These videos have been great to watch! It's good to see you're still at it and discovering new things. :) FYI, you have two types of vent on your ship. One (with the light) is a smart vent that requires power and will automatically close the moment it detects a pressure difference. The other vent is a standard/mechanical vent that always needs to be opened and closed manually. It's actually a pretty good idea to have both. The smart-vent left open, will to instantly close seal off areas of the ship in the event of a hull breach Then standard/manual vent can be left closed, and only used to manually re-pressurize areas after the damage is repaired (as the smart vent will continue to automatically close itself).
Auto-Vent is a normal vent with ONE additional feature. They Auto-CLOSE when there is a decent O2 difference between the rooms it connects. That is it. You have to manually open them afterwards. I've never singalboxed them, but that seems like a handy way to open them all after a depressurization event. Just be aware of the following: Signal boxes are JANKY AF! I had a web of them on my ship where a box would control the RCS cluster, another did docking lights and powered up the airlock doors, another did exterior lights, another did Atmo controls around the ship. Then I linked those to a master box in my cockpit. After saving and loading, and taking some lights off and moving some RCS intakes and general ship messing around, half the functions did work. New things linked up wouldnt accept signals, old things that were no longer attached stayed locked to the last signal they received. So connecting a light, turning it off with a signal box, then uninstalling it and putting it elsewhere would see it not being able to be turned on until I RECONNECTED it to the same original signal box. It was a disaster. I would strongly suggest minimal use of these things and only for super simple functions as shown in the video. Experiment at your own risk. They have the potential to be a game-changer (like redstone in minecraft), but they are not working great in .13. Fantastic series, I'll suggest it to folks starting out that have questions. Thanks for making it!
last video on social was huge help. i dont own the game yet. but watchin this series to have a good understanding. 1 thing i seen in the playthrough i watched, dif channel. was the char complaining all the time in last few vids. guy said i dont know what to do with those, worry about it later lol. yet u solved the issue really easily was cool to see its not a real big issue.
Thanks a lot for this guide! I tried to play this game for a couple of hours on my own and I almost gave up. Then I went through all 11 episodes in one sit and now I can enjoy the game. Hope to see more episodes on subjects like crew, advanced ship building, gigs, and so on. Thank you again!
Excellent videos on this channel! It might not be your type of game but my favorite management/survival game has been CDDA (Cataclysm Dark Days Ahead) for a long time. I would love to see your analytic breakdown of it. In any case, new subscriber here and added a couple of games to my wishlist from your beginners' guides. Please keep it up!
Thanks so much for the suggestion! I'll take a look at it, and see if it is something I can help improve upon. I've got a few games queued up right now, just waiting for the time to get back to it. "Real life" has gotten in the way for the last couple of months, but I think I'm coming to the end of that season.
My time playing Starmade is about to serve me well. As you point out, those are not just signal boxes, but also logic blocks. In theory, you can fairly easily rig a couple up to automatically lock down a compartment and it's air pumps if depressurization occurs, rather than needing a manual toggle. I imagine that there are other things you can do, like auto-switching to backup power with a lighting change to indicate you're running on auxiliaries and/or a power-saving mode that does the same with lighting, but also does things like shutting of the nav console and other non-essential systems when docked. I figure of they've added logic blocks, it's only going to be a matter of time before various sensors are implemented, aside from the current atmospheric sensors now ingame, to augment and diversify what can be done with them.
That could happen. I've been supremely disappointed with KSP2, which is something I don't say flippantly. I had hoped that they'd have worked through some of their problems, and I'd be spending time with the Kerbals. At this point, if I do any more content, it'd be in the original. At least until they get their act together on KSP2. I cut game companies a lot of slack, as I was a game developer for a while in the 90s. It's hard stuff--you're trying things that haven't been done; you're pushing the boundaries of hardware (which almost never cooperates); and maybe the hardest part--you're trying to fulfill the expectations of EVERYONE'S imagination of what your product should be. Despite my reluctance to denigrate games, I really believe KSP2 missed the mark badly. So badly, they hit someone else's target. And that's a shame.
I've been looking everywhere for an explanation of why I can't get my ship's temperature up above vacuum temp after depressurization. I decided to install a couple floor bins I found on a derelict so I can have some actual storage space on the starter tug. Upon installation, I turned the air pump back on and air pressure normalized, but the air would not heat up fast enough and I froze to death in minutes. The temp was only increasing .01C every couple seconds. Your ship in this tutorial got its temp back to a normal 20C within seconds. I can't figure it out. Also, I did make sure to check that the thermostat was connected to the heater and that it was on auto. I even tried with it "on" with no difference.
So I loaded an autosave and tried again, this time it worked and the air temp normalized almost instantly. It must have been one of the many bugs. Save often, folks.
So I'm guessing those vents don't open / close on their own like you said. I assume there might be a way to use these Signal boxes and the alarms in different rooms to make that happen though. I'll play around with that as I progress through the game
It turns out, there are 2 types: manual and automatic. You can hook up the auto ones, but not the manual. by dumb luck, I had found 2 auto vents on my other playthrough, prior to making this recording, and didn't really know there was a difference. I still don't fully understand how they expect the logic in those switch-boxes to work. I saw a reddit thread that talked about them, and the general consensus was they are kind of built backwards from typical procedural programming. It seems this would significantly limit their applications for the average player.
That's a good question. In theory, I suppose shutting down your transponder would possibly do that. But--we are seeing, flying to, and visiting powerless hulls of ships, so if I had to guess, I'd say it would not. Try it, and if you get interesting results, let us know!
@@mochad Just started playing yesterday and got busted on my first return trip. Could'nt pay the fine started a new game. I now disable my IFF before docking to derilict and check the NAV screen everytime I have to take off the helmet. Not sure, but the starting location asteroid seems to have a shadow for sensors as well. There is a game on steam for 5$ called Objects in Space which never got fully finished but has some great mechanics regarding stealth and detection. Bit like Elite Dangerous but more in depth, where you would try to reduce heat output as much as possible. Would be nice to see that in some form in Ostronauts. Would be a great use for these switches as well. Anyways, if I find anything substantial I'll let you know.
I think that depends on who you ask. They are very fragile (80% chance of breaking while removing). I think using one from a wreck flags you, but I'm not certain on that. I was advised early on not to do that, so I never have. My interests lay elsewhere in this game. Good luck! The worst that can happen is you lose everything!!! ;)
Thank you for this beginner guide !!
Thanks for watching!
These videos have been great to watch! It's good to see you're still at it and discovering new things. :)
FYI, you have two types of vent on your ship. One (with the light) is a smart vent that requires power and will automatically close the moment it detects a pressure difference.
The other vent is a standard/mechanical vent that always needs to be opened and closed manually.
It's actually a pretty good idea to have both.
The smart-vent left open, will to instantly close seal off areas of the ship in the event of a hull breach
Then standard/manual vent can be left closed, and only used to manually re-pressurize areas after the damage is repaired (as the smart vent will continue to automatically close itself).
Thanks so much for the information. I'll take another look at that!
Auto-Vent is a normal vent with ONE additional feature. They Auto-CLOSE when there is a decent O2 difference between the rooms it connects. That is it. You have to manually open them afterwards. I've never singalboxed them, but that seems like a handy way to open them all after a depressurization event. Just be aware of the following:
Signal boxes are JANKY AF!
I had a web of them on my ship where a box would control the RCS cluster, another did docking lights and powered up the airlock doors, another did exterior lights, another did Atmo controls around the ship. Then I linked those to a master box in my cockpit.
After saving and loading, and taking some lights off and moving some RCS intakes and general ship messing around, half the functions did work. New things linked up wouldnt accept signals, old things that were no longer attached stayed locked to the last signal they received. So connecting a light, turning it off with a signal box, then uninstalling it and putting it elsewhere would see it not being able to be turned on until I RECONNECTED it to the same original signal box. It was a disaster.
I would strongly suggest minimal use of these things and only for super simple functions as shown in the video. Experiment at your own risk.
They have the potential to be a game-changer (like redstone in minecraft), but they are not working great in .13.
Fantastic series, I'll suggest it to folks starting out that have questions. Thanks for making it!
last video on social was huge help. i dont own the game yet. but watchin this series to have a good understanding.
1 thing i seen in the playthrough i watched, dif channel. was the char complaining all the time in last few vids. guy said i dont know what to do with those, worry about it later lol.
yet u solved the issue really easily was cool to see its not a real big issue.
Thanks a lot for this guide! I tried to play this game for a couple of hours on my own and I almost gave up. Then I went through all 11 episodes in one sit and now I can enjoy the game. Hope to see more episodes on subjects like crew, advanced ship building, gigs, and so on. Thank you again!
wow your layout look free and spacious even though it doesn't seem to be that big. I haven't even figure out how to squeeze a single bunk yet.
Ive watched all 11 episode of your guide and its really helpful. This game is so complicated and I love it.
Excellent videos on this channel! It might not be your type of game but my favorite management/survival game has been CDDA (Cataclysm Dark Days Ahead) for a long time. I would love to see your analytic breakdown of it. In any case, new subscriber here and added a couple of games to my wishlist from your beginners' guides. Please keep it up!
Thanks so much for the suggestion! I'll take a look at it, and see if it is something I can help improve upon. I've got a few games queued up right now, just waiting for the time to get back to it. "Real life" has gotten in the way for the last couple of months, but I think I'm coming to the end of that season.
My time playing Starmade is about to serve me well. As you point out, those are not just signal boxes, but also logic blocks.
In theory, you can fairly easily rig a couple up to automatically lock down a compartment and it's air pumps if depressurization occurs, rather than needing a manual toggle.
I imagine that there are other things you can do, like auto-switching to backup power with a lighting change to indicate you're running on auxiliaries and/or a power-saving mode that does the same with lighting, but also does things like shutting of the nav console and other non-essential systems
when docked.
I figure of they've added logic blocks, it's only going to be a matter of time before various sensors are implemented, aside from the current atmospheric sensors now ingame, to augment and diversify what can be done with them.
I think there might be a way to rig this so you can depressurize specific rooms. That would be a great way of dealing with fires and other threats
@@hypegamer347 Nice! I'm going to have to try and implement that once I finish getting my ship expanded and the internals sorted out.
Give us some more ksp content!
That could happen. I've been supremely disappointed with KSP2, which is something I don't say flippantly. I had hoped that they'd have worked through some of their problems, and I'd be spending time with the Kerbals. At this point, if I do any more content, it'd be in the original. At least until they get their act together on KSP2.
I cut game companies a lot of slack, as I was a game developer for a while in the 90s. It's hard stuff--you're trying things that haven't been done; you're pushing the boundaries of hardware (which almost never cooperates); and maybe the hardest part--you're trying to fulfill the expectations of EVERYONE'S imagination of what your product should be. Despite my reluctance to denigrate games, I really believe KSP2 missed the mark badly. So badly, they hit someone else's target. And that's a shame.
@@mochad good ole ksp 1 runs pristine!
I've been looking everywhere for an explanation of why I can't get my ship's temperature up above vacuum temp after depressurization. I decided to install a couple floor bins I found on a derelict so I can have some actual storage space on the starter tug. Upon installation, I turned the air pump back on and air pressure normalized, but the air would not heat up fast enough and I froze to death in minutes. The temp was only increasing .01C every couple seconds. Your ship in this tutorial got its temp back to a normal 20C within seconds. I can't figure it out.
Also, I did make sure to check that the thermostat was connected to the heater and that it was on auto. I even tried with it "on" with no difference.
So I loaded an autosave and tried again, this time it worked and the air temp normalized almost instantly. It must have been one of the many bugs. Save often, folks.
Now you can ear the alarm, and the first thing that i notice is the cat mouthing of ^^
This game is like an onion. I love it
So I'm guessing those vents don't open / close on their own like you said. I assume there might be a way to use these Signal boxes and the alarms in different rooms to make that happen though. I'll play around with that as I progress through the game
It turns out, there are 2 types: manual and automatic. You can hook up the auto ones, but not the manual. by dumb luck, I had found 2 auto vents on my other playthrough, prior to making this recording, and didn't really know there was a difference.
I still don't fully understand how they expect the logic in those switch-boxes to work. I saw a reddit thread that talked about them, and the general consensus was they are kind of built backwards from typical procedural programming. It seems this would significantly limit their applications for the average player.
normal vents are mechanical open close. auto-vents are ONLY auto-close when there is an O2 difference between rooms, you have to manually open them.
Does shutting off systems help avoid detection ?
That's a good question. In theory, I suppose shutting down your transponder would possibly do that. But--we are seeing, flying to, and visiting powerless hulls of ships, so if I had to guess, I'd say it would not.
Try it, and if you get interesting results, let us know!
@@mochad Just started playing yesterday and got busted on my first return trip. Could'nt pay the fine started a new game.
I now disable my IFF before docking to derilict and check the NAV screen everytime I have to take off the helmet.
Not sure, but the starting location asteroid seems to have a shadow for sensors as well.
There is a game on steam for 5$ called Objects in Space which never got fully finished but has some great mechanics regarding stealth and detection. Bit like Elite Dangerous but more in depth, where you would try to reduce heat output as much as possible.
Would be nice to see that in some form in Ostronauts. Would be a great use for these switches as well.
Anyways, if I find anything substantial I'll let you know.
Could I install a salvaged IFF system to switch to, for flying undeer fake ID ? Or is it tied to that smartphone thingy ? Or the ship itself ?
I think that depends on who you ask. They are very fragile (80% chance of breaking while removing). I think using one from a wreck flags you, but I'm not certain on that. I was advised early on not to do that, so I never have. My interests lay elsewhere in this game. Good luck! The worst that can happen is you lose everything!!! ;)
@@mochad Oh well, just found the missions which actually make a license affordable. No need to go all stealth then.
7:09 Pretty sure you just have it inverted due to the individual switch being flipped.
Algo