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Dev Stream History

From Starship Simulator
Revision as of 03:40, 14 March 2026 by Ayjayaredii (talk | contribs) (Updated)

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, 49 minutes, and 46 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 - Multiplayer considerations
2025-01-05 [90](https://www.youtube.com/watch?v=o-_QGR3FTdw) 3 hours, 36 minutes, 39 seconds Starship Simulator - Game mechanics and VR
2025-01-08 [91](https://www.youtube.com/watch?v=ly5QMAY5UDc) 3 hours, 26 minutes, 11 seconds Starship Simulator - Discussing the Kickstarter campaign
2025-01-12 [92](https://www.youtube.com/watch?v=3irRQhqHdtE) 5 hours, 10 minutes, 12 seconds Starship Simulator - Working on the game UI
2025-01-16 [93](https://www.youtube.com/watch?v=jedJNbjOlmE) 2 hours, 49 minutes, 05 seconds Starship Simulator - Preparing for Kickstarter launch
2025-01-19 [94](https://www.youtube.com/watch?v=ZtpldWPd19A) 2 hours, 37 minutes, 21 seconds Starship Simulator - Final preparations before launch
2025-01-22 [95](https://www.youtube.com/watch?v=7Er_jsr4WFQ) 0 Hours, 36 minutes, 54 seconds Starship Simulator - Post-Kickstarter Q&A
2025-01-22 [96](https://www.youtube.com/watch?v=uq1R9hH6JhM) 3 hours, 27 minutes, 12 seconds Starship Simulator - Development update after Kickstarter
2025-01-26 [97](https://www.youtube.com/watch?v=aTn4QFNlLZY) 3 hours, 11 minutes, 11 seconds Starship Simulator - Community interaction and feedback
2025-01-29 [98](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) 4 hours, 07 minutes, 35 seconds Starship Simulator - Working on core game systems
2025-02-02 [99](https://www.youtube.com/watch?v=xptp6vxXRT8) 4 hours, 22 minutes, 18 seconds Starship Simulator - Focusing on ship exterior
2025-02-05 [100](https://www.youtube.com/watch?v=kXYdKRpQd2U) 4 hours, 47 minutes, 28 seconds Starship Simulator - Refining structural framework
2025-02-09 [101](https://www.youtube.com/watch?v=x-l4pIyBQ_8) 4 hours, 41 minutes, 29 seconds Starship Simulator - Drone Bay area modifications
2025-03-05 [102](https://www.youtube.com/watch?v=d8GJioDYXf4) 4 hours, 06 minutes, 58 seconds Starship Simulator - Geometry cleanup
2025-03-09 [103](https://www.youtube.com/watch?v=XUXSC1uZV_s) 4 hours, 13 minutes, 18 seconds Starship Simulator - C deck modifications
2025-03-12 [104](https://www.youtube.com/watch?v=-Ehk-BPHVkY) 4 hours, 15 minutes, 41 seconds Starship Simulator - Panel sizing consistency
2025-03-16 [105](https://www.youtube.com/watch?v=2G_-cJ9yNbA) 4 hours, 18 minutes, 38 seconds Starship Simulator - SketchUp to Unreal Engine workflow
2025-03-19 [106](https://www.youtube.com/watch?v=SjJ1B7KNJAU) 4 hours, 37 minutes, 16 seconds Starship Simulator - Internal design rules
2025-03-23 [107](https://www.youtube.com/watch?v=XKpKJZ2eeMw) 4 hours, 15 minutes, 16 seconds Starship Simulator - Science labs and astrometrics planning
2025-03-26 [108](https://www.youtube.com/watch?v=BlNVo_NPIKU) 4 hours, 56 minutes, 11 seconds Starship Simulator - Ship framework development
2025-03-30 [109](https://www.youtube.com/watch?v=EeA1Pq2sl1g) 5 hours, 23 minutes, 11 seconds Starship Simulator - Interior design work

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 - Game mechanics implementation
2025-04-06 [111](https://www.youtube.com/watch?v=rfNzBJg4gIs) 3 hours, 48 minutes, 01 seconds Starship Simulator - Damage and air pressure systems
2025-04-09 [112](https://www.youtube.com/watch?v=zAvx1ZfvSDQ) 4 hours, 06 minutes, 39 seconds Starship Simulator - Ship customization features
2025-04-13 [113](https://www.youtube.com/watch?v=eaRNeOK6jLA) 3 hours, 54 minutes, 47 seconds Starship Simulator - New sensor UI development
2025-04-16 [114](https://www.youtube.com/watch?v=6HHSoX2H42o) 4 hours, 08 minutes, 12 seconds Starship Simulator - GPS and sensor modes
2025-04-20 [115](https://www.youtube.com/watch?v=HsLBTeCkfIc) 2 hours, 58 minutes, 32 seconds Starship Simulator - Bridge design work
2025-04-23 [116](https://www.youtube.com/watch?v=68hlCwxclPY) 4 hours, 16 minutes, 11 seconds Starship Simulator - Planetary exploration planning
2025-04-30 [117](https://www.youtube.com/watch?v=RFZj3v_qWjo) 4 hours, 37 minutes, 27 seconds Starship Simulator - Ship dimensions discussion
2025-05-04 [118](https://www.youtube.com/watch?v=4UCZ468ebf4) 3 hours, 45 minutes, 38 seconds Starship Simulator - UI fixes and refinements
2025-05-07 [119](https://www.youtube.com/watch?v=ww6zkl5Tg7A) 3 hours, 47 minutes, 00 seconds Starship Simulator - Bug Fixes and Reactor room panels
2025-05-11 [120](https://www.youtube.com/watch?v=vWu94k4X4AI) 3 hours, 57 minutes, 46 seconds Starship Simulator - Bug fixes and Prep for Demo update
2025-05-14 [121](https://www.youtube.com/watch?v=P2RCjAw2iMU) 4 hours, 00 minutes, 31 seconds Starship Simulator - Bug Fixes and Prep for Demo update
2025-05-18 [122](https://www.youtube.com/watch?v=2DX69HhROCI) 4 hours, 12 minutes, 01 seconds Starship Simulator - Bug Fixes and Lift Doors
2025-05-21 [123](https://www.youtube.com/watch?v=fbttWmc2kj0) 3 hours, 55 minutes, 45 seconds Starship Simulator - Bug Fixes, Bugs; #1558, #1711, #1755, #1679, #1807, #1787, #1847 #1658
2025-05-28 [124](https://www.youtube.com/watch?v=9g59sPfFRWo) 4 hours, 31 minutes, 10 seconds Starship Simulator - Bug Fixes, - Bugs; #1818 (fixing incorrect scan data on manually added planets)
2025-06-01 [125](https://www.youtube.com/watch?v=k6omIDyfkhU) 4 hours, 45 minutes, 20 seconds Starship Simulator Sunday Funday - Creating a Chess Set and implement into game
2025-06-04 [126](https://www.youtube.com/watch?v=ovCXY2dwPXs) 2 hours, 58 minutes, 24 seconds Starship Simulator - Bugs fixes and starting on the holoprojector Interactions
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
2025-06-11 [128](https://www.youtube.com/watch?v=-bniziYa2hs) 4 hours, 07 minutes, 56 seconds Starship Simulator - Bugs fixes and updates to Holoproector and rings on gas giants on Sol System
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
2025-06-19 [130](https://www.youtube.com/watch?v=bvn4w6W2Vd4) 4 hours, 32 minutes, 16 seconds Starship Simulator - Created a Central Ceiling Window and started building Holo Projector Hardware in Bridge
2025-06-22 [131](https://www.youtube.com/watch?v=zYwQytjhNNA) 4 hours, 13 minutes, 35 seconds Starship Simulator Sunday Funday - Adding the Beginnings of Issuesing Commands
2025-06-25 [132](https://www.youtube.com/watch?v=3f7lWr5frlk) 4 hours, 20 minutes, 49 seconds Starship Simulator - Continuation of Bridge commands
2025-06-29 [133](https://www.youtube.com/watch?v=ZbDDMrL3LIc) 4 hours, 24 minutes, 20 seconds Starship Simulator Sunday Funday - New Series Building a new Starship: Part 1

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 - Continuation of Building new ship (The Caravella): Part 2
2025-07-06 [135](https://www.youtube.com/watch?v=Kj-3G5Byb9I) 4 hours, 05 minutes, 41 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 3
2025-07-13 [136](https://www.youtube.com/watch?v=m-QXNH5YK9U) 4 hours, 17 minutes, 51 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 4
2025-07-16 [137](https://www.youtube.com/watch?v=JQM3e4IwBKc) 4 hours, 26 minutes, 47 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 5
2025-07-20 [138](https://www.youtube.com/watch?v=l_EpdpbVKnQ) 4 hours, 04 minutes, 19 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 6
2025-07-23 [139](https://www.youtube.com/watch?v=zjCw-8Ryj3s) 3 hours, 56 minutes, 42 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 7
2025-07-27 [140](https://www.youtube.com/watch?v=8xmnxXk_ISM) 4 hours, 55 minutes, 52 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 8
2025-07-30 [141](https://www.youtube.com/watch?v=ZoApe9xMBpQ) 3 hours, 54 minutes, 27 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 9
2025-08-03 [142](https://www.youtube.com/watch?v=2-DFf-Lv1lI) 4 hours, 01 minutes, 01 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 10
2025-08-06 [143](https://www.youtube.com/watch?v=T2lQA2nsS_c) 4 hours, 23 minutes, 18 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 11
2025-08-10 [144](https://www.youtube.com/watch?v=OOqhfDbOssE) 4 hours, 08 minutes, 07 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 12
2025-08-13 [145](https://www.youtube.com/watch?v=4TP6mDYU_G0) 4 hours, 07 minutes, 13 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 13
2025-08-17 [146](https://www.youtube.com/watch?v=ql37m2Pahks) 4 hours, 07 minutes, 10 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 14
2025-08-20 [147](https://www.youtube.com/watch?v=7HeEqpU9pK0) 4 hours, 31 minutes, 25 seconds Starship Simulator - Adding White Dwafts
2025-08-24 [148](https://www.youtube.com/watch?v=lEZYfRGSGuw) 4 hours, 21 minutes, 16 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 15
2025-08-27 [149](https://www.youtube.com/watch?v=OMiHT361usg) 3 hours, 11 minutes, 28 seconds Starship Simulator - Adding new ceiling panels to F/G decks
2025-08-31 [150](https://www.youtube.com/watch?v=AId0-gpR7uE) 4 hours, 12 minutes, 21 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 16
2025-09-04 [151](https://www.youtube.com/watch?v=axF8dSQCYjg) 3 hours, 08 minutes, 49 seconds Starship Simulator - More Ceiling panels
2025-09-07 [152](https://www.youtube.com/watch?v=_JwL_XKiCQ4) 4 hours, 21 minutes, 41 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 17
2025-09-10 [153](https://www.youtube.com/watch?v=tToQ1qKYcwc) 4 hours, 19 minutes, 24 seconds Starship Simulator - Grow Lights
2025-09-14 [154](https://www.youtube.com/watch?v=wPCV93fummU) 4 hours, 03 minutes, 11 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 18
2025-09-17 [155](https://www.youtube.com/watch?v=NtEyThjJtEQ) 4 hours, 11 minutes, 41 seconds Starship Simulator - UI Updates
2025-09-21 [156](https://www.youtube.com/watch?v=eC3DKUr4s0U) 4 hours, 13 minutes, 05 seconds Starship Simulator - Continuation of Building new ship (The Caravella): Part 19
2025-09-24 [157](https://www.youtube.com/watch?v=W50IIzVPsNA) 4 hours, 14 minutes, 02 seconds Starship Simulator - Dev Stream - Settings choices & UI

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" (POIs) 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 (POIs) to prevent repetitive NPC behavior, such as over-watering plants. Significant progress is made in defining science lab specializations (Oceanography, Material Science, Linguistics) 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 (and specifically backers) 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 F̶r̶i̶d̶a̶y̶ 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 (Helium-3 and Deuterium) 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 (Mountain, Lowland, Coastal) 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 (RCS). 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=zK-bJuEeg14) 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" (1,000 km cubes) 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 (Shuttle vs. Ship) [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 (potatoes), 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 ranging from modified controllers to eye-tracking sensors to help people with physical disabilities enjoy the social and rehabilitative benefits of video games. The stream raised £1,222 of the target of £1,000. Dan did the dev stream for 24 hours strait with only a few toilet breaks interrupting the Live stream. This also marked the beginnings of patch cycle 0.227.0.1 as the stream focused on feature from this development cycle. as such the Dev Builds release after this stream where labled with the 227 patch number. The main updated from this stream was the ability to give shipwide commands. With the first implimented being to be able to order the bridge crew to target a new system, traval to this system, perform a medium scan on the system, then final traval to each opbject within the system and perform a short range scan until the whole system is at 100% status.

Due to issue withing Youtubes Live Stream recording limitations, the stream was lost in "Processing Hell" within Youtube. As such the video was lost despite efforts from Dan and Claire to retrive the stream.

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 (like batteries or chillers) 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 (rounded squares vs. circles) 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 (Props vs. Vehicles) 00:07:01
Logic breakdown of Default Actions (Left Click) vs. Contextual Actions (F Key) 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 (like the globe or beer bottles) 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 by role, 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 (0, 1, 2) 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 (Helm and Sensors) 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 for character handling 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 the 3 million km short-range sensor limit 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" (hold/pause) command, setting up departmental task boards for the bridge, and a long discussion regarding sci-fi influences (Star Trek vs. Babylon 5) 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 (such as navigating to a star system) 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 (Pending vs. Assigned) 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/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV) 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]