Starship Simulator - Cold & Dark Start Tutorial
Вставка
- Опубліковано 9 тра 2024
- No commentary, because AVA does a great job explaining!
Timestamps:
00:00 Introduction
00:24 Reactor Room
00:54 Start Capacitors
01:53 Reactor Controls
03:03 Fuel & Coolant Supply
07:30 Reactor Startup
07:50 Electrical System
12:50 Power Distribution
16:14 Flight Readiness
Download the demo:
store.steampowered.com/app/13...
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Donators / Super Thanks:
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MattDesigns
Layla
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Tech Guy
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More Starship Sim videos:
"Ship Engineering Explained" ua-cam.com/video/v8SXeqsRZkc/v-deo.html
"Tech Demo Game Preview" ua-cam.com/video/auDs1AM-R7s/v-deo.html
The unsung hero of any starship, the guy or gal who goes in first to turn on the lights.
I actually knew a guy whose job in the Navy was literally to turn on the nuclear reactor for the first time. He'd done it on a handful of vessels before he retired from the Navy. He works at a nuclear power plant now.
It really does take that long with a cold start! I just watched Star Trek S1E4 and Scotty informed Kirk that it would take 30 minutes to restart the engines
but all Chief Engineers multiply their repair time estimates by a factor of 4...then when you do the job in a 4th of the time the captain thinks you are a miracle worker
I love this so much! It is literally my childhood dream from the 1970s! I did note that it looked like some of the cryotank plumbing was missing elbows- I was worried that I would get sprayed with liquid helium when the valves were opened… 😂
I think those connectors have been sorted by now too :)
And now the Cryogenic Helium supply has been activated, pick up your welding torch and struggle through the spray of 20 Kelvin Helium. Now place the pipe in it's correct place and weld. Now be thankful you aren't the one arc welding a pipe carrying Deuterium in an oxygen rich atmosphere.
The flanges..... So many open flanges...... 😂😂
An aggressive xenomorph is going to have a field day if one gets on board, all it has to do is chew through a power cable and then go hunting when you have to send people wandering all over the ship to access consols and reroute power and such.
Damn, I hope company insurance covers for this and all harm to the crew.
Everyone dies in Electrical...
No problem, just reroute the quantum flux conduits to send an antibaryon stream and contain the xenomorph in a Planck field!
Isn't that the plot to among us?
i know its just a game but the thought of touch screen controls replacing the handle on a simple valve is enough to make me physically ill
As a millwright, I have to COMPLETELY agree
More importantly, since the controls are digital anyway, there should be a single start button on the bridge to do all this without a monkey walking around all over the place...
This is really amazing! I love the detailed walk-through and being able to see the whole cold-start process to startup all ships systems. That was really interesting.
But - As a strong suggestion... I would really suggest some kind of a checklist (a Detailed checklist!) you could follow, like on a character-held device like a smartphone type device or a Padd device that can hold your Ships AI helpful info, checklists, all available help, whatever.
This was a LONG and detailed technical procedure that requires everything to be done in a specific sequence, with nothing out of order. Definitely needs to be a checklist we can access and follow in order to do this correctly.
Don't get me wrong, not criticizing at all, just offering a helpful constructive suggestion in order to be able to be successful at this.
I can't wait to try this out and experience the roles onboard the ship!
This was really interesting and good - Thanks for this!
I’ll pass it on 😁
I opened up a notepad app on my ohone to make my own. it's a definite need.
Get your azz a notebook bro, consult it whenever you need to
I'm ready to start.
There are very few sims that have taken the time to do this detailed startup experience. Rogue system on steam is the only other one I know of but the developer was unable to continue with development.
Star Trucker is probably the closest right now, but that’s small ships and a simpler process.
And Re-Entry of course.
I love the attention to detail, but this is the one area where things kind of fall apart. There really should be a control room in engineering where all of those disparate control panels are aggregated. They don't have to be on the same panel, but they should be in the same room. Unless there is some other system available for monitoring all of that, this is going to lead to poor situational awareness, which is why Three Mile Island incident occurred.
I can’t speak for the developer, but my understanding as a backer is that this is designed for immersion and multi-crew gameplay, whilst still retaining a realistic process.
You’re absolutely right that this would realistically be in one room, but it wouldn’t be sci-fi if you didn’t have engineers down in the bowels of the ship frantically flipping switches and yelling “she cannae make it captain!”
Given that this is a cold/dark startup, from an in-universe perspective, I'd expect that part of the issue here is that with all the power systems isolated and cut off, none of networking necessary for a centralized SCADA system would be online - thus requiring you to go to the actual equipment in question to ascertain its status and manually close the circuit breakers so everything can power up, ascertain its state, and "settle" into its usual running routine.
Honestly, the most unrealistic thing here is that everything comes online as quickly as it does - given all this process entails, you'd expect everything to take quite some time to come up and sort itself out. A master situation display on the bridge and engineering decks would make a lot of sense, but in a situation like this you'd expect a lot of alarms due to different systems having no status available. You can see this behavior in a lot of safety critical systems: the default state is designed to be the safest, whilst the default alert is designed to be "assume the worst until proven otherwise".
@@kilodeltaeight Yup, all of engineering should be flashing like a disco at first with warnings and errors. Also, if there is enough power for automatic doors, there is enough for basic networking.
I also agree that cooling a vessel that large would take far more time. Even in a world where FTL is a thing, thermodynamics is going to dictate it will take time to pump all that heat out.
Honestly, I would suggest *mechanical* valves for certain things, and for the larger buses, physical contactors. That would not only be more visually appealing, but also more realistic - and explain why they are distributed around the deck.
Still, I love the concept of this simulator. I have always wanted something like it, but most games that had elements of it eventually focused on combat and the most you got to explore was the cockpit. I'm excited about this simulator.
@@kilodeltaeight I can’t remember the technical term, but yeah Airbus style would be good - if the annunciator lights are off, all is well
After all those stairs in engineering, the 2 second lift ride from B to A deck killed me lmao
Guests take the elevator, staff get the stairs 😂
learned a lot about fusion reactors from this
This reminds me of those life off the grid tutorials on youtube where people go through thier whole solar, generator and battery combo and how its all wired together except this is in space.
Or is it? We never see space, do we? :D
That was incredible. I don't know how many hours you have put into that sequence, it was time well spent. Thank you.
Amazing. I love the attention to detail!
I think the only thing I would wish is that there would be eight decks instead of seven Due to the allowing something underneath the engineering deck like an observation room, or a special scientific sensor room
My kind of sim! Can't wait to see what the devs do going forward!
Looks pretty cool. Downloading the demo now. Looking forward to the release. Would love to live stream that
You got the top of the Miranda class starship in your thumbnail photo down pat. if I didn’t know any better, I would’ve sworn that this was a the Star Trek game.
This was the original spaceship design and key art used for the game - it’s changed since the Kickstarter 👍
Amazing! There is some real passion put on to this game.
This is impressive. Wow!
I would need more labels on things to be able to play this. Like big white numbers over the pipes and panels showing what deck they go to or which reactor they are etc. Needs to be super obvious because I'm super dense.
I’m sure there will be “next item” UI highlighting at some point
There should definitely be a Master Control screen for power management either in the initial Startup power room or the Reactor room, and those sub-screens in the maintenance areas should be for local override/maintenance only. If you want the player to still know where these are, you could have a Master On function, and then have the player have to go to a certain one to manually reset a breaker that didn't engage properly (and preferably these would be hand-operated rather than screens). This is cool but a frankly ludicrous amount of walking/button-presses for a totally interconnected ship with digitized controls.
Yeah, I was thinking the same. Every action was a touch screen, so it would be incredibly easy to have a automated start up or a panel that just cycles through each sub system in order.
There's a 2 story "Engineering Control Room" right across the hall from the reactor room. My guess is the primary controls will be there once it's modelled.
I wondered whether the Touch Screen Console Controls were written by Bethesda ..?, I cannot wait till they have Networking in the Future !!!
It would be fun to speedrun this and see how fast you could get through it. Since everything is run by touchscreen, you think there would be one master display panel you could connect to to the various systems without running around. Of course, if everything required manual valve and switch controls then you would need to move from one room to the next.
A work friend just showed me this and now I'm dealing with Steam captcha to try to get my account back, this looks absolutely insane and can't wait to play it
Your friend has great taste!
I really want to play this, but I can't see the interface text, even when zooming in. Things go horribly wrong when I even try to use Windows Magnifier, too. But, the sim looks amazing. At least there's spoken dialogue from the AI tutorial. Thanks for sharing this. Looking forward to the full release. :)
Hmm those pipes seem to be missing some elbow joints..
It’s WIP! 😁
It's the future. They are nanobot constructed without elbow joints.
@@pdonettes So quantum elbow joints then! :D
And the flanges don't match
Neat. Someone put a lot of effort in that.
That is so cool!
After you've played the game several times, AVA's tutorial starts to sound like this "Now p"...."Wh", "Now hea", "Turn on th", "Be su", "After tu", "Af"
Looks interesting!
There is gravity on a completely powered down ship? Maybe a later feature.
apparently heat too, as the windows were not frosted. Still, loving the premise. So much scope.
@@shaunwatts6114 I don't want to come across too negative as these two details aren't at the core of what this tech demo is about. Strange thing: this project is a "take my money" type project, but promise so much with such a tiny team that I am leery to pledge on crowdfunding.
Battery powering life support?
Probably a backup power system for life support and gravity, in case of main reactor failure, which makes me wonder if we'll ever have to replace a gravity deck plate module to restore gravity to a section in the floor or hallway.
this gravity thing they just cant seem to nail it down 😂
Normally you'd have a complete team doing this. All coordinated by the chief engineer of the ship or the dock yard. Good to see hiw an individual would need to do this. And good on the designers to make it that if in an emergency, a single crewman could do this.
That head bounce is so aggressive, a lot of Indy unreal developers seem to use this a lot, no bounce is the norm. If anything I'd like to see an option to turn it off.
There’s an option to switch it off I believe. A lot of it is just a side effect of the FP camera being attached to a physical animated 3rd person model
@@TiJayFLYGlad to hear it. I couldn't get more than 72 seconds into the video before the view bob was too much.
How weird is it that I never even noticed it...
Agreed... that head bob is far too aggressive, jumpy and abrupt. Going down (or up) stairs is straight up nauseating.
10 hours later you managed to switch on the batteries.
Aaaaaaand now I want a starship. Thanks😞
Fascicating ! Can't wait to learned and explore myself. The only disappointing élément for me so far is the sound design. I hope in the final version we will feel and heart the ship coing online with energy hums and stuff :)
Ooh I hope so too
Is it just me, or do the On/Off buttons feel inverted? I keep reflexively seeing the On button being lit up as indicating that it is active, when it is actually the reverse. Hoping there's a setting to flip that.
All the tech stuff needed to do, my brain went to an antique game having to do with running the Chernobyl Nuclear Plant and how easy it was to blow the whole thing up just by trying to get it to start. LD
Seriously though, that’s a LOT of detail for a specific crewperson’s task on board this ship. Trying to remember to do all this when not in tutorial mode is going to be interesting.
On that note, have you seen Nucleares? ua-cam.com/video/zZDo-2or4Js/v-deo.htmlsi=0nzjspEqCpLEeVzE
After turning the lights on in the beginning of the video, I'd have still used the flashlight because the lights are so damn dim you still can't really see anything. I'd complain but that's part of the simulation as emergency lighting.
Power switch simulator. 😂 Sorry had to do it.
is the headbob an option i can turn off? that'll trigger people's motion sickness response quick.
Also.. Stairs not turbo lifts? is this a pesant's starship! :p
yup you can disable head bob
Turbo lifts are coming 😄
@@TiJayFLY Cool, thanks for the replies :) Looks interesting. I'm looking forward to the full release !
Honestly, stairs are far more realistic and reliable. Modern seagoing vessels use stairs (called ladders in seafaring parlance), and this is clearly a Human designed starship, so why not go with what we know works and what we're used to.
"It'll take time to create a vacuum in the reactor chamber... on this space ship that's in space."
Just open the door I’m sure you’ll be fine 😂
Can’t IMAGNE Scotty traipse up and down doing all this! - “One-push-button Montgomery they used call me laddie!” 😉
They should add a toggle so you can move the mouse cursor without turning the whole camera to each button, it makes interactions with the world UI elements so much easier.
Just a toggle option between Crosshair and Cursor mode
I was able to do this by pressing E (it also zooms a little)
Looks super cool, but wouldn't a starship with digital displays and that technology also be a bit more ergonomic? The control screens should be more logically placed together IMO to prevent all the walking back and forth. A larger panel with the controls in logical order is better that having to run around to just push a button.
The ship is designed to operate with a full crew, it wouldn’t ordinarily be one person - think Star Trek - but yea, maybe some of it will be consolidated
😅😅😮
This is a training exercise, you wouldn't be allowed to use a master if there is one.
What is the temperature inside the reactor where the little atoms are bumping into each other and fusing?
I cannot believe something this advanced, doesn't just have an "on button" ...it's not a 1970's diesel train
There’s a flight ready mode
Do the replicators make the helium that fills those tanks?
Replicators also make the fuel?
I’m not smart enough to understand - check with the developer 😄
Just curious, is this a game still in development? Asking because model assets like the He3 conduits and valves look unconnected and out of alignment with each other. Also without any power at all, would this not be done in microgravity, instead of walking around; assuming gravity in this scenario is artificial and generated somehow?
It’s a very early demo with a couple years of development ahead
Good lord man, those pipes are falling apart!
I'm no nuclear physicist or a ship's engineer, but there is a butt ton of misaligned and completely disconnected pipes around the storage tanks. You may want to have a plumbing crew come out before pumping and pressurizing anything.
It’s a very early WIP version of a game that isn’t even in early access yet :)
My OCD cannot handle all of the open flanges and pipes!
And if all these things can be controlled by touch panels, why would they not be located in one centralized control room, or, even better, from the bridge?
Then, the individual valves and breakers, etc. would only need to be visited for emergencies and manual overrides.
It's like you had to get a ladder to fire up that APU on a 777
Now with lights on and nuceky-piwered systems, we can go to the valley and get some 🥑 avocado and ❤ tomato 🍅 sandwiches, because we are really hungry after touching all those panels and walking so much.
I wonder if you can totally eff up the startup sequence by opening and closing valves willy-nilly and blow up your ship...
You can certainly f up the process, but I don’t think any of the failures are catastrophic yet
@@TiJayFLY I do hope they put that into the game where if you don't do it exactly right, you will cause a RUD (Rapid Unscheduled Disassembly).
Automated safety protocols should fix that. I remember in Elite Force purposefully initiating Voyager self-destruct for funsies.
@@fredashay Only if they also include a feature to rollback to an old save, I haven't seen anything like that yet.
Most likely, but one would also hope that 200 years into the future we haven't forgotten what interlocks are, and some of the worst "oopses" are designed to be impossible.
Unintentional ASMR. What a voice ❤
I just have a couple of concerns, in the beginning it just seemed like there should have been a process to fill the fuel tanks first I don't understand why we have to walk around all over the place to start things up it seemed to me like maybe there'd be other people standing here there should be a panel one panel for one person to stand by and do all this without having to run all over the place like an emergency backup in case there's only one guy on board like for instance here thank you I'll give you a thumbs up
It’s a multi crew ship. This is just a very early WIP
@@TiJayFLY
Hi, thanks for the reply, my comment was with humor in mind... problem with text or read only no inflection or voice, so I think I'll start putting Joke at the end so folks will know it's humor not serious...but yeah, thank you. Still was cool.
Shoutout to Scotty and LaForge for being the guy that has to do this. Wouldn't catch me on a dark starship without power. I've seen Alien. I know how that ends. 🤣
yeah but then you forget that they're the Chief engineer and command an entire Decks worth of crew too.
An open stairwell connecting all decks without _any_ form of containment doors that can close off decks in case of an emergency? Great design!
OMG 🤦♂Those Klongins and Rumalons, not to mention the Brog, will have a field day with this... 'Resisting is a futility!' indeed.
That’s an interesting point, I’ll put it to the developer :)
Wil you be able to create a personilzed character?
You already can! 😁
Hmm... seems to me that most of this should be performable from a single location, with a lot less moving around. Rather than having each set of controls for each quadrant in the four quadrants of the engine room, why not just have one console in engineering that shows all four quadrants side by side? Ditto for each of the other set of controls: a centralized spot with everything a crewmember needs to do their job, instead of having them run all over the ship.
The interface seems more intuitive than LCARS, at least.
Isn't the idea of having electronic controls being able to have a centralised system rather than running around opening valves and switching contacts?
Crew is WIP 😄
a starship with an ignition key would be nice.
It begins with the walking, is this guy an alien? Because of this up and down and tapping feet sound I instantly have a thermian walking in mind, this should be changed imho.
I hope you can eventually tear your ship apart and build in redundant systems. Unless, is redundancy already built in?
There’s redundancy in the sense that the battery arrays are shared between various systems (see my Engineering explainer video in the pinned comment), but I’m not sure about rerouting power to entirely different decks or systems :)
Are you a kickstarter backer? I am and I want to know when I will be able to get into this thing! 🙂
Yup - I believe there’s a public demo on Steam already (which is the version featured here). They’re sorting out dev version keys and roles for new backers over on the discord in the coming weeks AFAIK
@@TiJayFLY Great thanks!
Is it just me or did they only turn on 1 of the 5 high voltage systems? Look at 8:38. They only ever turned on the Main Battery Distributor (left most), meaning the sublight, weapons, shields and FTL distributors, while receiving power from the reactor, are still not distributing it into the actual systems. So how tf is it flight ready?
I did a full explainer on the electrical systems here, it *should* answer your question ua-cam.com/video/v8SXeqsRZkc/v-deo.htmlsi=qAM1qsQWabkko3SJ
How many people would be needed to startup such a big ship IRL?
yes
Why it's all still so dark after powering up the reactor?
Sense of scale is great, this in VR would be a winner for me.
Would I be able to change the voice.
It’s very similar to the brain numbing site induction videos I have to sit through when starting at a new site.
It’s that text to speech AI style. Almost passive aggressive.
It will be in VR, not sure about the voice though 😂
A personal thing 99% of users wouldn’t be sitting through site asbestos awareness videos 3 times a month. 😂😂
@@mr4kids.866 god i hate asbestos awareness. 3 hours of that crap made my brain melt
This almost like a DCS startup guide, anyone want to do a 3 minute starship startup during a raid on.
This is supposed to be a futuristic clarkTech starship, so why is it that what appears to be a fixed procedure isn’t automated via ships firmware or a script?
I get it, but there is an audience - myself included - that loves a complex manual startup sequence 😄
Yeah, it would be more immersive if manual startup was optional and an auto startup was available for normal operating conditions. Also the need to move throughout the ship when centralization of the controls is feasible comes across as a design flaw. Having direct physical access to these critical systems is important, for sure but that kind of centralization would also be a valuable safety feature. What if for instance, parts of the ship are depressurized?
@@kyleeames8229 there’s an auto (flight ready) option of course
All that technology, and no automated start.😉
There’s a flight ready option 😄
I don't understand. Where is the deuterium and helium gases coming from to fill the tanks? From the replicators?
From outside? The robot didn't turn on the replicators or the pumps to bring the deuterium and helium from outside to inside, but in the vacuum of space, there are like less than 10 atoms of hydrogen per cubic meter, so I really think there's no getting those elements from outside. They must be made by the replicators, but the fusion reactor is not in yet, so how can the replicators make elements?
😮😮😮😢😢😢
Something's not right, Ava.
where can i get this simulator?
Link in desorption, or search Starship Simulator on steam
Is this PC only? Will it be realeased for console use?
I think the current plan is pc only
Yeah upon further research I did read that. Thank You though. 👍
The only negative I noticed was the footsteps. I can see where they would quickly become annoying over a long period of time. Everything else was superb.
I was disappointed that the deuterium didn't spray all over the place when the final tank input valves were opened to the pipes that aren't connected to anything.
one question, where are the turbo lifts lmao
There's a non-turbo lift between A and B decks! It's in my game preview video :D ua-cam.com/video/auDs1AM-R7s/v-deo.html
There's a tiny room near the staircase that is going to be the main elevator
@@ScooterBond1970 in the current build the elevator is present but not yet functional - I can’t imagine it’ll be long though
this is cool, really really cool. both technically and as a game concept. i'm glad to see you can have the NPC crew manage this stuff though, or I'd never personally play it. just as a rule, I don't play games that are jobs.
There should be an administrative level command console in main engineering to negate the unnecessary need for physically running around the ship decks, turning on electrical switches each tucked away in alcoves, naves or nooks. If the start-up required manually operated hardware, via a mechanical means such as in the use of hard tripped electrical breakers, locked-in-place levers, and over tightened valves, and of course with dials turned to 11, then I could understand the need to be standing at each particular station, but since it's all electrical turnkeys well then this seems inefficient and burdensome? A bunch of bussybody work for a go-for or an intern to do rather than a top level officer.
The idea is that this will form part of multi crew gameplay, or be carried out by low ranking AI crew :)
That sounds like some seriously thick yet frozen shag carpet.
Mmm crunchy
@@TiJayFLY just a thought I always felt that stairs on space ships would be either metal or harder surfaces. The common spaces/ hallways are fine carpeted but engineering should always have that "clang clang clang" sound. It was weird in Star Trek when they had carpeting in engineering but only hard surfaces near the reactor core. I mean, it's engineering, there are fluids and fires, you don't want carpet in there. 🤔 I think it was more about audio production for the show, 8 engineers walking around would be a nightmare to shoot dialogue over.
The valves Ava spoke about at 4:04 control flow if gas, but then at 4:16, Ava says fluid, not gas.
Something's wrong.
It’s WIP - if there are any technical errors, pls drop by the discord (linked on the Steam page) and let the developer know
thats why u need crew
I'm so mad that I won't be able to play this. I had to lower resolution scale to like 15% to get 12 fps and managed to do cold start from memory but as soon as I got everything powered up I had almost 0 fps. The only way I'll be able to play in the future is if they add it to cloud gaming services
I’m not sure if the public demo has moved over to UE5 with Nanite etc yet, but it’s becoming more optimised every day
Flipping feet sounds like robot, human, or humanoid is barefoot.
Funny.
The only thing i dislike about this was the camera work. That bouncy camera when you walk is not for everyone and i'm pretty sure the majority of people don't like that either. I don't originally have motion sickness when playing fps but it will eventually happen to everyone as time passes and as you age. Especially those who stopped playing fps for a very long time.
I think the first person camera is currently attached to the physical 3rd person model, so the head pitches a lot. I would guess some smoothing / damping will be implemented later
It prob not like that in vr
That’s why you turn off head bobbing in camera settings 😊
I hope they add a way to turn it off I won't be able to play ot if the head Bob is this bad
YEs I agree...the head bob is a bit exaggerated for me.
So if the ship doesn't have any power, how come it has artificial gravity? Hm...🤔😁
And secondly, how convenient that all the doors are open! 😁
Well, the A-grav may be locked into a low-level backup system like the startup batteries so it remains active unless the backups take damage. As for the doors being open, its easy to program the doors to automatically remain locked open when the reactor gets shut down, unless there is a hull breach in which case they'd probably automatically close to seal the compartment.
If the ship is truly dark, I wonder how fresh the air is? If the ship was provided with enough power to ensure a breathable and ambient atmosphere... with gravity... why not lighting?
Are the elbow and sections of pipes missing 6:31
Very early WIP
If the ship is unpowered, where does the gravity come from?
Yes 😂
Gravity shoes?
Those capacitors must have a shitton of storage!
Pipes to the tanks weren't connected?
It’s very early WIP 😄
okay i watched this carefully but what gets to me is, how is the user necessary for doing any of these "jobs"? its all digital breakers, the human is not required here 🤔
It still takes 10 guys about half an hour to start a modern day tanker or cruise ship, so this isn’t too wild. For example: ua-cam.com/video/d2sKCrJrpT4/v-deo.htmlsi=ndBtMPQGUZHK7AqQ
@@TiJayFLY indeed, it just seems so remote and distant.
I'll back this if I can play it on my rog ally without keyboard and mouse
A modern airliner can take off, fly to it's destination, and land by itself. The pilot is necessary just in case the automated systems get confused and/or fail entirely.
Would have loved to try the demo, too bad this only runs on Window...
UE is very portable, never say never
All this attention to detail, yet those pipes were not even connected to the valves!
They will be :) this is a very early stage demo
What's this game called? Starship Simulator: The Understaffing? One would think that a ship of this size would have more that one person doing the start up procedure. I can't wait until I'm put on kitchen duty to make my own meal and have to clean the toilets...or at least push all of the required buttons to complete those tasks. Maybe everyone is just off on Space Holiday or have all come down with a case of Andorian flu.
😂 the crew is in development (no, really!)
After a few minutes of researching - it looks like this is the type of fusion they are modelling. en.wikipedia.org/wiki/Aneutronic_fusion
Starship walking simulator.
This is not a game games are supposed to be fun. This is a job simulator
I found it fun 😄