00:16:04
Logic Systems: Segmented Ship Design for Fire and Atmosphere Propagation 00:20:29
Workflow Optimization: Designing a Shared Socket Anchor System for Modular Assets 00:35:02
Asset Creation: prototyping "Plaid Mode" Warp Effects and UVS 01:03:59
Hardware Logic: Sub-component Modularity in Fusion Reactors and Breaker Boxes 00:30:47
Immersion: the "Wave Test" and Believable Proxy Crew Rendering for Shuttles 02:43:27
Bug Fix: clearing Derived Data Cache to resolve Material Compile Failures 03:42:26
Ship Lore: explaining the "Hardening Ooze" Hull Insulation Safety Measures 03:30:40
2025-02-05 [100](https://www.youtube.com/watch?v=kXYdKRpQd2U) 4 hours, 47 minutes, 28 seconds

Starship Simulator - Snapping Tools & Exterior Dome Design

Summary
This technical deep-dive focuses on streamlining ship interior construction using a custom "Snapping Guide" system that standardizes anchor points across all decks for rapid wall, floor, and ceiling placement. The developer demonstrates the creation of an ornate exterior glass dome for the central stairwell, detailing the engineering considerations for slotting prefabricated modules into the ship's framework. Key discussions include the physics of "poppable" hull insulation, the implementation of single-sample triplanar mapping for performance-heavy materials, and the logic behind curved vs. straight door tracks.
Highlight timestamps
Workflow Optimization: Standardizing Anchor Points with Snapping Guides 00:05:00
Asset Design: Constructing the Ornate Exterior Glass Dome for Stairwells 01:40:11
Interaction Design: Modular Lighting Strips and Independent Damage Values 00:15:20
Ship Lore: Functional "Poppable" Hull Insulation for Vacuum Sealing 04:10:04
Rendering Tech: Performance Benefits of Single-Sample Triplanar Mapping 04:11:44
Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes 00:14:29
Gameplay Design: Physical NPC Cooking Interactions and Quality Control 03:05:08
Architectural Update: Central Science Corridor Layout and Lab Count 00:56:26
Engineering: Designing Prefabricated Module Slotting and Weld Lines 03:37:11
Simulation Logic: Health, Quality, and Resilience Decay in Repaired Items 03:55:31
Optimization: Explaining Occlusion Query Removal via Deck Awareness 01:30:26
Interaction Design: Rerouting Power and Fixing Default Custom Mesh Data 00:17:49
2025-02-09 [101](https://www.youtube.com/watch?v=x-l4pIyBQ_8) 4 hours, 41 minutes, 29 seconds

Starship Simulator - Stairwell Refinement & Dynamic Loading Screens

Summary
This technical development stream focuses on the meticulous refinement of the ship's central stairwell, including the placement of modular ballustrades and joining pieces for the handrails. The developer demonstrates a major iteration of the game's loading screen, transforming it into a dynamic construction sequence that builds the ship layer-by-layer using pre-rendered deck geometry. Key discussions include the passive skill system for crew roles, the implementation of voxelized terrain for planetary landings, and the strategic move toward smaller, focused patch cycles for future updates.
Highlight timestamps
Architectural Update: Ligning up Ballustrades and Joining Blocks on Stairwells 00:06:56
Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes 00:14:29
Planet Tech: Exploring Voxelized Terrain vs. Height Maps for Overhangs 00:40:45
Simulation Logic: Explaining the Passive Skill System and Quality-Based Repairs 00:42:51
Asset Design: Prototyping Ornate Raised Light Fixtures for B-Deck Ceilings 00:19:08
UI Architecture: Designing the Dynamic "Ship Construction" Loading Screen 01:38:08
Modeling: Improving Workflow by Integrating Cutout Geometry into Bolts 01:16:59
Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Interaction & NPC Spawning 02:15:10
World Building: Finalizing the Captain and Senior Officer Quarters on B-Deck 00:23:06
Optimization: Explaining Deck-Based Actor Culling for Occlusion Efficiency 01:30:26
Systems Deep-Dive: Proxy Vessel Logic for believing "Wave Test" Interactivity 02:43:27
Bug Fix: resolving Refraction and Opacity Overlap Issues with Warp Effects 02:34:22
2025-03-05 [102](https://www.youtube.com/watch?v=d8GJioDYXf4) 4 hours, 6 minutes, 58 seconds

Starship Simulator - Stairwell Refinement & Unreal 5.5 Upgrade

Summary
Returning from a trip to Florida, the developer focuses on finalizing the central stairwell area, ensuring that glass handrails and structural joining blocks align perfectly for copy-pasting across all decks. A major technical milestone is the upgrade to Unreal Engine 5.5, which resolves several engine crashes related to nanite tessellation and Shader issues from the previous version. The stream also includes a discussion on the future implementation of alien crew members, the "Wave Test" for proxy vessel interactivity, and the refinement of planetary atmosphere cut-off points for shuttle transitions.
Highlight timestamps
Technical Milestone: Upgrading Project to Unreal Engine 5.5 for Stability 00:14:22
Asset Refinement: finalizing Glass Handrails and Joining Blocks for Stairwells 00:11:52
Planet Tech: testing Nanite Tessellation and Scaling at 1:1 Scale 00:15:52
Lighting Design: demonstration of Ambient Lighting and Potato Mode Performance 00:26:31
Logic Systems: Designing the Probe Bay Cache and "Banished" Style Logistics 00:08:52
Roadmap: Planning Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 02:16:18
Systems Architecture: Explaining the "Wave Test" and Proxy Vessel Interactivity 02:43:37
Interaction Design: Prototyping Dynamic Bolts for Manual Panel Removal 01:10:50
Modeling: Constructing New Ceiling Lighting Panels with Wooden Trim 01:41:55
Gameplay Balance: Non-Violent Exploration Mode and Hostile Alien Warnings 02:57:06
Recruitment: Planning for Character and Ship Modular Artists 02:25:58
Hardware Logic: Tactical Value of Exposed Hardware for Rapid Maintenance 04:06:12
2025-03-09 [103](https://www.youtube.com/watch?v=XUXSC1uZV_s) 4 hours, 13 minutes, 17 seconds

Starship Simulator - Stairwell Refinement & Global Illumination

Summary
This session focuses on the technical refinement of the central stairwell area, resolving geometry overlaps and aligning modular wall and floor panels across Decks C, D, and E. The developer experiments with Lumen (Unreal Engine 5’s global illumination system), demonstrating real-time bounce lighting and material-based color bleeding while discussing the performance challenges of voxelized lighting in dense ship interiors. Key discussions include the future implementation of spawnable NPCs on the bridge and the decision to maintain exposed hardware for rapid maintenance gameplay.
Highlight timestamps
Architectural Update: Stairwell Geometry Alignment and Support Brackets 00:02:37
Technical Milestone: Implementing Multi-Deck Snapping Guides for Panel Workflow 00:07:32
Lighting Deep-Dive: Analyzing Lumen Performance and Voxelization Issues 00:11:28
Rendering: Demonstration of Real-Time Bounce Lighting and GI Color Bleeding 02:57:11
Modeling: Reconstructing Modular Floor X-Crossroads and T-Junctions 00:40:00
Roadmap: Previewing Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 02:16:10
Design Standards: Unified Ship Quad-Based Numbering and Naming Convention 02:57:41
Systems Design: Quality vs. Health Decay in Repaired Ship Components 03:55:38
Hardware Logic: Tactical Value of Exposed Bolts for Rapid Maintenance 04:06:12
World Building: Persistent Expedition Missions and Mission Over Scoring 00:18:12
Logistics: Designing the Probe Bay Cache and Deck Crew Logistics System 00:08:53
UI Architecture: Standardizing Right and Left Justified Panel Labels 01:39:33
2025-03-12 [104](https://www.youtube.com/watch?v=-Ehk-BPHVkY) 4 hours, 15 minutes, 41 seconds

Starship Simulator - Science Labs & Logistics Infrastructure

Summary
This development session focuses on fleshing out the science deck (C-Deck) and the underlying logistics infrastructure of the ship. The developer introduces a "cache-based" logistics system for NPC deck crew, inspired by the game *Banished*, to manage the physical transfer of geological and biological samples from probes to labs. Technical work includes the implementation of standardized snap guides for modular corridor rings across multiple decks and the initial rough-in of the two-story astrometry lab and medical facilities.
Highlight timestamps
Architectural Update: Roughing in the Forward Park & Mall Platform 00:03:40
Logistics Systems: Designing a "Banished" Style Cache System for Samples 00:08:53
Technical Workflow: Using Snap Guides to Synchronize Work Across Three Decks 00:11:10
View Distance Logic: Rotating Ring 2 Corridors by 45° for Performance 00:14:54
Layout Strategy: Segregating Industrial Engineering from Habitable Zones 00:21:25
World Building: Multifaith Chapels and Contemplation Spaces on v0.2.2.5 00:27:50
Engineering Deep-Dive: Battery Administration and Refinery Gantry Layouts 00:30:25
Technical Analysis: Draw Call Benefits of Nanite Virtualized Geometry 00:18:02
NPC Interactivity: Physicalized Cooking Mechanics and Griddle Logic 03:05:08
Ship Lore: AR Headsets and Bluetooth Integration for HUD/Navigation 03:25:34
Roadmap: Previewing the Military Carrier Vessel and War Expansion 03:33:03
Systems Design: Proxy Vessel Logic for Seamless External "Wave Test" Interactivity 04:42:13
2025-03-16 [105](https://www.youtube.com/watch?v=2G_-cJ9yNbA) 4 hours, 18 minutes, 38 seconds

Starship Simulator - Corridor Logic & Wall Panel Workflow

Summary
This technical deep-dive focuses on the systematic layout of C-Deck, utilizing custom "Snap Guide" templates and plugins to streamline geometry placement. The developer demonstrates a high-efficiency wall panel workflow, achieving a recorded milestone of under 9 minutes from mesh creation to in-engine placement. Key discussions include the persistent mission structure, the localized damage model using spheres of influence, and the design of the central science corridor and its associated lab storage logistics.
Highlight timestamps
Workflow Optimization: Implementing Snap Guides and Socket Snapping Plugins 00:08:07
Technical Analysis: Resolving Non-Co-Planar Vertex Issues in SketchUp 00:19:08
AI Navigation: Debugging Nav Mesh Connectivity and Stairwell Pathing Bridges 00:06:05
Roadmap: Transitioning from Character Creator 4 to Metahumans for v0.2.2.6 00:36:54
Design Standards: Maintaining Consistent Segment Sizes for Interchangeable Panels 00:09:37
Systems Deep-Dive: Localized Damage Propagation via Local Spheres of Influence 01:50:13
World Building: persistent Missions, Crew Scoring, and Hardcore Save Modes 01:59:08
Interactive Assets: Prototyping Curved Door Tracks vs. Straight Geometry 02:20:28
Architectural Preview: Roughing in the Forward Park and Mall Section 02:55:17
Speed Modeling: Timing a Wall Panel Workflow (8m 40s from Mesh to Engine) 03:28:44
Hardware Logic: Proposing Wireless Power Rings and Internal Device Batteries 03:40:30
Optimization: Rebuilding Nav Meshes and Culling Collisions on Snap Guides 04:08:22
2025-03-19 [106](https://www.youtube.com/watch?v=SjJ1B7KNJAU) 4 hours, 37 minutes, 16 seconds

Starship Simulator - Science Labs & Astrometry Layouts

Summary
This development session focuses on the architectural layout of the science deck, specifically roughing in the two-story astrometry lab and sample storage partitioning for various lab spaces. The developer discusses the logistics of resource mining via probes and the physical transfer of samples through modular labs. Significant technical work is performed on wall panel modularity, including the integration of window actors with privacy screen logic and a critical performance hotfix for transparent warp effects.
Highlight timestamps
Technical Milestone: Modular Science Lab Partitioning & Sample Storage Logic 00:03:26
Design Deep-Dive: Two-Story Astrometry Lab Layout & Hollow Display Design 00:09:53
Systems Design: Resource Logistics and Probe-to-Lab Physical Sample Workflow 00:07:35
World Building: Persistent Ships, Crews, and Hardcore "Mission Over" Scoring 00:18:12
Communications: Varied Tech Levels and Language Database Linguistics Gameplay 00:24:13
AI & Automation: Utility Rooms, Droid Charging Stations, and "Wall-E" Aesthetic 00:55:31
UI Mechanics: Signal Spectrum Scanning Inspiration from Web SDRs 00:36:55
Medical Gameplay: Multi-Step Diagnostic Tasks and Treatment Selection Risk 01:50:05
Modeling: Constructing Modular Window Frames with Rubber Seals and Bevels 02:04:19
Performance Optimization: Improving Shader Complexity via Warp Bubble Visibility Logic 04:18:14
Technical Analysis: Solving Z-Fighting and Mirrored Scaling in Editor Snapping 03:05:05
Interactive Assets: Proposing Privacy Screens and Hollow Projection for Windows 01:47:11
2025-03-23 [107](https://www.youtube.com/watch?v=XKpKJZ2eeMw) 4 hours, 15 minutes, 16 seconds

Starship Simulator - Roomba Logic & Crew Quarters Layouts

Summary
Returning from the Sci-Fi Weekender convention, the developer showcases significant progress on Decks C, D, and E, including the rough-in of crew quarters and storage solutions for science labs. A major portion of the stream is dedicated to a technical deep-dive into the "RM-84" (Roomba) AI, specifically optimizing its pathing logic to prioritize the dirtiest floor tiles using array sorting. The discussion also covers the future "Galaxy 2.0" refresh, the implementation of role-based gameplay, and the transition toward rapid-fire patches following the upcoming demo release.
Highlight timestamps
Technical Showcase: Convention Progress on Deck C/D/E Paneling 00:06:06
Design Philosophy: Moving from Symmetrical to Open-Plan Crew Quarters 00:14:57
AI Systems: Refinement of Roomba (RM-84) Grunge Detection & Cleaning Priority 00:24:26
Programming: Implementing Array Sorting for Optimized NPC Target Acquisition 00:35:54
Asset Creation: Rapid Iteration on B-Deck VIP Stateroom Flooring 00:52:34
Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Refresh & NPC Interaction 01:43:13
Systems Architecture: Explaining the Galaxy 2.0 Refresh & Sublight Flight 01:47:13
Gameplay Design: Role-Based Mechanics and Personal Jobs Boards 01:49:51
Technical Deep-Dive: Node-Based Message Propagation for Fire/Air Systems 02:23:54
Modeling: Reconstructing 1.5m Science Lab Door Frames & Bulkhead Junctions 02:54:10
Immersion: Adding Detail-Rich Ceiling Panels with Exposed Wiring Models 04:02:34
Traffic Flow: Analyzing NPC Bottlenecks and Stairwell Efficiency 04:11:07
2025-03-26 [108](https://www.youtube.com/watch?v=BlNVo_NPIKU) 4 hours, 56 minutes, 11 seconds

Starship Simulator - Crew Quarters Doorways & Naming Conventions

Summary
This technical session focuses on the meticulous production of doorways and wall panels for the crew quarters on Decks D and E. The developer demonstrates the process of creating modular door frames with high-fidelity chamfers for realistic light response, while discussing the refined interior numbering convention for ship segments and bulkheads. Extensive work is done to synchronize geometry across mirrored rings and integrate "You Are Here" wall screens to ensure intuitive navigation for the crew.
Highlight timestamps
UI Architecture: Standardizing Wall Screens to 16:9 Aspect Ratio 00:04:32
Navigation Logic: Implementing "You Are Here" Information Terminals 00:08:05
Milestone Update: Progress on Ring 1 and 2 Framework Completion 00:09:46
Ship Standards: Finalizing the Clockwise Segment Numbering Convention 00:13:42
Technical Milestone: Redefining Ring 0 as the Central Engineering/Bridge Core 00:17:21
Modeling: Recreating Human-Scale Crew Quarter Door Geometry (1.2m Width) 00:21:59
Roadmap: Previewing the NPC Command System and Bridge Ceiling Overhaul for v0.2.2.6 00:54:46
Systems Design: Nested Data Structures for Moons and Multi-Star Systems 01:08:01
Asset Integration: Analyzing the Impact of Soft Edges on CGI Realism 01:30:22
Gameplay Balance: Strategic Customization of Uniforms and Alert States 02:01:13
Planetary Tech: Explaining the Flat-Plane Terrain Generation vs. Spherical Simulation 02:58:44
Sound Design: Previewing the RM-84 Cleaning Droid Voice Lines 04:12:42
2025-03-30 [109](https://www.youtube.com/watch?v=EeA1Pq2sl1g) 5 hours, 23 minutes, 11 seconds

Starship Simulator - Deck Map Overhaul & Wall Screen Optimization

Summary
This extended development session focuses on overhauling the ship's deck maps and optimizing wall screen actors to improve rendering efficiency and visual clarity. The developer transitions from a unified wall-and-screen mesh to a modular actor system that maintains consistent screen positioning despite corridor curvature. Significant time is dedicated to creating high-resolution 2D map templates for B and C decks using SketchUp exports, which are then integrated into the in-game UI with dynamic "You Are Here" indicators and updated room labels.
Highlight timestamps
Technical Optimization: Decoupling Wall Screen Actors from Corridor Geometry 00:05:04
Map Workflow: Using SketchUp Overlays to Resolve Thin Geometry Visibility 00:08:30
Design Philosophy: Avoiding Proprietary IP and Copyright Infringement 00:11:15
Systems Deep-Dive: Proposal for Granular Segmented Power Cables vs. Event-Driven Logic 00:25:34
Electrical Simulation: Resistance, Amperage, and Two-Way Load Messaging 00:29:36
Geometry Efficiency: Analyzing Wasted Space and Deck Layout Optimization 00:57:09
Asset Creation: Building the B-Deck Map Template and Doorway Cutouts 01:04:02
Technical Analysis: High-Resolution Screenshot Artifacts and TAA vs. DLSS for UI 02:19:45
Platform Update: Steam Deck Native Performance and Console Porting Outlook 02:25:15
UI Implementation: Calculating Coordinate Offsets for "You Are Here" Indicators 03:01:35
Map Design: Integrating Bulkhead Visuals and Science Lab Layouts on C-Deck 03:37:34
Rendering: Utilizing Nanite Tessellation and Noise Functions for Engine Effects 01:46:10

2025 Q2

Dev Streams List for the Second quarter of the year 2025 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2025-04-02 [110](https://www.youtube.com/watch?v=SW_txxTvWKY) 4 hours, 46 minutes, 47 seconds

Starship Simulator - Dev Stream - Modeling Window and Door Panels

Summary
This technical session focuses on refining the ship's internal architecture and UI systems ahead of the demo update. The developer implements a series of "spit and polish" fixes, including the creation of segmented wall and floor panels for engineering and the integration of 2D map overlays for D and C decks. Key technical discussions include the implementation of "United Nations Operating System" (UNOS) lore, the challenges of local vs. server-side AI model integration, and the mechanics of a new 3D spline-based pathfinding system for improved tutorial navigation.
Highlight timestamps
Tutorial Logic: Implementing the SCMI (Space-Time Curvature Mass Inferencer) Array 00:06:30
UI Architecture: Explaining the UNOS (United Nations Operating System) Lore 00:05:02
Technical Insight: Proposed Cloud-Sync Discovery Database and Vessel Registry System 00:11:07
Game Architecture: Resolving Nav-Mesh Pathing Errors with Hidden Collision Slopes 00:25:00
Modeling Deep Dive: Workflow for Curved Segmented Door Frames in SketchUp 01:00:00
Navigation Tech: Implementing 3D Spline-Based Pathfinding for Player Tutorials 00:06:58
Tech Discussion: Limitations of Replicating 64-bit Coordinates as 32-bit Floats 00:05:49
Physics System: Troubleshooting Interaction Traces Blocked by Door Trigger Volumes 02:48:33
Layout Planning: Future Staircase Access to the Keel Fin and Double-Height Rooms 00:19:00
Procedural Content: Discussion on Multi-Star System and Moon Orbit Implementation 03:38:21
Design Philosophy: Clunky Rotating Rings for Low-Tech McGillan Class Lore 03:20:28
Feature Preview: Future Plans for a Small-Crew "Corporation" Exploration Ship 04:42:10
2025-04-06 [111](https://www.youtube.com/watch?v=rfNzBJg4gIs) 3 hours, 48 minutes, 01 seconds

Starship Simulator - Dev Stream - Live Bug Fixing and Multi-player Stress Testing

Summary
This stream focuses on real-time bug fixing and stress testing of the game's multiplayer systems. The developer addresses several critical issues, including static background stars during ship rotation, client-side UI desynchronization on sensors, and interaction traces being blocked by door trigger volumes. Technical highlights include the implementation of 30 FPS ship rotation replication to balance performance and smoothness, the deployment of a new 3D spline-based pathfinding tool for tutorials, and a discussion on future architectural changes for the ship's laboratory deck (C-Deck).
Highlight timestamps
Technical Logic: Resolving Static Background Stars via Replicated Multi-cast 00:27:41
Multi-player Sync: Implementing 30 FPS Rotation Updates to Preserve Bandwidth 00:33:19
Level Design: Finalizing F-Deck Maintenance Tunnel Railings and Floor Plates 00:04:10
Interaction Fix: Adjusting Door Collision Channels to Unblock Item Traces 02:48:33
Navigation Tech: Debugging Nav-Mesh Pathing Errors for Cryo Room Stairs 02:18:40
Science Implementation: Integrating the Simbad Database for 18 Million Real Stars 03:27:47
Ship Architecture: Proposed Widening and Theming of the C-Deck Lab Ring 03:43:46
Modeling: Adjusting Fallback Mesh Complexity for High-Precision Collisions 00:11:04
Logic Refinement: Implementing 5-Second Delay Logic for Multi-Deck Door Safety 03:24:34
Multiplayer Insight: Troubleshooting Late-Join Desync via RepNotify State Files 03:00:06
Development Road Map: The Beta Branch and Launch Strategy for the New Demo 00:11:53
Sound Design: Updating Attenuation and Occlusion Logic for Dynamic Corridors 02:39:51
2025-04-09 [112](https://www.youtube.com/watch?v=zAvx1ZfvSDQ) 4 hours, 6 minutes, 39 seconds

Starship Simulator - Dev Stream - Modeling Stairs and Nav Mesh Debugging

Summary
This technical deep-dive focuses on architectural modeling and collision debugging for the ship's engineering decks. The developer addresses a significant "hovering" bug on stairs by rebuilding complex collision meshes and refining the Nanite fallback complexity settings. Key design discussions include the implementation of a vessel registry system for discovery attribution, the "United Nations Operating System" (UNOS) lore, and the scientific principles of mass-energy equivalence used to justify the ship's artificial gravity and FTL drives.
Highlight timestamps
Technical Logic: Debugging "Hovering" Collisions on Engineering Stairs 00:04:53
UI Architecture: Explaining the UNOS (United Nations Operating System) Lore 00:05:02
Science Implementation: The SCMI (Space-Time Curvature Mass Inferencer) Hardware Array 00:06:43
Rendering Tech: Nanite Fallback Mesh Complexity and Collision Precision 00:10:55
Modeling: Adjusting Stair Riser Distribution for Expanded Deck Heights 00:18:00
World Building: Vessel Registration and Persistent Discovery Attribution Logic 00:11:33
Physics Engine: Discussion on Alcubierre Metrics and Virtual Mass Equivalence 03:11:44
Design Philosophy: Designing Ship Interiors Around Pre-Visualized Hardware 03:36:28
Layout Planning: Accessing the Dorsal Fin and 15-Story Vertical Shafts 00:19:00
Procedural Content: Designing Modular "Dungeon" Layouts for Alien Derelicts 00:28:30
Logic Refinement: Implementing Nav-Mesh Proxy Links for Disconnected Geometry 02:22:01
Future Tech: Utilizing AI for Cultural Backstories and Generative Alien Art 00:47:00
2025-04-13 [113](https://www.youtube.com/watch?v=eaRNeOK6jLA) 3 hours, 54 minutes, 47 seconds

Starship Simulator - Dev Stream - Modeling Window and Door Panels

Summary
This technical deep-dive covers the resolution of a long-standing controller bug and the implementation of a new 3D pathfinding system for tutorials. The developer details the disabling of the Unreal "Common UI" plugin to prevent mouse-pointer hijacking and showcases a spline-based 3D navigation path that automatically guides players through the ship. Live development includes modeling curved window and door frames for F and G decks, addressing nav-mesh pathing issues on stairs, and refining the "SCMI" (Space-time Curvature Mass Inferencer) lore for the sensor suites.
Highlight timestamps
Technical Logic: Fixing Controller Mouse-Pointer Hijacking via Common UI Disabling 00:03:15
Tutorial Innovation: Implementing 3D Spline-Based Pathfinding for Player Navigation 00:06:58
Tooling Update: Creating Real-Time Editor Helper Functions for Tutorial Data Tables 00:08:51
Modeling: Adjusting Cryo Room Balcony and Staircase Geometry for Extended Decks 00:11:12
Science Implementation: The Physics of the SCMI (Space-time Curvature Mass Inferencer) 00:06:43
Modeling Deep Dive: Workflow for Quad-Based Geometry in Subdivision Modeling 00:30:01
Navigation Tech: Utilizing Random Point-in-Navigable-Radius for Acceptance Radii 00:50:48
Physics System: Troubleshooting Intermittent Wobbly Proxy Star Meshes 02:33:21
World Building: Discovery Attribution via Vessel Registry and Profile Pages 00:11:33
Geometry Fix: Overcoming Intersection Issues with Segmented Stair Collisions 02:18:56
Development Road Map: The Beta Branch and Transition to Alpha Early Access 01:59:34
Sound Design: Future Implementation of Multi-Quadrant Audio Occlusion 03:27:00
2025-04-16 [114](https://www.youtube.com/watch?v=6HHSoX2H42o) 4 hours, 8 minutes, 12 seconds

Starship Simulator - Dev Stream - Modeling Balconies and Refining Tutorial Logic

Summary
This technical development stream focuses on the final asset production for the upcoming demo update, specifically addressing architectural misalignments in the cryo room and reactor area. The developer implements new helper functions for the tutorial system to enable real-time scaling and positioning of in-world highlighters directly within the editor. Significant progress is also made on modeling curved staircases and support structures using subdivision surfaces, while the stream includes in-depth discussions on the role of AI in game development and the planned transition to an alpha state for early access.
Highlight timestamps
Tutorial Tooling: Implementing Real-Time Highlighter Scaling and Data Table Saving 00:08:51
Technical Logic: Rewording Tutorial Steps to Reference Sectors Over Coordinates 00:06:05
Modeling: Adjusting Cryo Room Balcony and Staircase Geometry for Expanded Decks 00:11:12
Simulation Insight: Using Einstein's Field Equations for the SCMI Array Lore 00:08:03
Physics System: Improving Door Safety Code to Prevent Player Trapping in Lifts 00:23:04
Modeling Deep Dive: Workflow for Quad-Based Geometry in Subdivision Surfaces 00:30:01
Development Road Map: Defining the Line Between Pre-Alpha and Alpha Early Access 00:25:28
Industry Analysis: Discussion on the Near-Term Impact of AGI on Programming 00:33:50
Technical Debt: Consolidating Wall Panel Segments for Segmented Damage Systems 03:06:32
Gameplay Lore: The "Retrofit" Origins of the McGillan Class Experimental Chassis 03:42:38
Infrastructure: Designing Multiband Interferometric Spectrometers (MBIS) Hardware 00:08:42
Pitcon Preview: Technical Discussion on Simulating a One-to-One Galaxy 00:23:02
2025-04-20 [115](https://www.youtube.com/watch?v=HsLBTeCkfIc) 2 hours, 58 minutes, 32 seconds

Starship Simulator - Dev Stream - Modeling Door Frames and Nav Mesh Fixes

Summary
This technical development session focuses on finalizing architectural details in engineering and resolving pathing issues for the new tutorial system. The developer implements a custom collision mesh for the reactor room stairs to fix nav-mesh generation and begins modeling curved door frames for the ship's maintenance tunnels. Key technical discussions include the implementation of a "single source of truth" vessel registry for player discoveries, the mechanics of mass-energy equivalence in FTL and artificial gravity lore, and the challenges of replicating 64-bit world coordinates in Unreal Engine's networking stack.
Highlight timestamps
Tutorial Update: Implementing the SCMI (Space-Time Curvature Mass Inferencer) Lore 00:06:30
Technical Insight: Proposed Cloud-Sync Discovery Database and Vessel Registry System 00:11:07
Game Architecture: Resolving Nav-Mesh Pathing Errors with Hidden Collision Slopes 00:25:00
Modeling Deep Dive: Workflow for Curved Segmented Door Frames in SketchUp 01:00:00
Lore Development: The Post-Environmental Disaster United Nations Space Fleet 00:19:00
Physics Engine: Discussion on Alcubierre Metrics and Prograde Momentum Amplification 01:54:00
Tech Discussion: Limitations of Replicating 64-bit Coordinates as 32-bit Floats 00:05:49
Level Design: Consolidating Quadrant-Based Bulkheads for Security Lockdown Modes 02:53:35
Industry Analysis: Speculation on Elite Dangerous' Engine Limitations for Interiors 01:51:00
UI Architecture: Transitioning to Unos (United Nations Operating System) Design 00:05:02
Logic Refinement: Implementing Nav-Mesh Modifier Volumes to Prevent NPC Pathing Errors 02:52:00
Concept Preview: Future Plans for Procedural "Dungeon" Alien Derelicts 00:28:30
2025-04-23 [116](https://www.youtube.com/watch?v=68hlCwxclPY) 4 hours, 16 minutes, 11 seconds

Starship Simulator - Dev Stream - High-Priority Bug Fixing

Summary
This technical deep-dive focuses on refining the galaxy simulation and resolving critical multiplayer bugs ahead of the Pitcon presentation. The developer implements a major sorting overhaul for manual sector stars, ensuring they are ordered by distance to the ship rather than appearing at a default zero-light-year value. Significant progress is also made on the external labeling system, with the introduction of distance-based opacity masks for proxy star meshes and a new global event-driven knowledge system to ensure planetary names correctly reflect their scan states.
Highlight timestamps
Bug Fix: Resolving Multi-player Customization Overwrites and "Clare-morphic" Player Models 00:05:33
Technical Logic: Implementing Sector-Centric Distance Sorting for Manual Star Lists 00:15:24
Physics Performance: Analysis of Async Sorting and Background Thread Generation 00:23:26
Visual Design: Using Photoshop Generative Fill to Complete Pluto’s Dark Side Textures 00:04:04
Hardware Lore: Introducing the Multiband Interferometric Spectrometer (MBIS) 00:08:42
Interaction Layer: Aligning Manual Sector IDs with Center-of-Display Logic 00:46:04
Technical Logic: Implementing Distance-Based Opacity Masks for Proxy Star Meshes 02:35:31
UI Architecture: Fixing Inverted Multi-player Selection Logic for Inhabited Worlds 04:08:59
Infrastructure: Refining the Pathing Snap-Guide System for Curved Bulkheads 02:57:55
Gameplay Roadmap: Discussion on Sublight Collisions and Pre-requisite Micro-Patches 02:36:42
Simulation Depth: Utilizing Einstein’s Field Equations for Point-Curvature Mass Inferences 00:08:09
Event Handling: Transitioning to Global Dispatchers to Reduce reference Chains 01:36:42
2025-04-30 [117](https://www.youtube.com/watch?v=RFZj3v_qWjo) 4 hours, 37 minutes, 27 seconds

Starship Simulator - Dev Stream - Pitcon Recap and Modeling

Summary
This stream features a detailed recap of the developer's presentation at Pitcon, providing an in-depth technical overview of the galaxy simulation's architecture. The developer explains the "Thanos Problem" of procedural generation and the implementation of isolated seed pools to protect galactic stability during updates. Live development includes modeling curved door frames for the reactor room, refining Pluto's textures using generative fill for unmapped regions, and discussing the integration of real-world astrophysics like Einstein's field equations into sensor hardware lore.
Highlight timestamps
Visual Polish: Using Generative Fill to Complete Pluto's Unmapped Textures 00:04:04
Hardware Lore: Defining the Space-Time Curvature Mass Inferencer (SCMI) 00:08:00
Technical Logic: Implementing Sector Segmentation for Localized Air Pressure 00:20:05
Pitcon Insight: Discussion on "Vibe Coding" and AI-Generated Shader Code 00:26:10
Modeling Deep Dive: Transitioning from Triple Texture Lookups to Single Material Draw 01:47:44
Galaxy Architecture: Managing 64-bit World Coordinates and Origin Rebasing 04:04:55
Rendering Tech: Utilizing Parallax and Depth Maps for Distant Nebula Visuals 04:07:45
Procedural Rules: Breaking Down the "Thanos Problem" and Isolated Seed Pools 04:17:01
Astrophysics: Implementing Titius-Bode Law and Core Mass Accretion Logic 04:24:00
Future Feature: Planned Stable vs. Unstable Wormholes and Voyager Moments 04:28:03
Refueling Mechanics: Discussion on Skimming Gas Giant Cloud Layers 04:29:44
Project Vision: Summary of the Three Planned Single-Player Campaign Expansions 04:32:19
2025-05-04 [118](https://www.youtube.com/watch?v=4UCZ468ebf4) 3 hours, 45 minutes, 38 seconds

Starship Simulator - Dev Stream - Modeling Window and Door Panels

Summary
This development stream focuses on the final asset production for the upcoming demo update, specifically the creation of window and door frames for F and G decks. The developer details a major workflow shift using a unique number of corridor segments (six or seven) on the outer ring to resolve geometry mismatches. Technical highlights include a deep dive into "faux tri-planar" mapping to optimize material lookups, the implementation of 11 Labs voice-changed dialogue for the ship's AI (Ava), and a discussion on the legal and tax complexities of international remote recruitment.
Highlight timestamps
Project Update: Scanning and Navigation Tutorial Reaches 94 Steps 00:02:04
Sound Design: Switching Ava's AI Voice Bank for Better Inflection Control 00:03:01
Technical Logic: Compromising with 6 vs. 7 Corridor Segments on Ring One 00:07:13
Layout Planning: Future Staircase Access to the Keel Fin and Double-Height Rooms 00:10:02
Modeling Deep Dive: Why SketchUp Remains the Choice for Architectural CAD 00:25:02
Workflow Optimization: Copying Panel Assets Between Decks to Preserve Metadata 00:40:00
Geometry Fix: Managing Overlapping Intersections in Curved Window Frames 00:59:02
Industry Insight: Using Face-Weighted Normals and Ruby Scripting in SketchUp 03:01:00
Character Tech: Recruiting Specialists for Unreal Engine 5.5 Character Systems 00:11:41
Studio Management: The "Minefield" of International Remote Tax Laws and Contracts 03:20:13
Performance: Analyzing Faux Tri-Planar Mapping vs. Triple Texture Lookups 03:42:36
Visual Design: Modeling Vertigo-Inducing 15-Story Maintenance Shafts 00:19:00
2025-05-07 [119](https://www.youtube.com/watch?v=ww6zkl5Tg7A) 3 hours, 47 minutes, 00 seconds

Starship Simulator - Dev Stream - Modeling Reactor Room Wall Panels

Summary
This stream is a productivity-focused deep dive into the 3D modeling and architectural layout of the ship's central reactor room. The developer implements a new wall paneling system designed to visually denote deck transitions while maintaining future access for maintenance tunnels and vertical power shafts. Significant technical discussions include the potential use of ultra-lightweight (500MB) local Large Language Models (LLMs) for NPC conversational AI, the mechanics of FTL power shunting within the ship's electrical grid, and the optimization of world-aligned materials to maintain consistent texture scaling across massive geometries.
Highlight timestamps
Project Update: Scanning and Navigation Tutorial Reaches 99% Completion 00:09:49
Architectural Design: Planning the 15-Story Vertical Power Shaft and Engineering Lift 00:19:04
Tech Discussion: Evaluating 500MB vs. 3GB LLMs for Local NPC AI Performance 00:35:33
Gameplay Logic: Implementing Autopilot Avoidance for Planetary Radii 00:41:20
Future Tech: AI-Generated Alien Cultures, Music, and Sculptures 00:47:00
Environment Lighting: Attenuation Radius Tweaks for Reactor Room Brightness 01:09:51
Optimization: Using "Fake" Tri-Planar Mapping to Reduce Material Draw Calls 02:26:35
Simulation Depth: Mechanics of Shunting Reactor Output for FTL vs. Combat 02:56:40
Design Philosophy: Clunky Rotating Rings for Low-Tech McGillan Class Lore 03:20:28
Infrastructure: Spline-Based Cable Routing and Segmented Damage Systems 03:26:03
Multi-player Strategy: Gatekeeping New Players in Shuttle Bays for Security 03:35:37
Modeling Milestone: Batch Applying Wall Panels Across Decks D, E, F, and G 03:41:58
2025-05-11 [120](https://www.youtube.com/watch?v=vWu94k4X4AI) 3 hours, 57 minutes, 46 seconds

Starship Simulator - Dev Stream

Summary
This stream is a technical focus on multi-player stability and the transition of the project to a public beta test branch. The developer implements a unified "single source of truth" for ship coordinates via the Game State file to resolve desynchronization between clients and the server. Significant time is also spent refining the "Cold and Dark" tutorial waypoints, smoothing out nav-mesh pathing, and troubleshooting 64-bit coordinate replication limitations in the Unreal Engine networking stack.
Highlight timestamps
Networking: Implementing Server-Authoritative "Ground Truth" via Game State 00:02:53
Technical Insight: 64-bit Coordinate Replication vs. 32-bit Float Limits 00:05:49
UI Logic: Troubleshooting Client-Side Delay in Long-Range Sensor Selection 00:13:57
Infrastructure: Designing Cisco-style Interface IDs for Remote Console Access 00:29:00
Tutorial Polish: Deleting Intermediary Waypoints for Efficient Nav-Mesh Pathing 00:25:25
Electrical System: Reconfiguring Cable Routing and Reactor Attachment Points 00:41:44
Level Design: Adjusting Deck Distances for RED redundant Power Supplies 01:57:05
Development Road Map: Beta Branch Announcement and VR Demo Preview 01:59:34
Performance: Optimizing Hollow Display Smoothness via Asynchronous Querying 00:16:23
Math Logic: Utilizing Line Traces to Align Path Endpoints with Floor Meshes 02:19:37
Data Structure: Discussion on Multi-Star System and Moon Orbit Implementation 03:38:21
Sound Design: Future Plans for Proximity-Based and Muffled Voice Chat 03:40:00
2025-05-14 [121](https://www.youtube.com/watch?v=P2RCjAw2iMU) 4 hours, 0 minutes, 31 seconds

Starship Simulator - Dev Stream

Summary
This development stream focuses on aggressive bug fixing and technical polish following a large-scale public build release. The developer resolves over 25 bugs, including a high-priority multiplayer camera glitch and city light rendering issues on uninhabited procedural planets. Significant progress is made on the external labeling system, specifically refining the logic for displaying sensor and navigation targets out the bridge window while ensuring knowledge levels accurately reflect scan data.
Highlight timestamps
Bug Fix: Resolving Host/Client Camera Swapping in Multiplayer Sitz-Stand Logic 00:05:27
Technical Logic: Fixing Unwanted City Light Extents on Planets Without Tech 00:11:25
Concept Design: Differentiating Earth Analogs from Life-Bearing Worlds 00:16:52
Procedural Content: Analysis of Biome Banding and Tectonic-Driven Habitability 00:20:40
UI Architecture: Addressing Target Refresh Errors for Off-Screen List Items 00:25:09
Game Loop: Balancing Alien Civilization Density for Realistic Discovery 00:37:01
Astrophysics: Discussion on Habitability Constraints Around M-Class Stars 00:42:02
Math Implementation: Using Semi-Minor Axis for Dynamic Ory Map Scaling 00:04:51
Visual Polish: Implementing Timed Delays for Character Visibility During Seating 00:52:35
Logic Architecture: Looping Exploration Arrays to Fetch Knowledge-Based Names 02:03:04
Networking: Troubleshooting RepNotify Failures for Sensor Data Structs 02:54:30
Feature Preview: Future Dynamic Label Updates and Live Reveal Scanning 03:08:23
2025-05-18 [122](https://www.youtube.com/watch?v=2DX69HhROCI) 4 hours, 12 minutes, 01 seconds

Starship Simulator - Dev Stream

Summary
This technical deep-dive covers the resolution of high-priority bugs regarding multiplayer sensor lag and lift functionality. The developer explains a significant shift to local client-side data generation via multicasted RPCs, ensuring smooth sensor response without heavy network overhead. A substantial portion of the stream is dedicated to rebuilding the lift's logic, implementing state-driven enums for door operation, and refining trigger volume overlaps to prevent players from becoming trapped in closing doors.
Highlight timestamps
Technical Logic: Implementing Local Data Generation via Multicasted RPCs 00:04:11
UI Architecture: Scaling Ory Maps via Semi-minor Axis Orbital Data 00:04:51
Ship Design: Experimenting with Hull Label Placement and Plating Alignment 00:10:10
Interaction Layer: Correcting YouTube API URL Capture and Mouse Focus 00:16:58
Electrical System: Configuring Lift Power Feeds and G-Deck Distribution 00:25:03
Logic Refinement: Developing State Enums for Lift Door Synchronization 02:16:37
Physics System: Solving Trigger Box Overlap Logic for Multi-Deck Entry 02:04:24
Bug Fix: Addressing the "Copyright Strike" Mid-Stream and Music Terms 03:17:22
Optimization: Refining Slate Font Spacing and UI Readability Controls 01:21:00
Multiplayer Sync: Troubleshooting Server-Authoritative Actor Teleportation 03:57:09
Gameplay Insight: Evaluation of First-Come-First-Serve Lift Algorithms 03:37:36
Technical Debt: Identifying Coordinate Refresh Errors at the Galactic Center 04:08:31
2025-05-21 [123](https://www.youtube.com/watch?v=fbttWmc2kj0) 3 hours, 55 minutes, 45 seconds

Starship Simulator - Dev Stream

Summary
This development stream focuses on resolving critical visual and functional bugs ahead of the demo update, with a primary emphasis on stellar occlusion and black hole rendering. The developer implements a robust shadow system for planets that includes secondary hidden meshes for accurate occlusion of star flare and light, even at solar system scales. Significant technical progress is made in rendering black hole accretion discs on the bridge's holo-display, utilizing separate actors and post-process handling to prevent rendering conflicts while ensuring visual parity with the primary space environment.
Highlight timestamps
Graphics Update: Fixing Planet Occlusion for Star Flare and Dynamic Shadows 00:03:32
Material Engineering: Implementing Masked Materials for Ring Shadow Casting 00:05:22
Road Map Insight: Beetlejuice Supernova Mission and Dynamic Stellar Events 00:16:48
Science Implementation: Analysis of Accretion Disc Distribution and Data Structures 00:22:12
Technical Logic: Configuring Child Actor Blueprints for Holo-Display Black Holes 00:24:28
Interaction Layer: Future Patch 226 Holo-Display Controls and VR Interaction 00:44:02
Bug Fix: Resolving Post-Process Conflicts with Dual Black Hole Rendering 00:54:19
UI Architecture: Transitioning Holo-Display Planet Rendering to Mesh-Based Gridlines 02:02:23
Navigation Tech: Fixing Pathing Waypoints and Nav-Mesh Link Proxies on the Main Stairwell 02:22:01
Math Logic: Correcting Target Alignment and GPS Line Drawing for Manual Sector Coordinates 02:51:21
Logic Polish: Fixing Holo-Display Auto-Activation During Sensor Surveys 03:39:06
Physics System: Bug Triage and Priority Assessment for VIP Lift and Fluid System Replications 04:08:50
2025-05-28 [124](https://www.youtube.com/watch?v=9g59sPfFRWo) 4 hours, 31 minutes, 10 seconds

Starship Simulator - Dev Stream - Bug Fixing

Summary
This stream focuses on a comprehensive overhaul of the galaxy generation system to resolve critical data gaps in manually created systems like Sol and Luyten 9352 (Lai). The developer successfully migrates handcrafted star systems into a unified SQL-Lite database structure, allowing for greater specificity in planetary orbits, flavor text, and scientific data readouts. This architectural shift not only fixes the "blank sensor data" bug but also establishes the foundation for a future in-game star system designer tool and improved support for multi-star systems and tidally locked planets.
Highlight timestamps
System Architecture: Rolling Manual Star Systems into the Procedural Pipeline 00:04:31
Database Integration: Utilizing SQL-Lite for Customizable Star and Planet Data 00:05:06
Technical Insight: Mapping Unreal Enums to Database Integers for Planet Types 00:06:59
Science Detail: Calibrating Solar Metallicity and Scattered Disc Extents 00:28:24
Math Logic: Deriving Planetary Mass from Mean Density and Volume Values 00:48:34
Feature Preview: Framework for the In-Game Star System Designer Tool 00:07:23
Graphics Polish: Implementing Rayleigh Scattering Hues and Opacity in Atmosphere Shaders 02:18:56
Gameplay Mechanics: Discussion on Sublight Speed Limits and Tactical Combat Engagement 01:58:53
Simulation Depth: Calculating Orbital Velocity and Mean Anomaly for 2261 Positioning 02:12:27
Project Management: Transitioning to Smaller, More Frequent Patch Cycles 02:07:04
Environment Design: Implementing Gas Giant Glow and Class 4 Thermal Visuals 02:19:50
Bug Fix: Correcting GAIA Dataset Spelling Errors for System Persistence 04:25:09
2025-06-01 [125](https://www.youtube.com/watch?v=k6omIDyfkhU) 4 hours, 45 minutes, 20 seconds

Starship Simulator - Sunday Funday! Chess board!

Summary
This stream introduces "Sunday Funday," a new weekly tradition where the developer works on unplanned, "off-the-cuff" features to prevent burnout and add flavor to the game world. The primary focus is the creation of a fully functional, multiplayer-compatible chess set for the ship's lounge, utilizing physics-based interaction rather than scripted movements. Technical highlights include the implementation of a custom save-state system for individual chess pieces, the development of "weebly" physics (lowered center of mass) to keep pieces upright, and the integration of physical reset buttons that utilize server-authoritative spawning logic.
Highlight timestamps
Community Milestone: First Captain's Rank Giveaway and Competition Draw 00:02:06
Concept: Introducing "Sunday Funday" and the Physics-Toy Design Philosophy 00:14:08
Technical Setup: Enabling Nanite and Increasing Detail Density for Chess Assets 00:16:56
Save System: Hashing Vector Locations for Unique Object ID Generation 00:26:20
Bug Fix: Identifying Piano Volume Collisions Blocking Prop Interaction 00:56:48
Interaction Layer: Creating the First Physically Clickable In-Game Button 01:04:00
Logic Architecture: Using Structs and Child Components for Piece-Socketing 01:37:01
Visual Polish: Implementing Dynamic Decal Shadows for Chess Piece Depth 02:24:17
Physics Tuning: Lowering Center of Mass for "Gravity-Defying" Stability 03:41:20
Multi-player Sync: Troubleshooting Client-Side Spawning and Owner Authority 03:56:47
Network Architecture: Implementing RepNotify for Syncing Prop Materials 04:15:02
Bridge Update: The Status of Sensor Lag and Client-Side Star Generation 04:43:19
2025-06-04 [126](https://www.youtube.com/watch?v=ovCXY2dwPXs) 2 hours, 58 minutes, 24 seconds

Starship Simulator - Dev Stream - Interactive Holo-Display

Summary
This development stream marks the early implementation of the "226" roadmap features, specifically focusing on making the bridge's central holo-display interactive. The developer transitions the display from a passive visualization to an active command tool, allowing players to directly target star systems and planets via mouse interaction or focal gaze. Key technical work includes creating a "clickable ball" actor system for hierarchical mesh instances, implementing distance-based brightness for labels to enhance 3D depth, and bridging the interaction layer between the holo-display and the sensors panel for seamless multiplayer synchronization.
Highlight timestamps
UI Fix: Resolving Long-Range Sensor List Index and Scroll Behavior 00:09:21
Road Map Insight: Transitioning to the 226 Patch Cycle and Bridge Command 00:06:55
Technical Challenge: Handling Hitboxes for Hierarchical Instanced Static Meshes 00:23:04
Logic Implementation: Spawning Clickable Sphere Actors via Child Components 00:32:23
Visual Polish: Distance-Based Text Fading and Brightness Map Range Logic 02:24:13
Material Science: Creating a Custom Holographic Highlighter with Fresnel Nodes 00:51:33
Collision Optimization: Migrating Click Traces to the Interaction Channel 01:08:36
Gameplay Logic: Implementing Half-Second Re-triggerable Delay for Hover States 01:22:13
Efficiency: Forcing Garbage Collection and Destruction of Stale Holo-Targets 01:41:02
Simulation Depth: Aligning Short-Range Scans with Real Astrophysics Benchmarks 01:54:48
Multi-Station Logic: Linking Holo-Display Clicks to Sensor Panel Targeting 02:12:25
Command Vision: Future Plans for a Cylindrical Holo-Display and Surface Interaction 01:50:50
2025-06-08 [127](https://www.youtube.com/watch?v=2xBLh7S-pfM) 3 hours, 26 minutes, 18 seconds

Starship Simulator Sunday Funday - Creating a Organic 3d Printer and implement into game

Summary
This Stream is unavalible due to video being set to Private! The Developer Work on creating the first implimentation of organic 3D printer/ creating it's UI and implimenting it into the game to print seom basic Items such as apples and watermelons.
2025-06-11 [128](https://www.youtube.com/watch?v=-bniziYa2hs) 4 hours, 7 minutes, 56 seconds

Starship Simulator - Dev Stream - Creating an Interactive Holo-Display

Summary
This stream focuses on the technical implementation of interactive elements within the bridge's central holo-display, transitioning from a static representation to a functional command tool. The developer resolves a critical network replication bug involving census data by shifting generation logic to the client-side and fixing a corrupted global event reference. Significant work is also dedicated to UI architecture, specifically creating world-space widgets that face the player and allow for direct targeting of celestial bodies from the hologram.
Highlight timestamps
Bug Fix: Resolving Sensor Data Replication and Invalid Object References 00:13:43
Rendering: Fixing Sun Flare Occlusion and Flickering Issues 00:21:02
Technical Insight: Analysis of SpaceX Starlink Business Tier Rate Limiting 00:29:02
UI Architecture: Designing the Sensors Target World-Space Widget 00:42:04
Math Logic: Implementing Look-At Rotation for UI Billboard Facing 01:03:54
Technical Deep Dive: Nanite vs. Traditional LODs and Baseline Costs 01:10:15
Vector Math: Adjusting UI Offset to Move Widgets Towards the Camera 01:22:06
Interaction Layer: Linking Holo-Display Target Selection to Helm Navigation 01:50:43
Logic Refinement: Handling Actor Destruction and Persistent Selection Flags 02:18:06
Visual Polish: Adjusting Transparency Sort Priority for Holo-Display Clarity 02:40:27
Content Fix: Debugging Missing Rings on Saturn and SQL Database Flags 02:53:39
Procedural Content: Re-finding Seed Values for Planetary Ring Designs 03:50:09
2025-06-16 [129](https://www.youtube.com/watch?v=NpaSRQPKKrY) 4 hours, 31 minutes, 35 seconds

Starship Simulator Sunday Monday Funday - Creating a new Bridge Chair

Summary
This development stream focuses on Creating New Chairs for the Bridge is the Megellan Class Startship!
Highlight
No hightlights avalible due to processing errors with videos Subtitles!
2025-06-18 [130](https://www.youtube.com/watch?v=bvn4w6W2Vd4) 4 hours, 32 minutes, 16 seconds

Starship Simulator - Dev Stream - New Bridge Ceiling and Hollow Display Hardware

Summary
This development stream focuses on a significant aesthetic and functional overhaul of the bridge ceiling in preparation for Patch 226. The developer replaces the previous "Star Trek-style" solid dome with a large, 6-meter circular panoramic window to enhance the view of stellar bodies from the bridge. A major portion of the session involves iterating on the hardware for the hollow display, moving away from a "roller coaster" gantry design to a more integrated, recessed emitter ring embedded in the ceiling panels. This new design utilizes a combination of white resin and wooden trim to house the holographic projectors, providing a clearer line of sight for the volumetric light effects.
Highlight timestamps
Technical Milestone: Finalizing deck maps for F and G decks and improving door/bulkhead visibility 00:02:44
Patch Progress: Update on the "mother of all patch logs" for the 1,400+ bug fixes in Patch 225 00:05:12
Bridge Redesign: Cutting the 6-meter circular hole for the new panoramic ceiling window 00:13:35
Structural Design: Discussion on bridge window flat-planes vs. curved glass for blast shield compatibility 00:19:08
Modeling: Adjusting the bridge ceiling cavity to accommodate structural ribbing and insulation 00:38:31
Interior Aesthetics: Refining the lighting ring and ceiling panel illumination for reduced blotchiness 02:13:21
Character Customization: Introducing 100+ country flags for character patches, including ISO standard listings 03:34:12
Hollow Projector Iteration 1: The "Roller Coaster" gantry design vs. aesthetic cohesion 03:27:41
Hollow Projector Iteration 2: Implementing a recessed, embedded emitter ring with Bezier curves 03:58:44
Technical Polish: Handling Nanite transparency limitations by separating outer and inner glass layers 02:41:41
Volumetric FX: Testing subtle spotlight beams for the holographic display's projection sources 04:27:01
2025-06-22 [131](https://www.youtube.com/watch?v=zYwQytjhNNA) 4 hours, 14 minutes, 35 seconds

Starship Simulator - Dev Stream - Bridge NPCs and Command Logic

Summary
Following a community poll, this development stream focuses on foundational work for Patch 226, specifically the implementation of Bridge NPCs and the logic required to issue them commands. The developer sets up a dynamic spawning system for the Helm and Science stations, including a character customization bridge to dress NPCs in department-specific uniforms. A significant portion of the session is dedicated to building a context-sensitive command menu that allows the player to issue replicated server orders, such as changing sensor modes or engaging the FTL autopilot, directly through the NPC interface.
Highlight timestamps
Community Poll: Choosing between Patch 226 work, planetary temperature banding, or a new test ship 00:02:22
NPC Spawning: Implementing the "Can Spawn NPC" flag and department-specific customization 00:14:03
Documentation: Overview of the massive 22-page condensed patch log for the upcoming demo update 00:36:13
Interaction Logic: Developing a Blueprint Interface to manage NPC occupancy and menu triggers 00:54:49
UI Architecture: Creating a screen-space pop-up menu for "Summon" and "Dismiss" NPC actions 01:13:25
Simulation Depth: Explaining the passive experience gain system for crew roles 01:48:07
Technical Milestone: Implementing a 10-meter line trace specifically for bridge crew interaction 02:03:43
Command Interface: Using a Widget Switcher to provide context-sensitive Helm vs. Science orders 02:38:40
Ship Operations: Discussing "Cold and Dark" ship states and automated multi-valve refueling sequences 02:47:41
Replication: Setting up Server RPCs to handle command strings across multiplayer clients 03:17:15
Functional Test: Successfully commanding the NPC to switch sensor modes and engage FTL autopilot 03:38:03
Future Tech: Chaining NPC actions to simulate multi-step button presses for complex navigation 03:54:00
2025-06-25 [132](https://www.youtube.com/watch?v=3f7lWr5frlk) 4 hours, 20 minutes, 49 seconds

Starship Simulator - Dev Stream - NPC Interaction Overhaul

Summary
This technical development stream focuses on refining the interaction layer between the player and NPC crew members, specifically regarding bridge console commands and the holographic display. The developer implements a context-aware menu system that allows players to issue verbal-style commands like "zoom in" or "show surface map" without needing to manually look at the NPC after the initial interaction. Significant work is also done on the underlying input logic to allow for an "unlocked mouse" mode using the E key, enabling more precise UI manipulation while maintaining character immersion.
Highlight timestamps
Technical Logic: Implementing a context-aware Widget Switcher for sensor modes 00:11:42
Interaction Design: Transitioning from rigid UI buttons to natural language NPC commands 00:40:47
Multi-Station Networking: Ensuring server-authoritative replication for NPC command results 00:47:47
Input Architecture: Using the E key to unlock the mouse for precise bridge interactions 00:59:00
UI Optimization: Implementing nested radial-style menus for drilling down into sub-commands 01:21:02
Interaction Bugfix: Disabling the 'F' key contextual action when an NPC menu is active 01:29:40
Technical Milestone: Using Blueprint Interfaces to unify interactions across player and chair pawns 02:12:21
Simulation Depth: Storing a "Stored Pawn" reference to maintain NPC focus during camera movement 02:18:41
Sensor Suite: Implementing "Long Range Back" and "Stellar Survey" commands via NPCs 02:23:12
Engine Discussion: The safety benefits of Blueprints vs. C++ in preventing engine-level crashes 02:41:07
Collision Systems: Analysis of Nanite-driven complex collisions vs. simple physics primitives 04:12:33
Visual Tech: Demonstrating Nanite tessellation for high-fidelity 3D carpet and surface textures 04:18:16
2025-06-29 [133](https://www.youtube.com/watch?v=ZbDDMrL3LIc) 4 hours, 24 minutes, 21 seconds

Starship Simulator - Building A Starship From Scratch - Part 1

Summary
In this inaugural "Sunday Funday" stream, the developer begins a long-term project to design and build a new scout-class vessel from scratch using SketchUp. This ship, manufactured by the fictional Lunara Industries, is intended for a crew of 10-12 players and serves as a technical testbed for systems like sublight engines and fluid dynamics before they are scaled up to the Magellan. The session focuses on "hardware first" design, establishing the ship's 100-meter scale, layout of crew quarters, and the integration of the FTL ring into the rear engine pylons.
Highlight timestamps
Project Goals: Refining ship-building techniques and creating a small-scale test environment 00:03:35
Lore Introduction: Lunara Industries and CEO Lara Monte Verde 00:07:35
Design Philosophy: Adopting a "Hardware First, Internals After" approach 00:19:57
Scaling: Establishing crew pod dimensions and living space requirements 00:15:00
FTL Architecture: Integrating the ring structure into the rear engine pods 00:21:16
Bridge Concept: Multi-functional stations and a central holographic table 01:57:08
Crew Manifest: Defining the 12-person specialist role distribution 02:03:45
Deck Layout: Organizing habitation, science labs, and hydroponics across four decks 02:14:46
Engineering: Sizing the reactor and aligning power distribution pylons 02:38:37
Physics Discussion: Why large ships use shuttles instead of physical docking ports 03:14:00
Comparison: Scaling the new vessel against the Serenity from Firefly 03:40:46
Technical Milestone: Implementing 3-meter modular corridor segments for efficient construction 03:54:52

2025 Q3

Dev Streams List for the third quarter of the year 2025 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2025-07-02 [134](https://www.youtube.com/watch?v=GJfl57rHL8o) 4 hours, 01 minutes, 21 seconds

Starship Simulator - Building A Starship From Scratch - Part 2

Summary
In this episode, the developer officially names the new vessel the "Caravela" class, inspired by the nimble 17th-century exploration ships, and begins the transition from 2D sketches to a 3D block-out. The focus is on establishing the ship's arrowhead-inspired delta-wing hull profile and organizing the internal level hierarchy within Unreal Engine 5. A hardware-first approach is introduced, prioritizing the engineering systems—including fuel scoop hardware and reactor placement—to dictate the organic snaking of crew corridors.
Highlight timestamps
Vessel Classification: Naming the Caravela Class and Exploration Mission Profile 00:03:15
Technical Milestone: Setting up the Unreal Engine Level Hierarchy and Naming Conventions 00:40:40
Design Language: Transitioning from OBJ to FBX Exports for Improved Workflow 00:51:30
Ship Scaling: Comparing the Caravela's 100-Meter Length to the Magellan 00:58:16
Role-Based Design: Differentiating Cargo, Military, and Corporate Scout Aesthetics 01:02:34
Grid Definition: Establishing 15-Meter Structural Blocks for Segmented Construction 01:07:39
Architecture: Organizing HVAC, Power, and Interior Streaming Levels 01:24:39
Hardware Engineering: Fuel Scoops, Under-Floor Cryo Tanks, and Reactor Alignment 02:06:53
Visual Wayfinding: Designing Corridors to Follow Hull Curves for Orientation 02:13:58
Exploration Features: Planning Floor-Facing Observation Windows for Planet Scouting 02:59:53
Vehicle Integration: Mocking up the Shuttle Bay for Two Multi-Role Vehicles 03:03:35
Comparative Visualization: Side-by-Side In-Engine View of Caravela and Magellan 03:56:18
2025-07-06 [135](https://www.youtube.com/watch?v=Kj-3G5Byb9I) 4 hours, 05 minutes, 41 seconds

Starship Simulator - Building A Starship From Scratch - Part 3

Summary
This stream focuses on the transition from organic sketching to a rigid 2-meter structural grid to ensure internal wall panels and hardware fitment are logically sound. The developer redesigns the "Caravela" scout ship's reactor layout from a vertical to a horizontal orientation, drawing inspiration from real-world TAE fusion reactor designs. Significant attention is paid to the "hardware-first" design philosophy, where fuel lines, power runs, and RCS quads are positioned before final room layouts to create a high-fidelity, simulated interior.
Highlight timestamps
Design Philosophy: Implementing a 2-Meter Structural Grid for Panel Alignment 00:03:10
Habitation Layout: Senior Officer Stateaterooms and 14-Crew Capacity 00:05:57
Physics Simulation: Positioning RCS Thrusters for Realistic Control Authority 00:15:24
Structural Engineering: Ribbing, Bulkheads, and Modular Block Welding 00:23:09
Shuttle Bay: Sizing the Hangar and Maintenance Corridor for Two Vehicles 00:27:32
Crew Cabins: Detailed Breakdown of Bathroom, Desk, and Bed Cavities 00:59:07
Reactor Redesign: Transitioning to a Horizontal Fusion Core Layout 01:22:03
High-Fidelity Cutaways: Planning Visible Coolant Pipes and Power Bus Runs 01:37:06
Bridge Access: Centralizing the Bridge Between Decks via Ramp Entry 01:51:17
Engineering Security: Creating a Dedicated isolated Maintenance Stairwell 02:46:02
Customization Tech: Deck-Specific Trim Colors and Community Roadmap Goals 02:54:21
Cargo Logistics: Integrating a 5m x 4m Cargo Lift and Staircase Logic 03:53:23
2025-07-13 [136](https://www.youtube.com/watch?v=m-QXNH5YK9U) 4 hours, 17 minutes, 51 seconds

Starship Simulator - Building A Starship From Scratch - Part 4

Summary
In this session, the developer focuses on the internal structural layout of the "Caravela" commercial vessel, moving the project from conceptual block-outs into a more traversable in-engine state. Key technical challenges addressed include the integration of a central spiral staircase and lift system, which now serves as the ship's geometric center. Significant redesigns were made to habitation and engineering corridors to ensure NPC pathfinding suitability and logical flow between the shuttle bay, medbay, and science labs.
Highlight timestamps
Technical Layout: Repositioning Internal Infrastructure for NPC Clearance 00:10:00
Narrative Design: Lunara Industries Lore and Commercial Vessel Origins 00:12:37
Spatial Analysis: Adjusting Stairwell Width for Two-Way NPC Traffic 00:30:27
Crew Logistics: Rationalizing Complement to 14-18 for Commercial Efficiency 00:37:38
Simulation Physics: Newtonian Flight Math and RCS Thruster Mechanics 01:04:27
Medical Infrastructure: Sizing the Lift Shaft for Hospital Gurney Standards 01:22:09
Geometric Center: Aligning the Spiral Staircase to the Vessel's Center of Mass 02:19:02
Hydroponics Logic: Water Recycling and Life Support Integration 02:55:56
Structural Continuity: Using Wedges and Cutouts to Sell Interconnected Decks 03:39:16
Unreal Engine 5.6: Testing Project Stability and VR Iteration Plans 03:53:08
First-Person Perspective: Scale Verification of Crew Quarters and Corridors 04:00:31
Comparative Scale: Caravela vs. Magellan Side-by-Side Comparison 04:12:08
2025-07-16 [137](https://www.youtube.com/watch?v=JQM3e4IwBKc) 4 hours, 26 minutes, 47 seconds

Starship Simulator - Building A Starship From Scratch - Part 5

Summary
In this session, the developer focuses on adding organic curvature and a distinct "arrowhead" profile to the Caravela class hull while maintaining strict grid alignment for interior rooms. Significant layout changes are implemented, including split-corridor designs for the Medbay to break up long lines of sight and the establishment of Deck 1 as a combined social and hydroponics hub. The stream concludes with a side-by-side scale comparison in Unreal Engine, demonstrating the Caravela's compact scout profile relative to the Magellan class.
Highlight timestamps
Ship Architecture: Implementing Logical Fabrication Segments and Weld Lines 00:05:09
Design Theory: Establishing the Grand Stairwell as the Geometric Center of Mass 00:06:13
Modeling: Developing the Arrowhead Hull Profile and Nose Cone Curvature 00:09:24
Lore: Caravela as a Corporate Espionage Competitor to the UN's Magellan 00:43:58
Internal Layout: Redesigning Medbay with Split Corridors for Privacy and Workflow 01:37:41
Technical Detail: Visibility Run Limits and Breaking Up 40m Sightlines 01:57:59
Structural Design: 2-Meter Centers for Framework and Window Placement 02:13:55
Engineering: Planning Multi-Deck Maintenance Tunnels for RCS and Weapons 02:15:37
Gameplay Mechanics: NPC Navigation Requirements for Walkable Maintenance Spaces 02:18:12
Layout Pivot: Repurposing Hydroponics and Galley for Deck 1 Social Utility 03:56:42
Simulation Depth: Two-Floor Reactor Gantry and Battery Room Placement 04:09:07
Scale Comparison: Demonstrating Caravela vs. Magellan Proportions in Unreal 04:14:44
2025-07-20 [138](https://www.youtube.com/watch?v=zjCw-8Ryj3s) 4 hours, 4 minutes, 20 seconds

Starship Simulator - Building A Starship From Scratch - Part 6

Summary
This stream serves as a comprehensive technical Q&A while the developer works on the Caravela’s internal engineering and maintenance accessibility. Key design decisions include relocating the Medbay to Deck 2 to preserve window placement and establishing a 2-meter maintenance tunnel for RCS fuel lines and cabling. The developer also explains the game's approach to physics-based damage, simulated electrical systems, and the "red shirt" NPC respawn mechanic.
Highlight timestamps
Engineering: Redesigning Engine Struts and Stairs for 2-Meter Headroom 00:06:36
Technical Workflow: Modeling in SketchUp vs. Post-Processing in Unreal 00:29:46
Simulation Depth: Bulkhead Pressure Vessel Logic and Hardening Foam 00:38:18
Procedural Content: Planetary Surface Generation and Seamless Portals 00:40:55
Physics Engine: Non-Newtonian Shield Logic and Virtual Mass Principles 00:42:37
NPC Mechanics: Dwarf Fortress-Inspired Schedules and "Red Shirt" Respawn Logic 00:57:36
Progression: Character Profiles and Passive Experience Leveling 01:09:11
Tutorial Design: Academy Campaign Concept and Tutorial Starship Missions 01:15:24
Lore: Private Corporations vs. UN Space Fleet (Caravela vs. Magellan) 01:21:26
VR Development: Room-Scale Locomotion and Finger-Widget Interaction 02:28:12
Systems Design: Real-time Electrical Engineering and Event-Driven CPU Optimization 02:52:31
Layout Pivot: Moving Medbay to Deck 2 for Optimized Window Clearance 03:54:37
2025-07-23 [139](https://www.youtube.com/watch?v=l_EpdpbVKnQ) 3 hours, 56 minutes, 42 seconds

Starship Simulator - Building A Starship From Scratch - Part 7

Summary
This stream highlights the launch of the project's first VR build, featuring a 3D main menu redesigned for depth and scale. The technical focus for the Caravela class is the expansion of internal engineering spaces, specifically creating a claustrophobic maintenance tunnel for RCS fuel lines and life support systems. The developer also explains the "virtual mass" physics used for both FTL and artificial gravity, as well as the implementation of three-part Titanium-Gold alloys (Ti3Au) for hull construction.
Highlight timestamps
VR Milestone: Demonstrating the First 3D Main Menu Build for OpenXR 00:05:19
Ship Design: Planning 2-Meter Maintenance Access for RCS and Utilities 00:15:13
Technical Workflow: Using CAD/SketchUp for Architectural Starship Modeling 00:20:36
Simulation Depth: Gravity Net Failures and Floor Panel Interaction 00:14:15
Internal Layout: Designing Water Recycling, HVAC, and Oxygen Generation Rooms 00:28:28
Systems Design: Event-Driven Electrical Systems and CPU Efficiency 02:52:31
Physics Engine: Mass-Energy Equivalence and Artificial Gravity Principles 02:57:46
Lore: Lenaro Industries as Luxury Contractors for UN Space Fleet 03:21:46
Material Science: Properties of Ti3Au (Titanium-Gold) Hull Alloy 03:25:13
Technical Detail: Local AI/LLM Requirements for NPC Conversations 02:57:01
Propulsion: Plasma Rocket RCS Placement and Argon/Helium Fuel Mix 03:40:04
Ship Scaling: Final Dimensions Review (111m Long, 45m Wide) 03:46:40
2025-07-27 [140](https://www.youtube.com/watch?v=8xmnxXk_ISM) 4 hours, 55 minutes, 52 seconds

Starship Simulator - Building A Starship From Scratch - Part 8

Summary
In this session, the developer demonstrates the brand-new 3D loading screen and main menu, which were redesigned to ensure a seamless experience for the upcoming VR support. The stream primarily focuses on the meticulous task of defining the Caravela’s outer hull "skin" by reconciling internal room volumes with a smooth subdivision mesh. Significant discussion is held regarding material science (CR-CO-NI vs. TI-3AU) and the technical constraints of implementing FTL rings on smaller scout vessels.
Highlight timestamps
VR Progress: Redesigning Loading Screens and Menus from 2D Widgets to 3D Space 00:04:15
Technical Demo: Real-time 3D Ship Construction Loading Sequence 00:05:59
Internal Layout: Verifying Room Clearance for Sick Bay and Maintenance Tunnels 00:13:03
Material Science: Discussion on High-Entropy Alloys (CR-CO-NI) for Hull Construction 00:21:32
Gameplay Mechanics: Habitable Zone Indicators and UI Sensor Design 00:25:44
Combat Systems: Non-Newtonian Fluid Shield Logic and Capacitor Drains 00:27:51
Simulation Depth: Damage Spheres of Influence and Impact Falloff Logic 00:36:04
Lore: Comparing Procedural Aliens (Aliens of the Week) vs. Handcrafted Races 00:50:47
Ship Scaling: Side-by-Side Comparison of the Caravela vs. Magellan Class 00:56:30
Future Tech: The Evolution of FTL Rings and the "Banana" Design for Pathfinder 01:01:30
Crew Management: Department Head Roles and Automatic Task Generation Boards 01:23:24
Modeling: Reducing Poly Count for Subdivision and Handling Quad Topology 03:38:30
2025-07-30 [141](https://www.youtube.com/watch?v=ZoApe9xMBpQ) 3 hours, 54 minutes, 27 seconds

Starship Simulator - Building A Starship From Scratch - Part 9

Summary
This stream highlights a major pivot in the Caravela class design: relocating the bridge to the upper observation dome to provide a more immersive "ship-aware" view for the player. Technical development focuses on testing Unreal Engine 5.6 features, specifically Lumen global illumination and Mega Lights, to achieve architectural-visualization levels of realism. Modeling work centers on the difficult "spiderweb" geometry of the nose cone and the establishment of the aft shuttle bay landing lip and mechanical door recessed area.
Highlight timestamps
Graphics Engine: Testing Lumen, Mega Lights, and Screen Space GI in UE 5.6 00:04:10
Technical Milestone: Optimized Shader Complexity and Transparency Volumetrics 00:09:01
Simulation Depth: Planning Under-Floor Maintenance Cavities and Gravity Emitters 00:12:32
Design Pivot: Moving the Bridge to the Top Dome for Better Visibility 00:17:18
Deck Layout: Reorganizing Science Labs, Hydroponics, and Habitation Blocks 00:18:48
Rendering Logic: The Performance Cost of Using Screens as Windows 00:21:49
Procedural Systems: Stellar Densities Research for Galactic White Dwarfs 00:25:35
Modeling: Using Bezier Curves to Establish the Ship's Nose Cone Net 01:42:58
Development Update: In-game Star System Building Tool (Patch 2.29) 01:53:30
Shuttle Bay: Designing the Aft Landing Lip and Swept-Back Hull Angle 02:38:24
Engineering Logic: Co-planar Face Correction and Slope Alignment 03:07:28
Mechanical Design: Calculating Door Extent and Turntable Clearances 03:40:38
2025-08-03 [142](https://www.youtube.com/watch?v=2-DFf-Lv1lI) 4 hours, 1 minute, 1 seconds

Starship Simulator - Building A Starship From Scratch - Part 10

Summary
This session marks a significant milestone in VR integration, showcasing full-body replication, Inverse Kinematics (IK), and a physical "poke" interaction system for world objects. The developer also explains the removal of the ALS character system in favor of a stock Unreal controller to improve stability and performance. Modeling efforts for the Caravela focus on blending the complex curves of the engine pylons into the main hull and establishing the rear shuttle bay geometry.
Highlight timestamps
Community: Monthly Key and Captain Rank Giveaway 00:05:00
VR Development: Replacing the ALS Character System with Stock Unreal Controller 00:13:21
VR Preview: Full-Body IK and Finger-Poking Interaction Demo 00:16:04
VR Optimization: Performance Expectations and OpenXR Runtime Warnings 00:20:02
Ship Design: Blending Engine Pylons and Supporting Edge Loops 00:29:36
Technical Modeling: Addressing Subdivision Pinching and Triangle Artifacts 01:07:15
Combat Design: RCS Thruster Placement and Magazine Cavities 01:32:30
Lore: Comparing the Caravela and Magellan Class Manufacturers 00:24:24
Shuttle Bay: Establishing the Aft Loading Door and Entrance Geometry 02:43:40
Physics Constraints: Why Large Ships Cannot Land on Planets 02:58:08
Evolution: The 2020 Magellan Concept vs. the Current Caravela Design 03:34:51
Scale Comparison: Side-by-Side Size Test with Magellan Engine Pods 03:53:00
2025-08-06 [143](https://www.youtube.com/watch?v=T2lQA2nsS_c) 4 hours, 23 minutes, 18 seconds

Starship Simulator - Building A Starship From Scratch - Part 11

Summary
In this session, the developer focuses on the complex structural engineering of the Caravela's hull, specifically slicing the high-poly subdivided mesh into discrete fabrication blocks. Technical work includes thickening the entire ship's skin to a standard 1-inch thickness and establishing the internal framework and "between-deck" cavities (50cm) required for utility routing. The stream also features a deep dive into the developer's history with the Enterprise refit and how previous "cease and desist" encounters influenced the move toward original ship designs.
Highlight timestamps
Project Origin: From Enterprise Refit and Stage 9 to Original Ship Engineering 00:19:02
Technical Workflow: Thickening the Hull Skin Before Block Slicing 01:50:43
Fabrication Logic: How Orbital Shipyards Weld Parallel Blocks Together 02:16:30
Simulation Depth: Diegetic UIs and Line-Trace Button Interactions 02:25:52
Architecture: Maintaining a 50cm Outer-to-Inner Hull Cavity for Insulation 02:42:54
Deck Layout: Defining Deck 1 as the Bridge/Science "Day Job" Level 02:57:19
Grid Precision: Measuring Floor and Ceiling Heights Against the Ship Midline 02:58:49
Maintenance Tunnels: Designing a 150cm Wide Side-Corridor for Utilities 03:06:50
Structural Alignment: Standardizing the 5cm (2-inch) Wall-Panel Bracket Gap 03:35:57
Export Strategy: Organizing Geometry into Walls, Top, and Sheet Metal Layers 03:40:52
Engineering Milestone: Completed Structural Block Render for Technical Manuals 04:06:38
Stairwell Subframe: Designing Structural Support for Circular Deck Cuts 04:11:08
2025-08-10 [144](https://www.youtube.com/watch?v=OOqhfDbOssE) 4 hours, 08 minutes, 07 seconds

Starship Simulator - Building A Starship From Scratch - Part 12

Summary
In this session, the developer focuses on structural slicing and framework design for the Caravella scout ship. A significant portion of the stream is dedicated to refining the "maintenance downhole" cavities and the internal framework required to support wall panels and utility routing. Technical discussions cover the implementation of VR locomotion, the challenges of retargeting character skeletons for MetaHumans, and the astrophysics behind the inverted mass-to-radius relationship of white dwarfs being added in the upcoming patch.
Highlight timestamps
VR Development: Finger-Tip Widget Interactors and Locomotion Strategy 00:08:23
Roadmap Update: Consolidating Graphics Settings and Controller Support 00:15:25
Astrophysics: White Dwarf Mass-Radius Relationships and Temperature Aging 00:16:46
Structural Theory: Adding a Tangible Outer Skin Layer for Technical Manuals 00:21:59
World Building: Hologram Technology Limits vs. Star Trek Holodecks 00:28:03
Industrial Design: Visualizing Orbital Shipyards and Block Fabrication Bays 00:35:03
Technical Milestone: Grid-Aligned Framework Brackets and Wall Panel Templates 00:56:52
Interior Design: Modular Bunks and Bathroom Integration within Framework Cavities 01:05:07
Ship Architecture: Feature Ceilings and Lighting in Multi-Deck Stairwells 01:41:50
Stairwell Engineering: Designing 2m Wide Steps with Proper Headroom Clearances 01:57:02
UI Tech: Exploring Physicalized 3D Menus vs. Widget-Based VRAM Usage 03:40:57
Hydroponics Expansion: Increasing Growing Space and Crew Mental Health Areas 03:34:49
2025-08-13 [145](https://www.youtube.com/watch?v=4TP6mDYU_G0) 4 hours, 07 minutes, 13 seconds

Starship Simulator - Building A Starship From Scratch - Part 13

Summary
In this session, the developer focuses on the structural refinement of the Caravela's forward sections, specifically implementing the "maintenance downhole" and defining the internal skin for the hydroponics deck. A major technical milestone is reached by successfully slicing the complex curved hull geometry into discrete deck layers and framework blocks using an improved, more efficient workflow. The stream also includes a deep dive into the ship's logistics, calculating that the forward hull cavities can store approximately 188,000 liters of water, sufficient for over 70 days of crew survival without recycling.
Highlight timestamps
Recruitment Update: Hiring for Character Systems, Metahumans, and Technical Art 00:12:06
Technical Milestone: Efficient Geometry Slicing into Discrete Deck Layers 01:37:13
Structural Theory: Vertical Frame Alignment for Shipwide Gravity Stress 01:17:02
Logistics Math: Calculating 188k Liters of Water Storage in Forward Cavities 01:23:25
Hydroponics Design: Balancing Vertical Farming Racks with Crew Green Space 01:57:12
Material Lore: Graphene-Based Indestructible Windows and Manufacturing Constraints 02:12:26
Geometry Cleanup: Solving Vertices Merging and Intersecting Face Issues 02:35:08
Ship Architecture: Comparing Caravela's Silhouette to the USS Voyager 02:51:14
Technical Debt: Troubleshooting "Overlaps" in Non-Perpendicular Skin Extrusions 03:20:01
Interior Flow: Psychologically Guiding Crew Away from Engineering via Stair Placement 03:30:51
Maintenance Layout: Designing Tunnels Between Window Frames on Deck 2 03:39:01
World Building: Defining the Baseline Credit Currency and Corporate Economics 03:54:28
2025-08-17 [146](https://www.youtube.com/watch?v=ql37m2Pahks) 4 hours, 07 minutes, 10 seconds

Starship Simulator - Building A Starship From Scratch - Part 14

Summary
This stream continues the structural development of the Caravela, focusing on the complex task of slicing the 3D model into exportable deck layers and framework blocks. The developer details the logic behind the vertical support structures, which are designed to handle the ship's per-deck artificial gravity simulation. Significant design time is also spent on the engineering deck, specifically the layout for fuel and coolant tanks and the placement of the Chief Engineer's office to resolve corridor intersection issues.
Highlight timestamps
McGillan Development: New Modular Ceiling Panel Design and Roadmap Update 00:05:03
Technical Challenge: Geometry Cleanup and Bridge Window Profiles 00:07:52
Design Theory: Establishing Room Heights and Farming Unit Clearances 00:18:54
Business Model: Pricing Strategy Based on Development Hours 00:21:18
Modular Construction: Why Player Shipbuilding Requires Predefined Chassis 00:35:53
Simulation Depth: Structural Support for Per-Deck Artificial Gravity 01:01:52
Engineering Layout: Sizing the Reactor Room and Main Entrance 01:09:05
Export Workflow: Organizing Geometry into Deck-Specific Layers for Unreal 01:33:36
Structural Logic: Aligning Engine Pylon Supports with Framework Blocks 01:55:39
Combat Role: Scouting Capabilities and Turret Firing Arcs 02:04:10
Space Optimization: Shunting Corridors to Resolve Hull Curvature Issues 03:09:02
Scale Comparison: Side-by-Side View of Caravela and McGillan in Unreal Engine 04:02:33
2025-08-20 [147](https://www.youtube.com/watch?v=7HeEqpU9pK0) 4 hours, 31 minutes, 25 seconds

Starship Simulator - White Dwarfs and Yes, a broken camera!

Summary
This technical deep-dive stream focuses on the implementation of white dwarf stars and procedural planetary nebulas within the game's galactic engine. The developer details the mathematical relationship between stellar mass, radius, and cooling rates, using real-world Gaia DR3 data as a ground truth. Key technical milestones include building a seed-driven volumetric nebula shader, optimizing light complexity through hard-capping draw distances, and refining the sector generation logic to prevent breaking existing galactic integrity when adding new object classes.
Highlight timestamps
Design Philosophy: Defining Tech Levels from Opportunistic Tool Use to Multi-System Species 00:06:51
Development Strategy: Using the Smaller Caravella for Prototyping Core Systems 00:11:15
Technical Milestone: Transitioning Modular Ceiling Panels to Floor-Based Snapping Points 00:17:25
Galactic Logic: Maintaining Sector Integrity by Appending New Stellar Classes 00:46:12
System Architecture: Differentiating Galaxy Generation from System-Specific Generation 02:05:21
Data Quality: Troubleshooting Misclassified Real-World Stars in the Gaia Database 01:58:52
Procedural Content: Designing a Seed-Driven Soft Reference Array for Volume Textures 02:59:53
Technical Showcase: Procedural Nebula Shader with Hue-Shifted Density Clamping 02:56:22
Visual Tech: Tying Nebula Scale and Opacity to White Dwarf Surface Temperatures 04:04:45
Bug Fix: Recalculating Inverse Square Luminosity for Earth-Sized Stellar Objects 03:50:45
Galactic Scale: Adjusting Planetary Nebula Diameters to 0.1 Light Year Diameter 04:20:24
Feature Demo: The First Procedural Double-Ringed Gas Giant Discovery 03:37:04
2025-08-24 [148](https://www.youtube.com/watch?v=lEZYfRGSGuw) 4 hours, 21 minutes, 16 seconds

Starship Simulator - Building A Starship From Scratch - Part 15

Summary
This stream highlights major technical progress in optimization for patch 226, specifically targeting VR frame times via shader complexity reduction and the implementation of virtual textures for efficient VRAM streaming. The developer details the technical underpinnings of the ship's maintenance system, where NPC fixing locations are baked into lighting actors, and wear-and-tear mechanics tie repair frequency to object quality. Construction on the Caravella continues with a significant redesign of the shuttle bay, now expanded to include a central landing strip and integrated telescopic hangar doors.
Highlight timestamps
Technical Showcase: Shader Complexity and Virtual Texture Optimization 00:01:56
Graphics Deep Dive: Virtual Texturing vs. Mip Mapping for VRAM Efficiency 00:06:13
Performance Analysis: Lighting Complexity Costs in Corridor Environments 00:04:56
Gameplay Systems: NPC Fixable Locations and Breakable Light Actor Logic 00:13:49
Engineering Lore: Wear and Tear Mechanics and Quality Stat Scaling 00:15:40
System Design: Passive Skill Levels and Experience Metrics for Department Roles 00:17:01
Geometry Workflow: Challenges with Triangulated Mesh Intersections 00:35:12
Design Logic: Integrating Telescoping Hangar Doors into 50cm Wall Cavities 01:12:06
NPC Roadmap: Implementing Shipwide Objectives like Star System Exploration 02:12:09
Physics Interaction: Applying Impulses for Broken RCS Thruster Offset 03:16:03
Tech Deep Dive: Magnetic Refrigeration Science in Component Cooling 03:25:39
Layout Refinement: Expanding the Shuttle Bay to Support Multiple Craft 04:18:16
2025-08-27 [149](https://www.youtube.com/watch?v=OMiHT361usg) 3 hours, 11 minutes, 28 seconds

Starship Simulator - Dev Stream

Summary
This technical dev stream focuses on building procedural planetary nebulas for white dwarf stars and optimizing the game's lighting systems for patch 226. The developer demonstrates a new shader that simulates stellar shockwaves and chemical compositions using Hubble-inspired color palettes. Technical milestones include the implementation of "Megalights" for hardware ray-traced shadows, a custom tool for automated view distance calculation, and a deep dive into the performance trade-offs between Lumen real-time GI and rasterized lighting.
Highlight timestamps
Technical Showcase: Procedural Nebula Shader with Shockwave Simulation 00:08:18
Graphics Update: Tying Nebula Scale and Opacity to Stellar Temperature 00:14:18
Optimization Tech: Custom Sphere-based Line Tracing for View Distances 00:03:11
Visual Tech: Testing Lumen Reflections and Real-time GI Bounce 00:06:09
Performance Analysis: Lighting Complexity vs. Shader Complexity Overlays 00:05:35
Engine Deep Dive: Megalights Hardware Ray-tracing and Shadow Culling 00:25:02
Modeling Strategy: Modular Engineering Ceiling Panels vs. Habitation Deck Styles 01:04:07
Technical Fix: Correcting Nanite Precision on Thin Metal Geometry 01:18:31
Logic Improvement: Using Boolean Selectors for In-Engine Style Swapping 02:03:12
Graphics Deep Dive: The Performance Gap between Lumen and Raster Lighting 01:35:02
Physics Interaction: VR Collision Capsules and Elevator Logic Improvements 00:07:04
Math Fix: Resolving Light Visibility Calculation Errors in Parent Actor Bounds 03:05:45
2025-08-31 [150](https://www.youtube.com/watch?v=AId0-gpR7uE) 4 hours, 12 minutes, 21 seconds

Starship Simulator - Building A Starship From Scratch - Part 16

Summary
This stream is primarily focused on a new technical optimization tool for patch 226, designed to programmatically set view distances for every mesh and light on the ship to improve performance. The developer then transitions back to the Caravella, detailing the structural ribbing of the hull and finalizing the layouts for the senior crew quarters and forward nose cone. A significant design decision is made to turn the nose cone into a multi-level crew mess and lounge area, utilizing large panoramic windows to create a "dome in space" aesthetic.
Highlight timestamps
Technical Showcase: New Optimization Tool for Automated View Distance Tracing 00:03:11
Performance Deep Dive: Sphere-based Line Tracing (360x360) for Occlusion Culling 00:08:32
Technical Limitation: Programmatically Setting Light Draw Distances in C++ 00:21:15
Structural Workflow: Isolated Geometry Working Spaces in SketchUp 00:38:15
Design Logic: Defining Support Ribs Based on Hull Thickness Offsets 00:45:00
Ship Mechanics: Tying FTL Speed to Mass and Sublight Engine Output 01:45:12
Interior Layout: Finalizing the Captain and Exo's One-Bedroom Apartments 01:55:28
Lore Focus: Designing the Bridge for Visual 1:1 Connection to the Vessel 01:59:30
Space Optimization: Integrating Galley Kitchens and Built-in Lounge Furniture 02:33:22
Design Evolution: Transitioning the Nose Cone to a Multi-Level Mezzanine 03:19:53
Lore Deep Dive: Lara Corp Ethical Boundaries and Corporate Philosophy 03:40:13
Aesthetic Vision: Creating a "Dome in Space" with Panoramic Bar Windows 04:08:36
2025-09-04 [151](https://www.youtube.com/watch?v=axF8dSQCYjg) 3 hours, 08 minutes, 49 seconds

Starship Simulator - Dev Build

Summary
This stream focuses on detailing the ship's interior ceiling panels, specifically focusing on the complex geometry above the VIP planter areas. The developer demonstrates technical workflows for vertex merging in SketchUp and importing modular assets into Unreal Engine 5.6. Key technical discussions include the implementation of "Potato Mode" for lower-end hardware, the transition to Lumen-based real-time global illumination, and the challenges of maintaining consistent scaling when editing master actor variables.
Highlight timestamps
Technical Milestone: Explaining the "Potato Mode" Performance Target (60 FPS on 1050Ti) 00:04:01
Modeling Workflow: Troubleshooting Overlapping Vertices and Pathing Errors 00:12:37
Technical Design: Even Spacing of Ceiling Grid Bars via Path Splitting 00:25:01
Gameplay Update: Progress on Bridge NPCs and Text-Based Alien Cultures 00:35:03
Graphics Deep Dive: Deferred Rendering Pipeline and VR Minimum Spec (RTX 3080) 00:47:35
Engine Bug: Analysis of Variable Resets during Master Actor Edits 00:56:41
Navigation Tech: NPC Pathfinding Issues on Curved Staircase Meshes 00:58:02
Lighting Tech: Implementing "Fake GI" Bounce for Plant Growth Accents 01:00:56
Unreal Engine 5: Toggling Lumen Real-Time GI vs. Screen Space Ambient Occlusion 01:03:13
Modeling Challenge: Merging Curved Ceiling Paths with Stairwell Cavities 02:55:31
Asset Integration: Batch Re-importing FBX Ceiling Segments into UE 5.6 02:59:57
Future Roadmap: Defining the "Full Gameplay Loop" Targets for 2026 03:03:52
2025-09-07 [152](https://www.youtube.com/watch?v=_JwL_XKiCQ4) 4 hours, 21 minutes, 41 seconds

Starship Simulator - Building A Starship From Scratch - Part 17

Summary
This stream focuses on the complex geometric framing for the Caravella's nose cone and the layout of the ship's bar and lounge area. The developer tackles the technical challenge of creating equidistant structural beams along non-linear curves while establishing the "infinity pool" window aesthetic for the lounge. Significant technical work is done in Unreal Engine to import finalized corridor segments across multiple decks, testing the human scale of the crew quarters, shuttle bay, and engineering maintenance tunnels.
Highlight timestamps
Technical Milestone: Announcing the "Lumen" vs. "Potato" Beta Build Branches 00:05:05
Geometry Logic: Dividing Non-Linear Paths into 200cm Equidistant Segments 00:15:08
Structural Design: Implementing Perpendicular Planes for Curved Framing 00:24:30
Layout Strategy: Five-Window Spacing for the Nose Cone "Infinity Pool" Bar 00:54:00
Interior Design: Moving the Bridge to Priority Placement for Visual Inspections 01:08:40
Human Scale: Re-evaluating Serving Hatch Heights for NPC Interactions 01:19:25
Technical Polish: Thickening Inner/Outer Shells to Prevent Geometry Overlap 01:25:10
Modeling Workflow: Challenges with Subdividing Geometry vs. Triangulation 01:48:50
Concept Refinement: Integrating Vertical Farming and Planters in the Bar 02:19:10
Asset Organization: Naming Conventions for Multi-Deck Segment Exports 03:29:15
Scalability Check: Testing Shuttle Bay Footprints for Four-Vehicle Capacity 04:15:30
Atmosphere: Engineering Tunnels and the Goal of "Cramped" Maintenance Spaces 04:17:50
2025-09-10 [153](https://www.youtube.com/watch?v=tToQ1qKYcwc) 4 hours, 19 minutes, 24 seconds

Starship Simulator - Dev Stream - Planter Lights and Ceiling Overhaul

Summary
This technical dev stream focuses on detailing the ship's interior lighting systems, specifically the design and implementation of LED grow lights for onboard planters. The developer demonstrates new dynamic lighting features, such as scene projections from windows that cast ambient light into rooms, and the use of custom primitive data for material overrides. A significant portion of the stream is spent troubleshooting complex geometry joins between curved ceiling panels and stairwell cavities, alongside a deep dive into the localized "underfloor plasma coil" artificial gravity lore.
Highlight timestamps
Visual Tech: Implementing Window Scene Projections with Ambient Room Tinting 00:08:02
Technical Fix: Solving Temporal AA Blur on Transparent Window Materials 00:09:17
Environment Design: Modeling Full-Spectrum LED Grow Lights for VIP Quarters 00:13:48
Animation Tech: Adjusting Rect Light Barn Door Angles for Planter Accents 00:24:03
Design Philosophy: Integrating "Living Ship" Maintenance like Plant Care and Grime 00:31:05
Shader Logic: Overriding Dynamic Colors on a Per-Material Basis via Booleans 00:56:24
Power Grid: Testing Grow Light Responses to Emergency Power and Disco Mode 02:00:06
Asset Retrieval: Exporting Legacy 2022 Geometry for Door Panel Templates 02:47:10
Engine Logic: Sockets and Pivot Points for Curved Sliding Doors 03:09:27
Science Lore: Explaining Mass-Energy Equivalence in Artificial Gravity Plating 03:52:28
Tech Deep Dive: Localized Gravitational Inversion Loops and Reactor Load 03:55:07
Modelling Workflow: Using Perpendicular Edges for Snug Modular Panel Joins 03:41:16
2025-09-14 [154](https://www.youtube.com/watch?v=wPCV93fummU) 4 hours, 03 minutes, 01 seconds

Starship Simulator - Building A Starship From Scratch - Part 18

Summary
This stream continues the framework construction of the Caravella scout ship, focusing on structural alignment and technical systems like procedural damage and repair mechanics. The developer provides a deep dive into the ship's maintenance philosophy, where health and quality metrics dictate repair frequency. Technical milestones include exporting finalized corridor sections from SketchUp to Unreal Engine and refining the "Lunar Industries" corporate lore that informs the ship's design language.
Highlight timestamps
Technical Showcase: Procedural Light Pitch and Spline-Based Wiring 00:06:24
System Design: Implementing Procedural Panel Damage via Inverted Nanite Tessellation 00:12:00
Gameplay Logic: Health vs. Quality Metrics for Ship Hardware Longevity 00:16:41
Optimization: Managing Draw Calls for 5,000+ Lights and 10,000+ Wall Panels 00:30:04
Development Philosophy: The Urgency of Fire Suppression vs. Automated Systems 00:31:26
Crew Mechanics: Building Value through Experience Metrics and Recruitment 00:33:28
Lore & Setting: Reforming the UN and Corporate Warfare in 2261 01:37:42
Meta Plot: The "Society for the Preservation of Humanity" Sabotage Faction 01:47:06
Design Vision: On-Hull Windows and the Characterization of the Vessel 01:59:53
Tech Constraints: Structural Integrity and the "Newtons of Force" on Docking Adapters 02:38:26
Lore Focus: Comparing the Caravella Spy Ship to the Admiral's Personal Yacht 02:39:33
Technical Roadmap: Transitioning the Engine to Multi-Ship Optimization Support 03:55:47
2025-09-17 [155](https://www.youtube.com/watch?v=NtEyThjJtEQ) 4 hours, 11 minutes, 41 seconds

Starship Simulator - Dev Stream - Controller support

Summary
This stream is dedicated to the technical implementation of universal controller and keyboard support for the game's 3D menus. The developer moves away from Unreal's built-in widget navigation in favor of a custom, ID-based system that allows for consistent highlighting and input processing across first-person and VR modes. Key technical tasks include optimizing Nanite dicing rates for performance, creating global event payloads for menu actions, and building a versatile macro to handle circular menu navigation and page logic.
Highlight timestamps
Optimization: Nanite Dicing Rate vs. GPU Performance Analysis 00:06:10
UI Architecture: Explaining the Need for 3D Physicalized Menus in VR 00:22:02
Input Mapping: Setting up Enhanced Input Actions for Menu Navigation 00:24:14
Logic Deep Dive: Building an ID-based System for Button Selection 00:50:51
Event Handling: Creating Global Event Broadcasts for UI Updates 01:08:37
Payload Design: Constructing Event Classes for Menu Page Data 02:24:10
Visual Feedback: Prototyping a Dynamic Highlighter for Selected Items 02:57:53
Controller Mapping: D-pad and Thumbstick Navigation Logic 03:29:19
Macro Logic: Creating a Reusable Page Determination System 03:25:31
Tech Polish: Handling Back Buttons and Menu Page Transitions 03:30:02
Refactoring: Building a Universal Menu Navigation Macro 03:55:18
2025-09-21 [156](https://www.youtube.com/watch?v=eC3DKUr4s0U) 4 hours, 13 minutes, 05 seconds

Starship Simulator - Building A Starship From Scratch - Part 19

Summary
In this episode of the Caravella scout ship build, the developer shifts focus from structural layout to interior aesthetic design and paneling logic. A significant portion of the stream is dedicated to prototyping a "luxury corporate" look for the corridors, experimenting with wood inlays, curved floor edges, and integrated lighting. Technical discussions cover the implementation of unified actor classes for ship panels and the challenges of maintaining consistent snapping guides for modular interior segments.
Highlight timestamps
Dev Update: Main Menu UI Improvements and Controller Support Progress 00:05:50
Design Goals: Establishing the "Lunar Industries" Luxury Aesthetic 00:08:42
Structural Logic: Aligning Wall Brackets and Doorway Clearances 00:16:50
Optimization Strategy: Standardizing Panel Widths for Modular Copy-Pasting 00:25:30
Concept Art: Prototyping Curved Floor Trim and Recessed LED Strips 00:38:15
Material Logic: Using Two-Layer Panels for Consistent Wooden Trim Revelations 00:46:40
Modeling: Creating a Master Wall Panel Template with Soundproofing Seals 01:15:15
Tech Deep Dive: Custom Primitive Data for Per-Tile Carpet Dirt and Lighting 02:29:40
NPC Interaction: Discussion on Crew Morale based on Ship Cleanliness 02:33:20
Inspiration: Using Stargate-Style Gold Inlays for Luxury Woodwork 02:42:36
Visual Style: Comparing Round vs. Angled Panel Ends for Corridors 03:47:20
Creative Concept: The "Digital Fish Tank" Lift Shaft Screen Idea 04:07:55
2025-09-24 [157](https://www.youtube.com/watch?v=W50IIzVPsNA) 4 hours, 14 minutes, 02 seconds

Starship Simulator - Dev Stream - Settings choices & UI

Summary
This stream focuses on the tedious but critical task of overhauling the game's settings menu to support both keyboard and controller navigation. The developer implements a new grid-based UI layout, separating engine features from visual effects, and introduces contextual text descriptions for each setting to improve user experience. Technical work also includes fixing multiplayer connectivity issues, addressing VR performance spikes, and beginning the integration of "Mega Lights" and Lumen toggles into the graphics options.
Highlight timestamps
Technical Update: Multiplayer Fixes and VR Performance Status 00:03:54
UI Architecture: Transitioning to Grid Panels for Layout Management 00:08:45
Input Logic: Implementing Keyboard Focus and Controller Navigation 00:10:06
Menu Facelift: Redesigning the Multiplayer UI and Close Button Logic 00:11:46
Enum Management: Expanding Settings Categories for Tabbed Navigation 00:23:01
Dynamic UI: Auto-Scaling Highlighters based on Absolute Element Size 00:26:59
Enhanced Inputs: Setting up Tabbed Navigation with Shoulder Buttons 01:05:24
Design Philosophy: The Case for Tasteful Motion Blur in Simulation 02:05:08
Procedural Tech: Unreal 5.7 Procedural Foliage Tool Discussion 03:26:45
FTL Mechanics: Explaining the 300 Light Years per Hour Speed Balance 03:27:08
Graphic Logic: Integrating Ship Lighting Shadows with Mega Lights 04:03:20
Visual Polish: Fixing Graininess via Mega Lights Downsample Factor 04:06:56

2025 Q4

Dev Streams List for the forth quarter of the year 2025 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2025-10-01 [158](https://www.youtube.com/watch?v=LYKNVjzfPmg) 4 hours, 07 minutes, 21 seconds

Starship Simulator - Building A Starship From Scratch - Part 20

Summary
This stream focuses on technical milestones for ship-building automation and interior detailing. The developer implements a unified socket-based snapping guide to streamline wall and floor panel placement across multiple ship decks. Significant technical work is done on Unreal Engine 5's shader complexity and transparency, specifically optimizing the lift's "fish tank" glass to balance visual quality and performance. The session also details the "smart glass" feature for seasonal environmental displays and the implementation of real-time shadows for floor-level accent lighting.
Highlight timestamps
Planetary Transition Strategy: Cloud Masking and Cutscenes 00:19:33
Science Gameplay: Gathering Physical Samples and Lab Research 00:22:06
Procedural Flora: Engine-Level Asset Pools and Gravity Variation 00:29:38
Technical Milestone: Implementing the socket-based Snapping Guide 00:50:03
Modeling: Adjusting Floor Height and Deck Z-Alignment 00:59:25
Foot IK Optimization: Addressing Snapped Ankle Anomaly in Grooves 01:09:13
Feature Design: Seasonal "Smart Glass" Lift Environment Selection 03:01:58
Blueprint Logic: Creating Lighting-Aware Wall Panel Actors 02:29:46
Shadow Tech: Real-Time NPC Shadow Casting for Floor Accent Lights 02:44:09
Optimization: Combined LED and Main Light Contributions 02:15:15
Construction Log: Analyzing Shader Complexity and Transparency Layers 01:59:53
2025-10-05 [159](https://www.youtube.com/watch?v=upHOcByqRwE) 4 hours, 02 minutes, 28 seconds

Starship Simulator - Building A Starship From Scratch - Part 21

Summary
This stream details a massive technical push for optimized graphics, featuring a demonstration of Unreal Engine 5's "MegaLights" which allows the developer to increase frame rates from 40 to 120 FPS with full real-time shadowing. The session then focuses on the Caravella's central feature: a smart-glass "fish tank" lift. The developer implements the technical framework for the lift shaft, including track pillars, a 2.5-meter puck floor, and explores the use of 2D parallax textures to render dynamic seasonal scenes (Halloween, Christmas) on the lift walls.
Highlight timestamps
Graphics Update: MegaLights Real-Time Shadowing Benchmarks 00:06:31
Performance Optimization: Low, High, and Ultra Lighting Presets 00:07:02
Rendering Logic: Solving "Spiggles" (Ray-Tracing Noise) 00:09:05
Third-Party Plugins: Divorce from External Reliance Strategy 00:11:15
Technical Design: Smart-Glass "Fish Tank" Lift Framework 00:15:09
Ergonomics: Sizing the Lift Puck for Medical Gurneys 00:23:02
Transparency Optimization: Reducing Overlapping Glass Shaders 00:38:44
Structural Detail: Magnetic Lift Tracks and Deck Join Points 00:45:00
Texture Engineering: 2D Parallax Fish Tank Render Layers 02:26:14
Material Logic: Additive vs. Masked Shaders for Holograms 02:53:45
Evolutionary Physics: Tying Power Generation to Reactor Size 03:55:34
2025-10-09 [160](https://www.youtube.com/watch?v=Q8LL6_P5Sus) 4 hours, 05 minutes, 00 second

Starship Simulator - Building The Magellan Class - Part 1 (ish). VIP Suites

Summary
This session is dedicated to the interior design and technical framework of the Magellan class senior officer quarters (VIP suites). The developer implements a central "fire pit" feature using smart glass that can cycle through different environmental holograms. Technical milestones include a deep dive into SketchUp geometry repair for non-coplanar vertices and a detailed discussion on future ship-building systems, which must account for live electrical cabling and data conduits rather than simple modular snapping.
Highlight timestamps
Technical Milestone: Live Cabling Constraints on Ship Building 00:07:22
Design Evolution: Open-Plan VIP Suites vs. standard Quarters 00:07:46
Hardware Engineering: Organic 3D Printers for In-Room Dining 00:16:41
Architectural Logic: Ceiling Cavity and HVAC clearance Requirements 01:07:25
Geometry Repair: Fixing Corrupted Mesh and Vertex Misalignment 01:19:46
Structural Milestone: implementing the "Ceiling Virus" Geometry Fix 01:25:57
Technical Logic: Render Layering for accurate In-Game Deck Maps 01:40:51
Future Tech Theory: On-Demand AI generated Entertainment Screens 02:15:21
Feature Design: Multipurpose Holographic Centerpiece (Fire/Fish/Water) 02:57:16
Rendering: Troubleshooting Niagara particle Color and Tone Mapping 03:10:07
Hardware Detail: furniture Ergonomics and Seating communicability 03:15:32
2025-10-12 [161](https://www.youtube.com/watch?v=jdbNgrVY5f4) 4 hours, 07 minutes, 59 seconds

Starship Simulator - Building A Starship From Scratch - Part 22

Summary
This stream marks a major milestone as the developer successfully flies the Caravella for the first time by hot-wiring the FTL drive and bridge consoles. He implements a new "Vessel ID" system to handle multi-ship persistence and localized player context. Technical work continues on Deck 1, including the integration of structural ribbing for the bridge dome, a central feature lift inspired by the Titanic's grand staircase, and a detailed look at the challenge of localized light bounces and shadow maps in orbit.
Highlight timestamps
Technical Logic: Automated Logical Overlap for Cable Connections 00:22:09
Multi-Ship Persistence: Implementing the "Vessel ID" Integer System 00:28:04
Live Flight Demo: Reaching 2.5 Million C in the Caravella 00:57:16
Hardware Engineering: End Supply vs. Point-to-Point Cable T-Sockets 00:51:41
Rendering Tech: Lumen Scene Distance Fields and MegaLights Shadows 01:08:32
Structural Milestone: Double-Layer Ribbing and Longitudinal Support 01:23:37
Design Evolution: The "Titanic" Feature Lift and Domed Skylight 01:47:30
Geometry Check: Correcting 1.25 cm Edge Misalignments 02:22:12
Mission Specs: retrofitting Cargo Holds into Hydroponics 02:32:05
Simulation Depth: Global States and Custom State-Aware NPCs 02:34:07
Layout Design: Senior Officer Quarters and Science Lab Corridors 03:54:10
2025-10-15 [162](https://www.youtube.com/watch?v=GDcopb4IJSg) 4 hours, 20 minutes, 25 seconds

Starship Simulator - Building The Magellan Class - Part 2

Summary
This stream is a technical and design deep dive into the senior officer (VIP) quarters on the Magellan class. The developer focuses on implementing complex multi-layered wall paneling that combines synthetic wood trim with white plastic and integrated LED alert strips. Key technical milestones include the design of a retractable holographic fireplace table and a detailed discussion of the ship's decentralized quadrant-based electrical and HVAC infrastructure.
Highlight timestamps
Engineering Logic: Quadrant-Based Electrical Isolation 00:13:56
Optimization: Ceiling Panel Bracket and Metal Backing Design 00:05:53
Life Support: Dual-Vent HVAC Airflow Cycle Strategy 00:30:40
Gravity Generation: Field Coil Grid Logic and Floor Cavities 00:32:58
Technical Modeling: Complex Multi-Axis Curved Wall Panels 01:08:39
Material Pass: synthetic Wood vs. Lunar-Molded Resin 00:50:56
Visual Scripting: ship-Wide Global engineering States 02:34:04
Design Integration: Retractable Holographic Fireplace Table 02:57:16
Visual FX: Troubleshooting Niagara Fire Emitters and Tone Mapping 03:00:42
Hardware: standard Dining Height and Ergonomic Leg Room Check 03:28:39
Multi-Player Persistence: physics Object Save Condition on Host 04:08:37
2025-10-19 [163](https://www.youtube.com/watch?v=fYx9eLgrCVo) 3 hours, 56 minutes, 49 seconds

Starship Simulator - Building A Starship From Scratch - Part 23

Summary
This stream highlights a major optimization breakthrough where the developer implemented a custom script to automate max render distances for thousands of ship actors using line-trace spheres. Technical milestones include the integration of a realistic holographic fire effect for the VIP quarters and a complete redesign of the Caravella's engineering layout. The new design introduces a 5th deck for fuel scoops, vertical cable runs for "crap-your-pants" high voltage, and a centralized gantry-style lift system.
Highlight timestamps
Optimization Milestone: Automated Max Draw Distance Script 00:04:12
Technical Logic: Nanite Culling and Occlusion Query Reduction 00:07:34
Visual Effects: Realistic Holographic Fire and Multi-Shadow Casts 00:15:49
Engineering Redesign: Direct Access to Main Stairwell 00:24:20
Hardware Design: Physical Mesh UI Screens vs. Widgets 00:27:37
Technical Logic: Wall Panel Repair Kits and Generic Crates 01:55:32
Deck Expansion: Implementation of Deck 5 and Fuel Scoop Hardware 02:38:02
Evolutionary Design: Comparing Magellan vs. Caravella Layouts 02:57:55
Power Distribution: Routing "High Voltage" FTL Cables 03:04:33
Simulation Logic: Red Alert Protocols and NPC Stalking 03:38:21
Gantry Design: Open Shaft Architecture and EM Shielding 03:43:46
2025-10-22 [164](https://www.youtube.com/watch?v=8DTtNP9_Mss) 4 hours, 01 minute, 40 seconds

Starship Simulator - Building The Magellan Class - Part 3

Summary
This stream is primarily a deep dive into advanced Unreal Engine 5 optimization techniques and continued design of the VIP crew quarters. The developer details his process for culling lighting and nanite geometry via C++ to improve the deferred lighting pass. Technical milestones include the implementation of a blueprint-driven holographic fireplace that features a retractable glass cylinder and integrated Niagara particles, alongside a detailed discussion on the physics of fusion reactors and spline-based cable routing.
Highlight timestamps
Technical Milestone: C++ Light Culling for Deferred Lighting 00:08:48
Nanite Optimization: Analysis of HPZ Culling and Occlusion Queries 00:09:29
Design: VIP Quarters Floor Bracing and Gravity Plating 02:53:23
Technical Logic: Spline-Based vs. Static Mesh Cable Routing 00:56:36
Reactor Physics: Neutral Beam Injectors and Plasma Stability 01:01:45
Blueprint Feature: Retractable Hologram Glass Animation 03:15:18
MegaLights: Implementing Ray-Traced Fireplace Lighting 03:29:26
Material Science: Nanite Tessellation and Pixel Displacement 03:30:27
UI Strategy: Integrated Room Configuration Control Panels 00:45:15
Visual Effects: Niagara Particle Synchronization with Timelines 03:47:08
2025-10-29 [165](https://www.youtube.com/watch?v=HjWdgfd_mjs) 4 hours, 20 minutes, 14 seconds

Starship Simulator - Dev Stream - Experimenting With Shuttles

Summary
This stream focuses on the technical architecture for multi-vessel persistence and seamless transition between ships. The developer demonstrates a new teleportation system that allows players to move from the main ship to a shuttle's static interior while independently updating the galactic reference frame. Significant progress is made in decoupling vessel IDs on the game state, enabling a shuttle to exist in a completely different star system than the Magellan without loading screens.
Highlight timestamps
Technical Goal: Multi-Vessel Transition Mechanics 00:06:13
UI Updates: Button Logic and Hover Descriptions 00:08:54
Reactor Scaling: Volume vs. Radius Math Breakdown 00:15:29
Upgrade Paths: Material Science and 3D Component Printing 00:48:39
Static Interior Logic: The "Portal" Teleport Strategy 01:35:02
The Wave Test: Syncing Player Proxies Across Ships 02:07:27
Multi-Ship Physics: Decoupling Vessel States on Game State 02:30:57
Trigger Box Implementation: Automatic Vessel Context Switching 02:44:37
Live Test: Traveling 6 Light-Years via Shuttle Doorway 03:12:12
Sector Generation: Loading Star Systems Under 1 Second 03:16:00
Positional Jitter Analysis: Floating Point Error Mitigation 03:31:07
3D Printer Economy: Elemental Recipes for New Shuttles 02:48:21
2025-11-02 [166](https://www.youtube.com/watch?v=assuEqdcpFk) 4 hours, 06 minutes, 06 seconds

Starship Simulator - Building A Starship From Scratch - Part 24

Summary
This session focuses on major technical milestones regarding multi-vessel persistence and independent galactic rendering. The developer successfully demonstrates that a shuttle and the main ship can exist at different coordinates simultaneously, each maintaining its own independent view of the galaxy without floating-point jitter. Integration work continues on the Caravella, including the implementation of its unique loading screen, ship selection UI in the main menu, and initial bridge layout revisions involving a central holographic display and custom window framework.
Highlight timestamps
Multi-Vessel Persistence: Independent Galaxy Views Demo 00:12:06
Technical Milestone: Zero Jitter at Large Real-World Scales 00:17:22
Seamless Teleportation: Transitioning Between Ship Interiors 00:28:59
Caravella Proxy vs. Physics Sim Model Implementation 00:44:01
New Ship Selection UI: Lore and Technical Specifications 01:00:31
Steam ID Lockdown: Managing Access for Content Pass Holders 01:51:04
Caravella Loading Sequence: Custom Macro and FOV Logic 01:57:01
Bridge Layout: Design of the Central Tactical Table 02:26:27
UI Logic: Handling Hover States and Outline Coloration 01:09:17
Framework Geometry: Cutting Windows into the Bridge Dome 03:19:00
Scale Verification: 2.5m Ceiling Height and Headroom Check 04:00:08
2025-11-09 [167](https://www.youtube.com/watch?v=bnm9omnwo4w) 3 hours, 51 minutes, 24 seconds

Starship Simulator - Building A Starship From Scratch - Part 25 - Infrastructure

Summary
This stream shifts focus to the internal infrastructure of the Caravela-class scout vessel, prioritizing hardware layout before room detailing. The developer utilizes napkin math and spreadsheets to determine the fusion reactor's plasma volume requirements (approx. 1.84m cubed) based on FTL field dimensions. Significant progress is made in routing fuel, coolant, and electrical distribution lines, including the placement of a 169-ton water storage tank in the ship's nose to balance the center of mass.
Highlight timestamps
Engineering Math: Calculating Reactor Plasma Volume for FTL 00:10:14
Drama vs. Physics: Why Lights Don't Dim During Power Loss 00:18:16
Hull Design: Integrating the Ram Scoop and Under-Deck Tankage 00:23:15
Spline Meshes vs. SketchUp: Choosing a Pipe Modeling Workflow 00:30:41
Procedural Damage: Using Noise and Negative Tessellation for Cables 00:35:15
Electrical Sim: Resistance, Heat, and the One-Hertz Update Cycle 00:41:52
Life Support and Refinery: Planning Deck 2 Engineering Spaces 00:46:40
Infrastructure Layout: Positioning Battery Aggregators and Distributors 00:49:45
Fuel Loop: Routing the Gas-to-Liquid Cryogenic Chillers 01:07:36
Material Science: The Titanium-Gold Alloy (TI3U) Pressure Hull 02:13:22
Engine Pods: Modular Clusters with Independent Fuel Feeds 02:46:42
New Stream Schedule: Introducing "Casual Friday" Dev Sessions 03:45:16
2025-11-12 [168](https://www.youtube.com/watch?v=nCeJVNo6p44) 3 hours, 56 minutes, 06 seconds

Starship Simulator - Building The Magellan Class - Part 4

Summary
This stream focuses on the interior detailing of the Magellan's VIP quarters, specifically establishing standardized "anchor points" and sockets for furniture and flooring. The developer implements a modular carpet and wood plinth system, transitioning from the central lounge area into a dedicated kitchen/galley footprint. Technical discussions cover the implementation of 2D vs. 3D menus for VR/First-person modes and the challenges of face-weighted normals when exporting from SketchUp to Unreal Engine.
Highlight timestamps
Technical Milestone: 2D/3D Menu Strategy for VR and First Person 00:05:25
Establishing Central Room Anchor Points for Modular Snapping 00:18:12
Designing the Curvy Carpet Segments and Pillar Wraps 00:25:00
DLC Roadmap: Exploration vs. Military Carrier Focus 00:36:09
Exporting Snap Guides and Sockets to Unreal Engine 01:03:47
Modular Ship Creator Philosophy: Starfield Comparison 01:14:51
Collision Strategy: Complex vs. Box Colliders for Floor Panels 01:34:02
Galley Kitchen Planning: UK Cabinet Sizing and Appliance Layout 02:27:07
Furniture Implementation: Importing the VIP Dining Table 02:40:37
Lighting and Materials: Testing Dark Slate vs. Wood in the Kitchen 03:22:20
Visual Polish: Adding Custom Normal Maps to Slate Tiles 03:35:20
Friday Stream Announcement: Casual Fridays and Planetary Landings 03:52:54
2025-11-14 [169](https://www.youtube.com/watch?v=JH3Dij4UxCk) 4 hours, 8 minutes, 37 seconds

Starship Simulator - Random Friday - NPCs

Summary
This "Random Friday" stream focuses on populating the Magellan with a full crew of 200 NPCs and optimizing their performance. The developer demonstrates a "cat spawner" test to prove that over 1,000 entities can exist simultaneously using proximity-based tick rate reduction and skeletal mesh hiding. The session transitions into establishing "Points of Interest" across B and F decks, implementing logic for specialized crew roles, and debugging pathfinding issues related to nav-mesh proxies and deck-to-deck transitions.
Highlight timestamps
Optimization Stress Test: 1,000+ Pathing Entities (Cats) 00:05:27
NPC Logic Overview: Event-Driven Tasks and Performance 00:18:18
Setting Up Steward POIs in the VIP Lounge 00:15:28
Solving the "Sticky Lift" Collision Bug 00:29:19
Implementing Bathroom/Bladder Logic and POI Reservations 00:44:04
Blueprint Interface: Custom POI Descriptions and Linger Times 01:02:20
Debugging Cross-Deck Pathing and Z-Axis Proximity 01:22:13
Intelligence Check: Sorting Closest Bathroom by Array Index 01:30:14
Nav-Mesh Maintenance: Blocking Table Surfaces for NPCs 02:26:08
Assigning Deck-Specific Roomba Service Areas 03:35:46
Science Division: Populating B-Deck Labs with 26 Scientists 03:51:03
Visual Optimization: Proximity Animation Ticking Demonstration 04:02:33
2025-11-16 [170](https://www.youtube.com/watch?v=5D9WwrF_C8Y) 3 hours, 52 minutes, 10 seconds

Starship Simulator - Building A Starship From Scratch - Part 26 - Cabling

Summary
This stream focuses on the technical infrastructure of the Caravela, specifically the logical and physical routing of electrical cabling and high-voltage power distribution. The developer implements a deck-based electrical grid system, utilizing per-deck battery arrays and breaker boxes to ensure redundancy, especially for critical areas like the bridge. Key technical discussions include the use of "Direct Energy Harvesting" for fusion power and the planned implementation of shield capacitor banks that drain based on weapon impact frequencies.
Highlight timestamps
Interaction System: Occluded Highlights and Proximity Logic 00:06:40
Strategy: Treating Each Deck as an Independent Electrical Grid 00:07:25
Engineering Workflow: Designing the Chief Engineer's Reactor Office 00:13:29
Power Distribution: High-Voltage vs. 240V Domestic Circuits 00:30:47
Technical Milestone: Remote Breaker Control via Telnet/Console Terminal 00:35:09
Redundancy Design: Multi-Deck Power Feeds for the Bridge 01:09:34
Shield Mechanics: Capacitor Drains and Frequency Matching Strategy 01:40:21
Weapon Logistics: 3D Printing Rail Gun Slugs via Material Pellets 01:59:38
Modular Probes: Payloads for Aquatic, Geological, and Science Sampling 02:54:35
Gamedev Roadmap: Special Edition Caravela vs. Free Release Version 02:10:06
Science Realism: VASMIR Thrusters and Magnetic Refrigeration Chillers 03:38:37
Vault Tour: Viewing the Original Miranda-esque Magellan Concepts 03:47:24
2025-11-19 [171](https://www.youtube.com/watch?v=882OZFfyqig) 4 hours, 12 minutes, 43 seconds

Starship Simulator - Building The Magellan Class - Part 5

Summary
This session focuses on refining the NPC crew logic and technical infrastructure aboard the Magellan. The developer implements a new "service timer" for points of interest to prevent repetitive NPC behavior, such as over-watering plants. Significant progress is made in defining science lab specializations and their associated hardware requirements. Additionally, the developer discusses the technical transition from generic NPC roles to specific crew IDs tied to assigned quarters and duty stations.
Highlight timestamps
Interaction System: Occluded Highlights and Sitting Range Logic 00:06:02
Implementation: Dynamic NPC Task Labels and Debug Text 00:09:00
Problem Solving: Fix for NPCs Jumping Over Bars and Getting Stuck 00:14:24
Strategy: Reusable Structs for POI Scalability 01:06:30
Technical Milestone: Multi-Ship Deck Reference Enum System 01:09:42
NPC Logic: Lift and Stairwell Selection via Deck Distance Tracking 01:12:01
Science Deep Dive: The Role of Materials in FTL Upgrade Loops 02:03:22
Linguistics Lab: Unlocking Alien Languages via Probe Data 02:22:12
Shift Scheduling: Balancing Watch Patterns and Night Shifts 02:30:16
Staffing Strategy: Automated Drone Robots as Deck Crew 03:04:03
Performance Test: 132 NPCs at Max Graphics (Lumen/Fog) 04:03:14
Navigation Demo: Flying the Magellan to Saturn in FTL 04:08:54
2025-11-21 [172](https://www.youtube.com/watch?v=-0jGwUELfIM) 4 hours, 0 minutes, 12 seconds

Starship Simulator - Random Friday! Crew Rosters

Summary
This session focuses on the technical implementation of the ship's crew roster and shift management systems. The developer establishes a detailed spreadsheet-to-game logic for 196 crew roles, including specific rank structures (based on the Royal Navy) and department allocations. A major milestone is the creation of a "Shift Manager" actor—physicalized as a server in the ship's server room—which broadcasts shift change events, causing NPCs to dynamically transition between duty stations and assigned crew quarters using a new POI-matching ID system.
Highlight timestamps
Assigned Positions: The Transition from Roles to Numbered Slots 00:03:38
Technical Milestone: VR Character Spawning Order and Global Events 00:10:44
Science Deep Dive: How Neutron Stars Negatively Affect Continuous Warp 00:13:51
Roster Logic: Breaking Down 196 Crew Members by Department 00:15:01
Narrative Design: The Scrag Alien Hierarchy and Narrative Crossovers 00:19:07
Shift Scheduling: Balancing the 24-Hour Cycle Across 3 Shifts 01:09:01
Quarters Allocation: Mapping 204 Available Rooms to Specific Roles 02:10:55
Implementation: The Shift Manager Actor and String-to-Int Payloads 02:28:14
NPC Optimization: Adaptive Render Targets for Nameplates and Debugs 02:49:47
Logic System: Assigning Crew IDs to Specific Points of Interest (Beds) 03:11:06
Pathing Test: NPCs Transitioning Between Work and Sleep Quarters 03:53:38
2025-11-23 [173](https://www.youtube.com/watch?v=e4uQ3vEn5P8) 3 hours, 55 minutes, 27 seconds

Starship Simulator - Building A Starship From Scratch - Part 27 - Crew Cabins

Summary
This session explores the technical feasibility of a "Starship Lego" modular construction system, moving toward a strict grid-based framework for ship assembly. The developer tests 2m x 2m grid cubes to standardize wall and door sections while maintaining organic weld lines. A significant portion of the stream is dedicated to prototyping crew quarters, specifically balancing human scale within the grid to accommodate double-bunking, modular bathrooms, and built-in storage.
Highlight timestamps
The "Legoization" Strategy: Transitioning to Grid-Based Frameworks 00:04:38
Technical Philosophy: Utility Tractor Beams vs. Magical Beams 00:07:32
Design Detail: SpaceX-Inspired Visible Weld Lines and Steel Plate Fabrication 00:10:41
Logic for Phasing: Interdimensional Travel as Cloaking Alternative 00:33:22
Implementation: Modular Door Frame and Track Assemblies 00:36:11
Gamedev Pipeline: Rapid Prototyping via Mesh Snap Points 01:13:23
Narrative Design: The Scrag Alien Hierarchy and HR Giger Aesthetics 01:58:02
Crew Quarter Layout: Staggered Double Bunks and 12-Hour Shift Rotations 01:58:17
Sci-Fi Realism: Multi-Purpose Science Tools and Disciplinary Efficiency 01:59:33
Modeling: Standardizing Floor Tiles for Clean Collision Logic 02:15:56
Prefabrication: The Bathroom and Bed Module Bolting Logic 02:31:27
Interior Design: UK Small Double Mattress Scaling for Starships 02:51:24
2025-11-26 [174](https://www.youtube.com/watch?v=7TRYwbjriW8) 3 hours, 58 minutes, 31 seconds

Starship Simulator - Building The Magellan Class - Part 6

Summary
This stream focuses on the design and technical logic of the Magellan-class VIP quarters' kitchen unit. The developer implements a built-in galley featuring a curved corner sink, an induction hob, and integrated 3D printing stations. A major technical discussion covers the "great plate debate," where it is decided that dual organic and non-organic 3D printers will act as both creators and molecular deconstructors for waste disposal, eliminating the need for traditional dishwashers in crew quarters.
Highlight timestamps
Technical Philosophy: 3D Printers as Molecular Deconstructors 00:05:00
Science Deep Dive: Atomic Stitching and Magnetic Field Printing 00:16:00
Design Language: Mirroring Curve Aesthetics in VIP Units 00:59:00
Implementation: Triple-Join Built-in Galley Footprint 01:43:00
Layout Strategy: The "Create-Wash-Cook-Serve" Flow 01:50:00
Extraction Logic: Integrating Cooking Hoods with the HVAC System 02:19:00
Resource Management: Elemental Bins and Pellet-Based Fueling 02:22:00
Progression Loop: Finding Nutrient-Dense Plants for Printer Fuel 02:31:00
UI/UX: Picture-Driven Animated Drink Selection Screens 03:03:00
Modeling: Adjusting Shelf Snapping Points for Sloping Ceilings 03:38:00
Visual Polish: Adding Under-Counter and Plinth Lighting 03:42:00
2025-11-28 [175](https://www.youtube.com/watch?v=O-LBImMiaY0) 3 hours, 50 minutes, 22 seconds

Starship Simulator - Random Friday! Star System Designer

Summary
This stream focuses on the initial development of the "Star System Designer" tool, which allows players to create scientifically plausible star systems. The developer establishes the technical framework for the tool, including a dedicated save game structure and UI logic that enforces realistic constraints based on stellar classification. Key features discussed include one-to-one scale planetary surfaces using 2D-to-spherical teleportation logic and a mass budget system that prevents impossible planetary configurations.
Highlight timestamps
Technical Demo: GPU-Based Clip Map Planetary Terrain 00:05:38
Scalability: One-to-One Scale Planets and Spherical Illusion Logic 00:13:12
Designing the "Condensed Scale" Visual System View 00:16:50
Implementation: Nested Structs for System, Planet, and Moon Data 01:04:07
Logic for Barycenter-Centric Multi-Star System Hierarchies 01:14:51
Enforcing Scientific Plausibility: Star Type and Temp Ranges 01:19:22
Scaling Down the Star Actor for Tool-Specific Rendering 02:00:26
Global Event Payloads for Real-Time Star Parameter Updates 02:41:52
Seed-Driven Sunspot and Material Generation 03:03:50
The "Mass Budget" System: Protoplanetary Disc Calculations 03:22:29
Metallicity and Stellar Age Constraints for Planetary Life 03:29:46
Programming: Formatting Stellar Age Units (Millions vs. Billions) 03:41:29
2025-11-30 [176](https://www.youtube.com/watch?v=zjSGkPZIbs0) 3 hours, 55 minutes, 38 seconds

Starship Simulator - Building A Starship From Scratch - Part 28 - Crew Cabins

Summary
This session marks a significant pivot from interior layout to technical infrastructure and procedural generation systems. The developer begins by demonstrating a prototype for planetary landings using the Shader World plugin, showcasing infinite, noise-driven terrain with real-time collision. The remainder of the stream is dedicated to a meticulous mapping of the starship's electrical nervous system, establishing specific cable routes, breaker box locations, and redundant power supplies for critical systems like the bridge and shuttle bay force fields.
Highlight timestamps
Prototype Demo: Infinite Procedural Planetary Terrain 00:04:00
Shader World Logic: GPU-Driven Noise and Geometry Stamps 00:08:00
Simulating Spherical Worlds via Skybox Rotation on Flat Terrain 00:13:20
VR Locomotion: Arm Swing vs. Teleport vs. Seated Mouse/Keyboard 00:31:00
Transitioning to a "Pulsed" C++ Electrical System for Performance 00:47:00
Mapping the Bridge Redundant Power Distribution 00:59:00
Designing Localized "Smart Light" Logical Power Switching 02:29:00
Physical Infrastructure: Segmented Repairs and Spheres of Damage 02:35:00
Routing High-Voltage Circuits for RCS and Weapons 03:09:00
Designing the Shuttle Bay Force Field Redundant Power Node 03:34:00
Armor Strategy: Protecting Rear-Mounted Battery Aggregators 03:39:00
Visual Milestone: The "Nervous System" View of Starship Internals 03:45:00
2025-12-03 [177](https://www.youtube.com/watch?v=BG1_kmaW8Ew) 4 hours, 0 minutes, 12 seconds

Starship Simulator - Building The Magellan Class - Part 7

Summary
This episode focuses on the physical modeling and routing of high-voltage electrical infrastructure within the Magellan-class starship. The developer moves away from temporary spline-based placeholders in favor of static mesh cabling modeled in SketchUp to ensure clean, symmetrical pipework and accurate collision. Key technical discussions include the implementation of "under-floor gravity plating" as a localized alternative to ship-wide fields, and the design of the "Shaft of Doom"—a vertical power conduit feeding the FTL ring capacitors.
Highlight timestamps
Transitioning from Spline Cables to Static Mesh Infrastructure 00:17:23
Design Concept: The "Shaft of Doom" Power Conduit 00:20:55
Direct Energy Harvesting: Magnetic Field Pressure Physics 00:25:01
Arcing Distances and Cable Diameter Calculations 00:36:07
Localized Gravity: Grid-Based Under-Floor Coils 00:49:02
Strategy for Multi-Quadrant Power Redundancy 00:55:54
Modeling High-Voltage Feed Ring Around the Reactor 01:13:48
Junction Box Implementation for Per-Segment Corridor Power 02:28:45
Technical Milestone: 5,000 Amp Breakers for FTL Systems 02:43:18
Visualizing Infrastructure via Cutaway Diagrams 03:52:08
2025-12-06 [178](https://www.youtube.com/watch?v=0n3DCsmZ99U) 3 hours, 50 minutes, 16 seconds

Starship Simulator - Random Saturday! (Planetary Landings)

Summary
This stream marks the first major technical deep dive into the procedural planetary landing system. The developer demonstrates the use of "static ground environments" to achieve high visual fidelity and dense foliage without the computational overhead of moving surfaces in space. Key milestones include the integration of a global Earth height map for one-to-one scale testing, the implementation of separate skybox perspectives for surface locations, and the logic for biome-specific material switching based on planetary sensors.
Highlight timestamps
The "Static Environment" Strategy for High-Density Surfaces 00:08:33
Technical Milestone: Independent Skybox Perspectives 00:16:15
Logic for Generating Infinite Procedural Terrain 00:19:54
Solving the "Warping Away" Problem: Terrain Slots vs. Orbit Locking 00:25:41
Multiplayer Sync: Independent Terrain Generation for Clients 00:32:19
Implementation: Scaling a 4K Height Map to 1:1 Planetary Scale 00:44:19
Submersible Potential: Logic for Undersea Exploration 00:59:34
Automated Biome Switching via Replicated Global Events 01:21:02
Distance-Based Surface Generation Culling (1 Million km Limit) 01:45:08
Technical Constraint: Why the Magellan Class Cannot Land 01:53:37
Future Tech: UE 5.7 Nanite Foliage and Procedural Trees 02:37:05
Prototype Test: Piloting Vehicles (Chairs) on Terrain 02:48:04
2025-12-07 [179](https://www.youtube.com/watch?v=d73np7fS2og) 3 hours, 51 minutes, 54 seconds

Starship Simulator - Building A Starship From Scratch - Part 29 - Hardware

Summary
This session focuses on the technical implementation of the Caravela’s core hardware systems, specifically transitioning from temporary placeholders to a fully simulated power and coolant infrastructure. The developer works on the fusion reactor's internal logic, including fuel mixing and the critical Helium-4 cryogenic cooling loop. A major architectural shift is also discussed regarding the move from Unreal's standard widget system to a mesh-based UI to significantly reduce VRAM footprint.
Highlight timestamps
Transitioning to Mesh-Based UI for VRAM Optimization 00:02:28
Establishing Deck-Specific Power Infrastructure Levels 00:10:09
Importing and Scaling the Caravela Fusion Reactor Asset 00:15:23
Implementing Battery Aggregators and High Voltage Feeds 00:33:11
Logic for Automatic Cable Connections via Overlap Checks 00:33:27
Technical Breakdown: Nanite Clustering and Overdraw Optimization 01:05:52
Real-Time Lighting Performance: MegaLights and Smeary Shadows 01:15:08
Configuring the Cryogenic Coolant Loop (Helium-4) 01:33:40
Debugging Fluid Pressures and Tank Boil-off Logic 02:01:31
Reactor Ignition: Managing Magnetic Coil Temperatures 03:00:15
Boiling Points and Fluid Phase Change Simulation Constraints 03:09:49
Gamedev Pipeline: Total Man-Hours Spent on Caravela Design 03:39:33
2025-12-12 [180](https://www.youtube.com/watch?v=1lMms_DZv2g) 5 hours, 34 minutes, 18 seconds

Starship Simulator - Random Friday! (Planetary Surfaces)

Summary
This stream focuses on building a unified planetary data system that links orbital visuals to ground-level terrain. The developer implements a global color palette system driven by planetary seeds, ensuring that hues seen from space match the physical surface upon landing. Significant progress is made in troubleshooting terrain collision issues, enabling players to walk, run, and ragdoll on procedurally generated landscapes without falling through the world.
Highlight timestamps
Unified Orbital and Ground Palette Strategy 00:02:19
Technical Milestone: Independent Sky Views for Multiple Vessels 00:26:28
Moving Planets: Treating Surfaces as Movable Starships 00:30:26
Future Tech: MC299 Isotope and Warp Stress Tensors 01:16:29
Implementing Procedural Saturation and Lightness Logic 01:39:19
Dynamic Atmosphere and Cloud Impact on Visual Depth 03:01:06
Crater Density Calculation Based on Atmospheric Thickness 03:02:22
Integrating Material Parameter Collections for Ground Surfaces 04:11:43
Seed-Driven Grass Color Consistency Test 05:00:10
One-to-One Planet Scale and Global Height Map Demonstration 05:03:58
Solving Terrain Collision: The "Missing Component" Bug 05:17:19
Performance Comparison: Surface FPS vs. Bridge FPS 05:31:52
2025-12-14 [181](https://www.youtube.com/watch?v=4xTsb71WUdw) 4 hours, 07 minutes, 06 seconds

Starship Simulator - Building A Starship From Scratch - Part 30 - RCS Hardware

Summary
In this session, the developer replaces the generic 6DOF movement plugin with a custom-built physicalized Reaction Control System. By applying physical impulse directly to thruster locations on the Caravella's hull, the handling model now simulates real Newtonian physics, including inertia and center-of-mass leverage. The stream details the logic for mapping keyboard inputs to specific thruster arrays and troubleshooting the balance required for stable flight.
Highlight timestamps
Technical Goal: Physicalizing RCS Impulse vs. Movement Components 00:02:38
VR Critical Path: Settings Menu and 3D Star Labels 00:04:46
Multiplayer Planetary Landing Sync Issues Investigation 00:06:40
Center of Mass and Physics Proxy Geometry Overview 00:21:34
Applying Force at Socket Locations for Leveraged Rotation 01:21:51
Developing a Modular Thruster Array Logic System 02:28:31
Managing Micro-Movements and Physics "Sleep" Optimizations 02:35:07
Implementing Balanced Opposing Thrust for Rotation Canceling 02:49:28
Logic for Severe Redundancy: Off-Axis Thruster Capabilities 03:06:11
Data Cables and Server signal logic for RCS Failures 03:25:34
Balancing Pitch and Roll Authority via Leverage Math 03:49:04
Final Flight Test: Remote Control Starship Demo 03:54:43
2025-12-17 [182](https://www.youtube.com/watch?v=vf9UrXaDvQg) 3 hours, 53 minutes, 42 seconds

Starship Simulator - Building The Magellan Class - Part 8 - Bridge Alcoves

Summary
This development session focuses on expanding the bridge of the Magellan-class starship by adding four new rear alcove consoles: Environmental Control, Internal Security, Engineering Power, and Engineering Propulsion. The developer uses SketchUp to design the physical alcove structures and Unreal Engine 5 to implement the preliminary UI widgets and seated NPC functionality. Additionally, the stream showcases a significant technical milestone in multiplayer synchronization, demonstrating independent views of the galaxy from both the main ship and a deployed shuttle.
Highlight timestamps
Planning Bridge Wing Windows for Engine Visibility 00:13:38
Allocating Space for Engineering vs. Security Alcoves 00:25:03
Engineering Station Modes: 3D Hollow Display Integration 00:27:25
Designing Consoles for VR Interaction and Keyboard Space 02:50:26
Engineering Console Aesthetic: Metal vs. Wooden Bridge Design 02:41:16
Implementing Internal Security and Environmental Control Widgets 02:52:02
Technical Milestone: Independent Galaxy Views for Shuttles 03:46:53
Multiplayer Demonstration: Magellan Warping Independently of Shuttle 03:49:59
2025-12-19 [183](https://www.youtube.com/watch?v=882OZFfyqig) 4 hours, 29 minutes, 01 seconds

Starship Simulator - Random Friday! (Dynamic object spawning)

Summary
This stream focuses on building a dynamic object spawning system to populate star systems with asteroids, satellites, and derelicts. The developer creates a grid-based solution using "Local Sectors" to stream physics-simulated objects and their corresponding visual proxies as the ship moves through space. This system aims to provide content density in planetary orbits and sublight travel while maintaining network synchronization for multiplayer exploration.
Highlight timestamps
Dynamic Object Spawning Strategy and Sector Grid Goals 00:03:13
Three-Layer Object Representation: Static, Sim, and Proxy 00:05:00
Sublight vs. FTL Content Density Planning 00:06:51
Procedural Data Structure for Moons and Barycenters 00:11:36
Initial Space Object Actor Class Creation 00:18:43
Space Coral and Fractal Creature Concepts 00:20:43
Calculating Relative Transforms for Proxy Objects 00:35:01
Troubleshooting Net Cull Distance for Proxy Objects 01:43:17
Stress Testing 1,000 Physics-Driven Proxy Objects 02:00:09
Building the Sublight Local Sector Grid Logic 02:28:32
Visualizing Local Sector Boundaries in Wireframe 03:17:07
Demonstration: Independent Star System Views 04:14:26
2024-12-21 [184](https://www.youtube.com/watch?v=34liMv8Qjbk) 3 hours, 59 minutes, 13 seconds

Starship Simulator - Building A Starship From Scratch - Part 31 - Sublight Flight

Summary
This session focuses on implementing a new physics-driven sublight flight system for the Caravella, moving away from pawn-based movement to full Newtonian physics. The developer demonstrates spawning dynamic space objects, such as asteroids, which now feature physical collisions and proxies for multiplayer synchronization. Significant time is spent troubleshooting Unreal Engine collision bugs and balancing RCS thruster forces to ensure stable ship handling.
Highlight timestamps
Introduction and Newtonian Physics Overview 00:08:53
Flight Assist and Rotational Damping Explanation 00:09:15
Center of Mass vs. World Origin for Ship Geometry 00:17:10
Dynamic Proxy Spawning Logic for Shuttles and Enemies 00:25:21
Performance Considerations for 30Hz Object Scaling 00:29:46
Center of Mass Calculation Issues with Collision Meshes 00:55:53
Physics Realm vs. Proxy Realm Interaction Logic 01:02:14
Engine Bug Investigation: Collision Channel Responses 02:19:00
Sublight Speed and Gravity Well Scaling Plans 02:40:34
Multiplayer Physics Synchronization and "Jank" Troubleshooting 03:05:40
Translating Helmchair Inputs to Server-Authoritative Events 03:21:22
Balancing Offset Thrust for Port/Starboard RCS 03:50:41
2025-12-27 [185](https://www.youtube.com/watch?v=ITOzpTxKAJg) 24 hours, 04 minutes, 00 seconds*

Starship Simulator - 24 Hour Charity Dev Stream!

Summary
Dan hosted a Charity Stream for the Charity specialeffect, a UK-based charity that uses innovative technology to help people with physical disabilities enjoy video games. The stream raised £1,222. Dan performed the dev stream for 24 hours straight. This marked the beginnings of patch cycle 0.227.0.1. The main update was the ability to give shipwide commands, starting with ordering bridge crew to target and travel to a new system, perform scans, and investigate all objects within that system.

Due to issues with YouTube's Live Stream recording limitations, the stream was lost in "Processing Hell." As such, the video remains unavailable despite efforts to retrieve it.

2026 Q1

Dev Streams List for the first quarter of the year 2026 (Click to Expand/Collapse)
Date Video Link Video Length Description of Work
2026-01-02 [186](https://www.youtube.com/watch?v=Q3RVRrtXlKI) 3 hours, 59 minutes, 24 seconds

Starship Simulator - Random Friday! - Dynamic NPC Tasks

Summary
During this Friday stream, the developer focuses on foundational systems for dynamic ship-wide tasks and engineering repairs. The session begins with profiling CPU usage, cleaning up unnecessary UI ticking, and prototyping a 3D volumetric representation of the Milky Way using density maps. The latter half covers setting up event-driven fault reporting, where damaged electrical cables autonomously generate engineering tasks that populate physical task boards, laying the groundwork for AI crew to claim and repair broken modules.
Highlight timestamps
Profiling the game thread to identify CPU bottlenecks caused by distant NPC navigation and UI rendering. 00:05:43
Implementing a VRAM optimization technique that collapses unviewed widget UIs into a single pixel. 00:08:11
Utilizing a 2D density map of the Milky Way to drive a 3D volumetric accretion disc plugin. 00:16:11
Discussing scaling issues with volumetric effects and the math needed to fake galactic parallax. 00:20:41
Structuring the hierarchy of task managers, separating bridge operations from localized departmental boards. 00:51:45
Designing the sabotage gameplay loop and balancing internal security detection mechanics. 01:12:48
Building an event-driven task replication loop using Blueprint Interfaces to minimize network tick overhead. 01:25:06
Discussing the transition to Unreal Engine 5.7 and adopting the native Gameplay Messaging Subsystem. 02:54:46
Fixing UI construction logic so list view objects populate dynamically as tasks are generated. 03:09:10
Creating an electrical degradation loop where cables gradually lose health, spark, and fail under load. 03:27:23
Successfully completing the fault reporting chain, with a sparking cable pushing a repair task directly to the engineering board. 03:46:22
2026-01-04 [187](https://www.youtube.com/watch?v=N3eA6zvGEIo) 4 hours, 6 minutes, 53 seconds

Starship Simulator - Building A Starship From Scratch - Part 32 - Sublight Flight

Summary
During this Sunday stream, the developer overhauls the Caravella's sublight flight mechanics to run entirely on realistic physics rather than artificial coordinates. Key work involves translating player inputs from the helm console directly into rotational and translational thruster forces, enabling complex maneuvers like "hugging the donkey" around objects. The session also addresses syncing the visual proxy object to the physics-driven ship and setting up new enhanced input mappings for full six degrees of freedom.
Highlight timestamps
Discussing CPU optimization by disabling unnecessary tick events on distant NPCs. 00:03:37
Testing the game's physics interactions within a simulated potato asteroid field. 00:06:26
Drawing the monthly competition winners for Captain rank and game keys. 00:11:13
Explaining the rationale for the ship's fusion reactor design, modeled after real-world field-reversed configuration tech. 00:28:12
Transitioning the Caravella from plugin-based coordinate updating to a fully physics-driven movement system. 00:54:16
Debugging proxy ship syncing issues where the visible model didn't match the physics object's location. 01:05:43
Setting up enhanced input mappings for full six-degrees-of-freedom sublight control. 01:16:25
Explaining how the Alcubierre-style FTL drive condenses space in front of the ship rather than applying kinetic thrust. 01:58:15
Fixing a bug where releasing flight keys failed to cancel thruster inputs, causing endless acceleration. 02:14:25
Demonstrating the "hugging the donkey" combat maneuver using simultaneous lateral and rotational thrust. 02:51:45
Spawning and linking dynamic visual thruster plumes to the ship's proxy model for visual feedback. 03:40:33
2026-01-07 [188](https://www.youtube.com/watch?v=tjDHPXvklWE) 3 hours, 58 minutes, 58 seconds

Starship Simulator - Building The Magellan Class - Part 9 - NPC Repair

Summary
During this Wednesday stream, the developer tests a major overhaul of the ship's electrical grid by implementing overlap-based physical cable connections to replace manual ID tagging. The session details transitioning the electrical network to a self-healing, tick-based pulse system that automatically propagates voltage and tracks localized wear and tear. Finally, the developer successfully ties these electrical faults into the global task manager, resulting in a live stress test where multiple engineering NPCs dynamically claim and repair broken, sparking cables.
Highlight timestamps
Discussing CPU budget optimization and removing unnecessary NPC tick updates. 00:03:37
Introducing overlap-based physical cable connections to replace manual string assignments. 00:06:42
Debugging actor overlap events to ensure cables recognize adjacent connectors at runtime. 00:19:49
Explaining the transition from an event-driven electrical network to a pulsing, self-healing system. 01:30:05
Detailing how network amperages are calculated by reporting wattages backward up the electrical chain. 01:33:36
Implementing a health system where cables dynamically spark and fail based on electrical usage. 02:01:23
Integrating cable faults into the task manager so NPCs automatically path to broken segments. 02:32:07
Testing the full NPC repair loop: assigning tasks, pathing, repairing, and clearing the task board. 03:26:20
Successful stress test with multiple engineering NPCs simultaneously claiming and fixing cable faults. 03:52:51
2026-01-09 [189](https://www.youtube.com/watch?v=RdTTJkEPeyg) 3 hours, 49 minutes, 36 seconds

Starship Simulator - Random Friday! - NPC Prop Handling

Summary
During this Friday stream, the developer builds out the core interaction logic for deck crew NPCs to physically pick up, carry, and place props across the ship. By prototyping with test pumpkins, the developer creates a centralized shelving and stash system that uses collision spheres to define precise slots for objects. The session covers complex logic updates, including aligning prop rotation to the character's carry animation and handling failure states when shelves reach maximum capacity.
Highlight timestamps
Testing server and client-side replication fixes for the ship customization UI. 00:05:52
Prototyping deck crew NPC logic to locate, pick up, and carry physical props. 00:30:28
Debugging character rotation and bone socket snapping when an NPC attaches a prop to their hands. 01:16:08
Building a master shelving unit actor with localized collision spheres to track empty or occupied item slots. 02:00:12
Calculating navmesh radii and routing NPCs to exact standing points in front of shelving units. 02:37:22
Setting up an interface to allow NPCs to query a shelf for available capacity before placing an item. 03:10:26
Handling capacity logic so that NPCs will pile items on the floor if the target shelf is completely full. 03:32:30
Successful full loop test where the NPC autonomously moves pumpkins from a stash box into dedicated shelf slots. 03:41:42
2026-01-11 [190](https://www.youtube.com/watch?v=jfS2WRXzezI) 3 hours, 54 minutes, 51 seconds

Starship Simulator - Building A Starship From Scratch - Part 33 - Electrics

Summary
During this Sunday stream, the developer focuses on refactoring the Caravella's electrical distribution grid to make future ship building modular. The core task involves moving away from hardcoded string-based cable IDs to a physical mesh-overlap detection system where components auto-connect by touching. The session involves significant troubleshooting of voltage drops and reactor startup states, culminating in a successful test of high voltage flowing from the reactor through the new overlap-detected cables.
Highlight timestamps
Discussing CPU profiling and optimizing background NPC tick routines. 00:03:37
Explaining the shift from an event-driven electrical network to a self-healing hybrid system. 00:05:50
Detailing the mechanics of harvesting electrical energy from the fusion reactor's magnetic pressure. 00:11:23
Converting cable mapping logic from manual ID tags to physical actor overlap detection. 00:21:40
Discussing solid-state battery technology and plans for volumetric energy density calculations. 00:36:03
Planning the reuse of electrical static meshes for the 3D holographic engineering display. 00:48:02
Setting up customized debugging teleports across the Caravella's decks for faster testing. 01:25:44
Building a macro to dynamically configure visibility and scaling for interface connector nodes. 02:15:21
Debugging the reactor startup sequence after encountering a dry fuel flow initialization bug. 03:36:48
Successfully transmitting 100 million volts through the new overlap-detected distribution setup. 03:50:30
2026-01-14 [191](https://www.youtube.com/watch?v=WXMwsuzagSA) 3 hours, 51 minutes, 42 seconds

Starship Simulator - Building The Magellan Class - Part 10 - Storage

Summary
During this Wednesday stream, the developer focuses on redesigning and measuring the secure storage rooms connected to the Magellan's science labs. The session involves 3D modeling standard "IKEA-style" shelving for general samples and specialized cylindrical containment units for botany and oceanography items. Significant time is also spent discussing the underlying gameplay loop, including how deck crew NPCs will physically route planetary samples from the probe room to the appropriate lab, as well as the future mechanics of inventory management and 3D printing scanned alien artifacts.
Highlight timestamps
Redesigning the science lab floor plan to incorporate direct access to the secure storage rooms. 00:07:01
Discussing the concept of survival rooms, where any room can become a self-contained pressure vessel during hull breaches. 00:22:52
Explaining the internal security gameplay loop and the mechanics for tracking acts of player sabotage. 00:49:49
Setting up small, medium, and large "IKEA-style" pigeon-hole shelving for standard geology and generic samples. 01:14:48
Designing specialized cylindrical storage units (20L, 60L, and 160L) for botany and oceanography samples. 02:22:59
Discussing the moral and gameplay implications of managing and eventually recycling live alien samples. 03:38:15
Explaining the full NPC task loop of routing physical objects from the probe airlock to the science labs. 03:44:49
Outlining how procedural artifact seeds will be saved so players can 3D print copies of fully researched items. 03:47:06
2026-01-16 [192](https://www.youtube.com/watch?v=ft7RoN2FW_M) 4 hours, 6 minutes, 35 seconds

Starship Simulator - Random Friday! - Comms Gameplay

Summary
During this Friday stream, the developer begins prototyping the ship's communications gameplay loop, focusing on generating dynamic external signals and handling incoming hails. The session covers establishing data structures for various signal technologies (e.g., radio, laser, micro-wormhole) and integrating celestial objects like planets and neutron stars as passive signal sources. The broadcast concludes with building the backend logic for Earth to dynamically dispatch coordinate-based exploration missions to the player via the comms UI.
Highlight timestamps
Discussing the long-term vision for comms gameplay, diplomacy, and Admiralty mission generation. 00:03:57
Showcasing early technical progress on the shuttle system operating in a separate local space from the main ship. 00:09:07
Concepting the linguistics lab's role in decoding alien languages for the comms translation system. 00:11:18
Creating the signal struct data to categorize broadcasts by source, type, and transmission technology. 00:38:21
Outlining the "micro-wormhole" concept as the lore-friendly method for instantaneous Earth-to-ship communication. 00:43:38
Configuring the UI list view to display tracked incoming signals and building the underlying update logic. 00:53:36
Building the logic to automatically populate local planets and nearby neutron stars as passive radio sources. 02:04:06
Discussing plans for Unreal Engine 5.7's procedural foliage tools to drive plant generation based on planetary conditions. 02:09:03
Formatting distance outputs in the UI to dynamically switch between kilometers and lightyears. 02:54:16
Drafting an "Incoming Hail" popup interface to handle direct messages and mission assignments. 03:01:25
Finalizing the logic for Earth to send the player a generated mission target, applying a filter to avoid targeting Earth itself. 03:47:15
2026-01-18 [193](https://www.youtube.com/watch?v=nsQSN9u6ZZ8) 3 hours, 40 minutes, 37 seconds

Starship Simulator - Building A Starship From Scratch - Part 34 - Electrics

Summary
During this Sunday stream, the developer focuses on expanding the Caravella class's electrical system by transitioning it from an event-driven network to a one-hertz tick-based pulsing system. A significant portion of the session involves debugging voltage drop-offs and reverse-wattage reporting issues to ensure the battery arrays successfully receive charge from the main reactor. Additionally, the physical layout of the battery room is roughed out with new battery cell meshes, cable trays, and deck aggregators using physical overlap connections instead of hardcoded IDs.
Highlight timestamps
Discussing the in-game YouTube player API and JSON response crashes. 00:04:15
Debugging voltage drop-offs and finding the step-down voltage configuration error. 00:43:40
Explaining the reverse-wattage reporting system required to calculate network amperages. 00:56:11
Roughing out the physical layout for the Caravella's battery arrays and cable routing. 01:14:06
Outlining battery array mechanics, including solid-state capacity and power per cell calculations. 01:54:46
Explaining the transition from an event-driven electrical network to a self-healing, once-per-second pulsing system. 03:19:29
Successfully powering the deck aggregators using physics overlap collision checks rather than string IDs. 03:31:58
2026-01-21 [194](https://www.youtube.com/watch?v=1BR_bRl8Uns) 4 hours, 5 minutes, 17 seconds

Starship Simulator - Building The Magellan Class - Part 11 - Bridge Interior Polish

Summary
During this 3D modeling stream, the primary focus is redesigning the bridge's interior to accommodate new, centralized side alcoves for specialized consoles. The developer emphasizes structural consistency, ensuring realistic 50cm wall cavities are maintained for routing pipes and electrical hardware behind the new panels. The session also covers important gameplay-focused geometry updates, like separating the floor elements to prepare for upcoming physical damage modeling, and concludes with an in-engine lighting test using Unreal's MegaLights system.
Highlight timestamps
Segmenting the bridge carpet and wooden trims into individual pieces to prepare for physical damage mechanics. 00:03:29
Explaining why exterior "bridge wings" were omitted from the Magellan prototype design. 00:06:48
Defining the rigid design rules for maintaining internal wall cavities for insulation, pipes, and electricals. 00:41:39
Detailing the gameplay goals for the year: implementing basic functionality for all seven ship departments. 01:12:47
Calculating the precise angles and cutouts for the new curved alcove consoles. 01:25:05
Rearranging the bridge layout to appropriately fit the engineering console, internal security, and weapons locker. 01:38:36
Recovering from a SketchUp crash and utilizing saved measurements to rapidly rebuild the alcove framework. 02:17:41
Exporting the newly modeled framework and testing its alignment live in Unreal Engine. 02:44:28
Demonstrating the Unreal Engine MegaLights system to handle hundreds of shadow-casting interior lights. 03:59:29
2026-01-23 [195](https://www.youtube.com/watch?v=TtlxR2nF_NI) 4 hours, 31 minutes, 31 seconds

Starship Simulator - Random Friday! - Ship/Crew Task Management

Summary
During this Friday stream, the developer details the architecture for a centralized global task manager, focusing on how duties are dynamically routed to specific department sub-managers for both NPCs and players. A significant portion of the session involves debugging an AI looping issue where NPCs failed to recognize already-scanned planets, which is resolved by optimizing array checks to reduce CPU overhead. The stream also showcases updated bridge geometry, including new carpet segmentation, emissive step lighting, and side alcove structural improvements.
Highlight timestamps
Showcasing new bridge geometry details, carpet segmentation, and emissive step lighting. 00:03:09
Discussing the conceptual separation of bridge-specific tasks from general department tasks. 00:10:13
Outlining current progress and upcoming goals for procedural planetary landings. 00:21:52
Designing a global task manager to act as a central routing switchboard for the ship. 00:27:08
Concepting a modular crew action library to allow reusable behavior blocks for NPCs. 00:50:20
Debugging an NPC logic loop where the AI repeatedly tries to scan already explored systems. 01:15:09
Explaining database management strategies for tracking large arrays of explored star systems. 01:42:42
Building the logic sequence for a new "Search for Tech Signatures" shipwide order. 02:11:07
Mapping out dynamic task granularity to provide varying levels of instruction for players versus NPCs. 03:01:14
Optimizing the system exploration check by using a temporary array, successfully fixing the AI targeting bug. 04:20:02
Final recap of bridge architectural updates and upcoming helm console redesign plans. 04:26:38
2026-01-25 [196](https://www.youtube.com/watch?v=TRpeW2hGMEU) 3 hours, 58 minutes, 30 seconds

Starship Simulator - Building A Starship From Scratch - Part 35 - Moar Electrics

Summary
During this Sunday stream, the core focus is routing physical electrical power from the ship's main distribution up to the bridge systems. The developer prototypes a test hollow display to verify the cabling, spending a large portion of the broadcast tracking down and fixing a wattage reporting bug that caused broadcast storms across the power network. The session also features deep dives into theoretical ship mechanics, including a localized segment-based gravity and atmosphere propagation system, before successfully bringing the bridge online.
Highlight timestamps
Fixing glass rendering issues and discussing face-weighted normals on bridge alcoves. 00:04:16
Discussing plans to upgrade to Unreal Engine 5.7 for nanite foliage tools. 00:11:08
Routing physical electrical cables from the battery aggregators up toward the bridge. 00:14:07
Concepting a passive, floor-based gravity generation material to avoid routing high voltage. 01:51:16
Outlining a segment-based room volume system to simulate localized gravity, vacuum, and fire spread. 02:13:33
Wiring a test sphere ("fake hollow display") to act as a placeholder power draw on the bridge. 02:26:04
Building a custom debug macro to trace voltage signals through the distribution boxes. 02:34:25
Troubleshooting a wattage report spam bug causing an infinite feedback loop on the network. 03:09:23
Successfully clearing the broadcast storm and powering on the bridge's hollow display. 03:51:17
Discussing plans to move away from widgets toward fully physicalized, mesh-driven UIs. 03:53:06
2026-01-28 [197](https://www.youtube.com/watch?v=2dE92S8C9Gc) 4 hours, 25 minutes, 4 seconds

Starship Simulator - Building The Magellan Class - Part 12 - Probes and Cargo Handling

Summary
In this stream, the primary focus is establishing a modular cargo handling and retrieval system for the ship. The developer replaces isolated inventory arrays with a centralized Cargo Manager that tracks all item manifests and valid storage containers across the vessel. To test this system, a prototype "tic-tac" probe is created that can launch, return with a generated item (a pumpkin), and alert deck crew NPCs to automatically transport the new sample from the probe to the appropriate science lab shelving.
Highlight timestamps
Discussing the shift toward state files to decouple physical ship systems from UI elements. 00:04:11
Moving galaxy generation and space environment settings into an isolated streaming sublevel for better modularity. 00:13:27
Outlining the future design of probes, including modular cargo sections and failure mechanics based on planet conditions. 00:18:26
Explaining how procedural objects like alien plants will use two distinct seeds for broad structures and micro-variations. 00:28:23
Adding new specialized AI roles ("Runner" and "Probe Handler") to separate deck crew logic. 00:38:19
Modeling a basic test probe with an interactive launch interface that works in a multiplayer environment. 01:08:31
Concepting the "Cargo Manager" to centralize item logic, so NPCs query one manager instead of searching for individual shelves. 01:35:31
Building the new Struct arrays and Blueprint Interfaces needed for objects to register and deregister their own cargo manifests. 01:48:43
Creating loop logic that allows NPCs to query the Cargo Manager for available items matching specific science classes. 02:15:53
Troubleshooting the manifest updates and fixing a logic bug where NPCs were querying the wrong shelf array due to a failed macro output. 03:55:47
Final successful test: The probe launches, returns with a pumpkin, and the AI deck crew automatically retrieves it and moves it to the correct lab shelf. 04:22:10
2026-01-30 [198](https://www.youtube.com/watch?v=TinDBJsQdcc) 4 hours, 3 minutes, 15 seconds

Starship Simulator - Random Friday! - More Ship/Crew Task Management

Summary
During this Friday stream, the core focus is building a robust, centralized task management system to handle shipwide objectives and individual department duties. The developer restructures how tasks are stored, prioritizing a single manager over isolated department systems, and builds optimized, event-driven UI task boards to visualize these orders in real time. The session concludes with a functional prototype demonstrating a civilian NPC ordering a drink, seamlessly generating and resolving a task for a Steward NPC.
Highlight timestamps
Creating a centralized task manager to track operations across all ship departments. 00:03:38
Explaining the differences in task granularity for NPCs versus player characters. 00:16:03
Integrating shipwide objectives (e.g., direct orders from Earth) into the global task pool. 00:27:56
Detailing the technical fix for a bug causing players to teleport outside the ship when exiting chairs. 00:44:27
Setting up base classes for UI task boards to display orders without running background logic. 00:48:32
Implementing a Blueprint Interface to decouple task data from the UI widgets. 00:54:48
Structuring data arrays for each specialized department (Science, Engineering, Command, etc.). 01:28:02
Creating a test actor ("Greg") to automatically generate random simulated tasks for debugging. 01:50:11
Troubleshooting widget component assignments and working around constructor limitations. 02:48:35
Prototyping an interactive logic test where an NPC civilian orders a drink at the bar. 03:32:03
Finalizing the AI loop so the Steward NPC dynamically receives, delivers, and clears the drink task. 03:54:20
2026-02-01 [199](https://www.youtube.com/watch?v=8NHeJNN7anM) 2 hours, 45 minutes, 26 seconds

Starship Simulator - Building A Starship From Scratch - Part 36 - Bridge Systems

Summary
In this session, Dan transitions the game's initialization logic away from a third-party global event plugin to Epic's built-in Gameplay Messaging Subsystem to resolve persistent fatal memory errors. He details a 29-step startup process designed to stabilize level loading and system initialization, particularly for the ship's electrical and reactor simulations. The stream also covers the bridge layout design for the Caravella, focusing on console placement, dual-role stations, and ensuring sufficient headroom within the constraints of the hull geometry.
Highlight timestamps
Detailed walkthrough of the 29-step game startup and loading sequence 00:05:36
Migration strategy to Epic's Gameplay Messaging Subsystem for stability 00:03:56
Caravella bridge layout planning: Walkway clearance and console positioning 00:19:04
Technical discussion on interior simulation costs vs. multiplayer performance 01:07:23
Re-engineering the electrical startup chain (batteries to reactor) 01:58:46
Implementation of save data retrieval within the new initialization flow 02:19:13
Resolving null pointer issues caused by game instance re-referencing 02:45:20
2026-02-01 [200](https://www.youtube.com/watch?v=2ZSDrlkBlCQ) 1 hour, 20 minutes, 10 seconds

Starship Simulator - Building A Starship From Scratch - Part 36 - Bridge Systems (Part 2)

Summary
In this stream, Dan continues the technical development of the Caravela-class starship, focusing on refining the ship's startup sequence and flight systems. A major breakthrough is made in optimizing the startup logic by designating a single "broadcaster" device to prevent the exponential message spam that occurs when multiple identical ship systems try to initialize simultaneously. Dan also begins refactoring the ship's movement code to handle physics-driven thrusters and discusses the future implementation of an advanced autopilot system that must account for inertia and counter-thrusting.
Highlight timestamps
Debugging the "exponential message spam" during ship system initialization 00:15:09
Implementing the "Startup Broadcaster" logic to streamline loading sequences 00:17:29
Technical demonstration of the lag-free "Fade to Black" transition upon joining the game 00:25:03
Philosophy of the "Generic and Modular" child classes for ship-agnostic components 00:29:06
Discussion on world origin and holographic display bounds for the Caravela 00:32:14
Explaining the difficulty of setting a hard geometric center of mass in Unreal Engine 00:45:05
Demonstrating Newtonian physics flight control: Rotation, pitch, and yaw 00:56:34
Mapping throttle intervals and minimum/maximum values to the ship's HUD 01:08:35
Solving UI flickering issues by prioritizing data feedback over direct user input 01:15:00
Roadmap for the future autopilot system and inertia-aware thruster logic 01:17:27
2026-02-04 [201](https://www.youtube.com/watch?v=zS6GwQKLfwo) 3 hours, 44 minutes, 44 seconds

Starship Simulator - Building The Magellan Class - Part 13 - Science Labs

Summary
In this episode, Dan begins detailing the science lab deck (C-Deck) on the Magellan-class ship. He focuses on giving each lab a distinct visual identity, such as rock gardens for geology and fish tanks for oceanography. A major design addition is the implementation of specialized airlocks for each lab to manage contamination, including the inclusion of a "head" (bathroom) for quarantined crew members. Technically, Dan discusses the challenges of sensor data replication in multiplayer and his plan to refactor state files to improve performance.
Highlight timestamps
Designing themed indentations for lab entrances (geology rocks, oceanography tanks) 00:03:31
Planning emergency features: Venting labs to space and robust sealing doors for contamination 00:06:01
Design philosophy: Modern block-based ship construction vs. classic Star Trek styles 00:28:10
Overview of the probe facility: 3D printing frames, outfitting bays, and gantry cranes 00:36:41
Roadmap: Focusing on core gameplay code (combat, derelicts) before finalizing assets 00:46:36
Hero Alien races (handcrafted) vs. Procedural "Aliens of the Week" (kit-bashed) 00:48:30
Drafting the lab airlock layout with space for hazmat suit lockers and a small bathroom 00:54:11
Gameplay mechanic: Sealed sample canisters with built-in incinerators for safety 02:39:12
Technical deep dive: Bandwidth issues with sensor state file replication in multiplayer 03:12:08
Live testing the indented lab entrance meshes and global illumination in the engine 03:37:25
2026-02-06 [202](https://www.youtube.com/watch?v=krDwQIrR2xE) 4 hours, 3 minutes, 18 seconds

Starship Simulator - Random Friday! - More NPC Task/Actions Stuff

Summary
In this "Random Friday" session, Dan continues developing the NPC autonomous behavior and task management systems. The primary goal is to implement an NPC Captain that can manage the ship's bridge crew, allowing players to focus on their specific roles (like engineering) while the bridge operates automatically. Dan works on the logic for "Shipwide Orders," which drive high-level objectives like seeking earthlike planets or refueling, and refines the relationship between these orders and granular bridge station tasks (Helm, Sensors, etc.).
Highlight timestamps
Designing the "NPC Captain" philosophy: Enabling players to focus on a single role without bridge management 00:03:37
Technical explanation of the "Is Local Controller" check for multiplayer replication 00:14:00
Implementing "Command Priorities" using structs and weighted dice rolls based on Captain personality 00:35:48
Creating the gated startup logic: Ensuring levels and task managers are loaded before NPCs act 00:40:15
Building the Shipwide Order State machine (Pending, Active, Rejected, Failed, Complete) 00:55:58
Debugging the autopilot's dot product math for approaching star systems in the galactic plane 01:47:40
Live testing: NPC Captain raising an "Explore" order and it appearing on the bridge task board 02:09:22
Concept for the "Holographic Surface Terrain Map" inspired by Avatar for tactical scrolling 02:57:52
Designing the context-aware radial menu (F-key) vs. default left-click actions 03:10:38
Final confirmation: NPC Captain acknowledging and actioning station-specific orders autonomously 03:57:44
2026-02-08 [203](https://www.youtube.com/watch?v=FVaWbl5W3O4) 3 hours, 58 minutes, 09 seconds

Starship Simulator - Building A Starship From Scratch - Part 37 - Bridge Design

Summary
In this session, Dan focuses on the bridge redesign for the Caravela-class ship, implementing a central raised platform for the Captain and integrating a smaller, generic version of the holographic display. A significant portion of the stream is technical, involving the refactoring of the hollow display to support arbitrary scaling and positioning via Custom Primitive Data and blueprint interfaces. Dan also discusses the logic for Caravela's Newtonian sublight thrusters, the challenges of curved UI screens, and bug fixes related to multiplayer fade-to-black sequences and nanite collision meshes.
Highlight timestamps
Extending the Caravela hull to add a new segment for bridge admin, meeting rooms, and extra quarters 00:04:14
Debugging the multiplayer "fade to black" blocker and gameplay message replication issues 00:12:05
Fixing doorway blocking issues by adjusting Nanite fallback mesh relative error settings 00:50:39
Designing the "Hollow Target" system to decouple Captain's tactical view from the Sensor console 01:01:40
Technical explanation: Why curved consoles require flat UMG screens due to engine limitations 01:50:16
Implementing Custom Primitive Data to allow the hollow display to cull material at arbitrary radii 02:35:12
Mathematical breakdown for scaling the 1-meter background sphere to fit any bridge footprint 02:41:34
Updating the Orery map logic to support dynamic scaling of planet labels and orbit lines 02:57:13
Discussion on procedural generation and catalog data for 18 million real-world stars 03:49:21
Testing the generic hollow display by spawning multiple versions at different scales 03:32:13
2026-02-1 [204](https://www.youtube.com/watch?v=9wj1AhUKrbQ) 4 hours, 5 minutes, 55 seconds

Starship Simulator - Building The Magellan Class - Part 14 - Probe Logic & Science Samples

Summary
This stream focuses on the technical logic for science probes and the distribution of samples within the ship's laboratory deck. Dan spends time organizing the C-Deck layout, defining specific labs for disciplines like exobiology, geology, and oceanography. A major portion of the session is dedicated to implementing spline-based movement for the probes, allowing them to transition from launch pads to space and return with randomized physics-based samples. Dan also discusses the "firewall" logic for sample contamination and the long-term plan for ship-wide pathogen propagation.
Highlight timestamps
Designing standardized sample containers for different sciences 00:03:46
Assigning lab locations for geology, botany, oceanography, and biology on C-Deck 00:12:01
Detailed explanation of "Peaceful Mode" and difficulty scaling in a simulated environment 00:18:44
Mechanics of player death and crew depletion (200 lives based on NPC roster) 00:22:04
Logic breakdown of airborne pathogen propagation through ship segments 00:39:25
Technical implementation: Moving the probe actor along spline paths with timelines 01:19:27
Implementing randomized sample spawning inside probe bays using loot tables 03:08:23
Testing physics interactions: NPCs grabbing returned containers from the landing pad 04:10:13
Lore discussion: Using probes for humane "capture and release" biological sampling 03:38:34
Final probe room layout with 3D print beds for payload bay configuration 03:49:37
2026-02-20 [205](https://www.youtube.com/watch?v=7dvPO6B9-ik) 4 hours, 30 minutes, 27 seconds

Starship Simulator - Random Friday! - Radial Menu & New Chat System

Summary
In this stream, Dan focuses on two major gameplay interaction overhauls: the implementation of a context-aware radial menu and a completely proprietary, replicated multiplayer chat system. The radial menu is designed to serve as a proxy for physical speech and specialized actions, changing its options based on what the player is looking at and their assigned department. Later, Dan removes a third-party chat plugin and builds a new system from scratch using the Unreal Gameplay Message Subsystem to ensure better reliability and future integration with ship-wide save data.
Highlight timestamps
Explanation of the simplified interaction line-trace system and object tagging 00:07:01
Logic breakdown of Default Actions vs. Contextual Actions 00:10:01
Philosophy of the radial menu as a bridge for speech and Physical actions in-game 00:14:25
Implementing department-specific color themes for the radial menu interface 00:18:06
Plan for "Hollow Targets" to allow the Captain to issue orders without overriding sensor settings 00:41:02
Removing the buggy chat plugin and starting the proprietary Chat System build 00:43:27
Technical deep dive: Using the Gameplay Message Subsystem for server/client chat routing 02:06:25
Logic for department-specific chat channels and system message routing 02:22:13
Handling "/slash" commands and plans for third-party tools like Voice Attack 01:45:14
Live multiplayer testing of the new replicated chat with department-colored names 04:26:26
2026-02-22 [206](https://www.youtube.com/watch?v=3ycnYwVdoDI) 4 hours, 13 minutes, 43 seconds

Starship Simulator - Random Sunday! - Radial Menu & New Chat System

Summary
In this session, Dan works on the deep technical architecture of the new radial menu system, replacing the old hard-coded interaction menus. The focus is on creating a multi-dimensional, context-aware structure using nested structs. Dan implements a "get radial menu data" blueprint interface that allows objects in the game world to tell the menu what specific actions they support. He also integrates the menu with the new multiplayer chat system developed in the previous stream to handle ship-wide system notifications.
Highlight timestamps
Visual overview of the new radial menu (segmenting, color-coding, and fading) 00:02:47
Philosophy of the radial menu as a proxy for physical speech and actions in-game 00:04:24
Discussion on the "Ship's AI" category and location-aware voice commands 00:04:46
The struggle of building nested arrays within structs for infinite menu depth 00:13:27
Explaining why "E" and "F" are the only keys needed for full game interaction 02:09:08
Decision to move action logic to the objects themselves via blueprint interfaces 02:57:12
Solving the "recursive loop error" by creating distinct struct levels 03:03:00
Handling back-button logic so players can navigate between subcategories 03:15:37
Integrating the leave/join ship notifications into the new global chat system 03:47:24
Final testing of custom prop actions (spinning the globe and drinking beer) 04:02:27
2026-02-27 [207](https://www.youtube.com/watch?v=A1CCiABOw4c) 4 hours, 6 minutes, 44 seconds

Starship Simulator - Random Friday! - More Radial Menu Work

Summary
In this "Random Friday" stream, Dan continues the technical overhaul of the radial menu system, shifting from a hard-coded, manual setup to a dynamic, gameplay-message-based architecture. The session focuses on refining NPC interactions, specifically summoning/dismissing crew members and issuing station-specific orders without closing the menu. Dan also discusses the long-term design philosophy of avoiding standard 2D menus in favor of in-world physical interactions like tablets and holographic displays.
Highlight timestamps
Demonstrating the basic "Sit" vs. "Radial Menu" logic on bridge chairs 00:03:41
Explaining why the project is moving away from third-party plugins like ALS 00:24:14
Discussion on the speed of Blueprints vs. C++ and the engine's "emulation layer" 00:26:45
Implementing the new Gameplay Message Tag system for cleaner event broadcasting 00:44:33
Adjusting the radial menu layout to fit more text and eventual icons 00:52:04
Integrating departmental order channels (Helm, Sensors, Comms, etc.) 01:01:57
Solving the menu "fading" logic to allow persistent NPC interaction 02:25:08
Re-coding sensor mode switches to include sub-menus for zooming and scanning 03:02:07
Logic fix for "Hacky" object targeting within short-range sensor limits 03:55:27
Closing thoughts on the upcoming demo update and the "no-menus" philosophy 04:03:10
2026-03-04 [208](https://www.youtube.com/watch?v=--JI7FVG508) 3 hours, 52 minutes, 27 seconds

Starship Simulator - Random Wednesday! - More Radial Menu & NPC Task Stuff

Summary
Dan refined the radial menu to be more context-aware, reducing unnecessary clicks by making options relevant to the object currently being viewed. A major addition was the "Command Target" system for the hollow display, allowing the captain to designate objects of interest that the sensors and helm can then automatically target. The stream also covered technical fixes for NPC summoning and staggered event sequencing to ensure autopilot and FTL engage smoothly.
Highlight timestamps
Overview of context-aware radial menu improvements 00:10:58
Demonstration of the new Command Target system 00:14:49
Staggering NPC event sequences (Autopilot then FTL) 00:32:07
Debugging hollow display command target persistence during zoom 01:42:04
Implementing the "Focus on Target" sensor mode from radial menu 02:18:42
Refactoring surface map toggles and map layer sub-menus 02:54:47
2026-03-06 [209](https://www.youtube.com/watch?v=0uJrc12SiWo) 3 hours, 58 minutes, 26 seconds

Starship Simulator - Random Friday! - Making shipwide orders more persistent

Summary
This session focused on integrating the radial menu orders into the global Task Manager system. Dan worked on making NPC orders persistent, ensuring that if a player manually interrupts a console, the NPC will attempt to recover and complete their assigned task. Key updates included implementing the "Belay" command, setting up departmental task boards for the bridge, and a long discussion regarding sci-fi influences and the future transition to Metahuman characters.
Highlight timestamps
Testing radial menu usage while seated in the captain's chair 00:07:02
Injecting shipwide orders into the Task Manager board 00:11:47
Handling FTL field collision theory and game over states 00:18:23
Implementing the "Belay/Hold" order logic 01:59:50
Comparison of strings vs enums for task code management 03:10:37
Breaking down the "Adama Maneuver" and sci-fi storytelling 03:45:47
2026-03-08 [210](https://www.youtube.com/watch?v=nrqebtxpfJc) 3 hours, 59 minutes, 59 seconds

Starship Simulator - Random Sunday! - More work on shipwide orders

Summary
In this stream, Dan focused on creating a robust "State Engine" for NPC tasks. This involves a flowchart-style logic system that allows NPCs to track their current orders and resume them even if a player interferes with their console. He simplified the data structures for shipwide orders, moving away from nested structs to more efficient vectors and floats. The session also covered updating the bridge UI to reflect task states and fixing coordinate/radius issues for the autopilot.
Highlight timestamps
Introduction to the State Engine logic and flowchart approach 00:03:50
Transition to a monolithic enum for bridge stations 00:05:45
Logic for comparing Galactic vs. Local coordinates for targeting 00:23:21
Updating the Bridge UI to show task states (Pending/Assigned) 00:44:52
Testing NPC robustness: NPC reenabling autopilot after player interference 02:53:16
Fixing the Star Radius multiplier for accurate FTL arrival 03:22:57
Final overview of the universal Task Manager system for all departments 03:57:33
2026-03-11 [211](https://www.youtube.com/watch?v=cG8xr85viNM) 4 hours, 06 minutes, 52 seconds

Starship Simulator - Random Wednesday! - More work on shipwide orders

Summary
This stream focuses on deep technical work regarding the NPC task manager system, specifically refining the logic for shipwide orders like star system exploration. Dan implements a three-tier ticking function architecture to handle high-level missions, station-specific subtasks, and individual completion criteria checking. The session also covers the integration of an audit log system that tracks physical button presses on the bridge to ensure NPC and player actions are synchronized and robust.
Highlight timestamps
Three-tier logic architecture explanation 00:11:58
Optimizing ticking functions with random start delays 00:16:35
Coding "Navigate to Location" objective tracking 00:22:09
Reusing task logic for both Players and NPCs 00:27:37
Discussion on Christmas Early Access goals 00:38:12
Implementing persistent tasks to prevent NPC stalling 00:45:52
Autopilot arrival calculation and computer core upgrades 00:54:43
Smart glass overlay concept for bridge windows 01:09:36
Tactical maneuvers and custom thruster scripting 01:45:34
Starting the Bridge Audit Log system 01:50:16
Metahuman character system and customization plans 03:54:38
Zero-G and centrifugal gravity animation challenges 03:57:09
2026-03-13 [212](https://www.youtube.com/watch?v=ZtcwbiN_VLM) 3 hours, 58 minutes, 40 seconds

Starship Simulator - Random Friday! - More work on shipwide orders

Summary
This technical deep-dive focuses on refining the "Shipwide Orders" automation and the bridge task management system. The developer spends the majority of the stream troubleshooting logic loops in the sensor suite, specifically ensuring NPCs can autonomously identify the closest unscanned stellar body and transition between medium-range surveys and short-range scans. Significant work is done on the NPC interaction layer, allowing them to physically "press" UI buttons to trigger replicated game functions, maintaining a one-to-one simulation between player and AI actions.
Highlight timestamps
Technical Logic: Fixing Infinite Scans in the Task Management System 00:11:50
Galaxy Architecture: 1-Light-Year Cube Subdivisions and Re-Basing 00:20:00
Floating Point Jitter: Analysis of Lateral Movement vs. Rotation Jitter 00:34:42
UI Architecture: Contextual Radial Menu and Action ID Logic 00:37:40
Simulation Depth: Multi-Part NPC Actions for Automated Navigation 00:50:51
Data Persistence: Handling Computer Core Damage and Data Inaccessibility 01:10:03
Task Automation: Sorting Struct Arrays by Distance for Target Acquisition 02:14:13
Audit Log: Using Gameplay Message Subsystems to Verify Button Presses 02:15:12
NPC Optimization: Pawn Sensing Logic and Distance-Based Visibility 02:57:10
Technical Milestone: Decoupling Task Logic from Global Task Managers 02:25:45
Procedural Content: Planetary Surface Village Settlements Logic 03:09:00