I know this video is a bit different from my usual content, but video production was taking quite a lot of time away from development and I had to make some compromises. Let me know what you guys think of this format in the comments and also feel free to suggest specific things you'd like me to cover in my next Boring Development Update. Thanks for watching! To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/AngeTheGreat . You’ll also get 20% off an annual premium subscription.
According to superfastmatt - when you are 80% done with the last 80% - you are then missing 20% of those, which turns out to be 80% .... so at some time you just have to go with good enough 😁
Hi. Tester here. I can confirm that we are all actually idiots who have not developed any neurons beyond the brain stem. Ange has us working 24/7 in his basement to test his game please send help
*PRR poppit valve gear gets louder* also should add: this is literally how all valve gear works lol, any kind that you could see and can reverse direction can do this, even basic af walschearts
The mention about your PC not being top of the line is I feel a good thing, as theres a lot of cases of people developing on top of the line specs resulting in their games running poorly for the vast majority of players who don't happen to own a super computer.
I actually ran into this issue while co-developing a game with a friend. Had an RTX 3060 Ti, 11th gen Intel and he had a GTX 1080, 7th gen Intel. I build a city with foliage and everything. Look beautiful and ran great, at like 100 FPS. Gave him the project file, and he averaged about 13 FPS. We really had to do some rethinking on that one lol
@@SharkyDotDash the 1080 is only 10% slower than the 3060 ti, unless your friend was running on integrated graphics I doubt the performance would drop that low
Do your testing in a virtual machine that's been deliberately limited, such as 2 cores at 5% usage. Or better still, target something really old that needs an emulator, like "be playable in DOSBox at 20k cycles". For reference, that's the point where going much slower will see the sound in Quake breaking up.
A lot of crank cases are in a vacuum to increase the efficiency of the downstroke, so if you have any more issues with the steam blowby particle effect, you could add a crankcase vacuum system, and decrease the efficiency of the engine when the seals go bad.
This is the first video I have watched since I woke up in a hospital earlier this week. I have to thank you for putting time out of your life to pour into this project. People won't see it as life saving, but to me it really is. It gives me hope for what there will be once I'm fully recovered.
@charliesmith874 I just got really sick. Doctors still don't know fully what happened, but apparently, I had no blood pressure, and my kidneys were shutting down. I had to be intubated as I couldn't even breath on my own. I didn't even know how sick I was and just went to a general practitioner rather than a hospital to which they realised I was nearly dead. Looking back, I don't know how I didn't crash my car on the way to the doctor as I couldn't think straight or even really see where I was going. Apparently, I vomited enough to give myself chemical burns all inside of my mouth, which is still in a bit of pain. I usually eat pretty fast, but it took me nearly an hour just to eat a slice of pizza.
@@MyHandleIsGood fuck man that's rough. I hope it gets better for you as soon as possible, sounds awful as it isn't even your fault really, just happened randomly :(
Ange the Great: 1. Creates badass engine simulation game and optimizes it to the moon. 2. Documents it and transmits its development issues/triumphs over youtube. 3. Creates side quests to make game more interesting. 4. Fails at own side quests. 5. Laughs about it. 6. Moves along as though it never even happened. Yep. He's a real engineer lol.
I'm a software engineer, and I truly believe that this is a masterpiece. It actually inspired me to begin a personal project for a game simulation like yours. But I think it will not be anything close to your magnificent job.
Boilers typically use safety valves, not relief valves. Safety valves incorporate blowdown that ensures pressure drops below the setpoint when the safety lifts.
Real steamers measure steam consumption as kg of steam per hour, efficiency measured as kg of steam per hourse power per hour. Typically normal engine can do 10kg/hp/hr, but really good engines can do 4 kg/hp/hr (triple expasion with vaccuum condensation). That things I want to see here too.
@@AngeTheGreat On this note a 10 cc boiler is most likely notcutting it for a whole town. I really would like to mess around with multiple stage expansion engines diffrent types of boilers. Was of fireing it. Dust ,spray, coke ,coal oil ,gas ethanol wood whatever. Sadly it is quite hard to find anything that isnt like a 1910s book on thermodynamics, that talks anything about it.
hmm with the added particle effects I feel like it's becoming more and more weird that the inside of the boiler is visually steamless. Could be nice if you added a white translucent overlay for parts of the engine that have steam
I'm not the smartest on this topic but I believe that the overheated steam (which is basically a gas form of water, not its atomized form), by that I mean the steam that has high enough temperature and particular pressure, is actually completely transparent and non-opaque. That's a whole another bullet point to research and implement. At this current state, where the steam is only visible when it escapes pressurized places into the atmosphere and its pressure drops significantly (forcing part of the steam to condense into atomized water and thus to become visible), is pretty close to realism. But again, not completely sure
you can only see the "steam" because it condenses (what you're seeing is actually water particles, steam itself is colourless) Hyce spoke about it in one of the Century of Steam update videos about steam particle effects "Steam smoke snow and simulation" in short, the inside of the boiler should have no particle effects it's like the water glass in a locomotive, you see water below and nothing ontop, even tho that is directly connected to the boiler
As far as I know, it's actually realistic. Steam is invisible, it only becomes visible when it cools down and starts condensing out of the air. Inside the boiler to my knowledge should be almost entirely clear while the temperature is high. Search for videos of super-heated steam (usually made by running steam through a copper tube and heating that tube), it comes out completely invisible, then a little way away from the exit nozzle you see water vapour appear in thin air as the temperature drops allowing it to re-condense.
Something that I would really love to see in Engine Simulator is option to tune the engines, adjust fuel trims, timing, ignition, make it shoot flames or if you put bad timing engine knocks etc.
Please add feature that you have to synch into network frequency before connecting the generator to network. In old day power stations this was done manually and there was a sort of mini game in real life where you have to get two blinking lights on synchroscope dial gauge either on or off completely by fine tuning the output frequency. Because there are no inverters between generator and the power station output the frequency is directly controlled by the rpm of generator.
I was thinking about it too, I think the act of putting the transmission in gear would fill the same function as closing your exciter field breaker in a bizarre, roundabout way
The gauges that also track the maximum (or minimum) could have an additional smaller needle showing those values as is often in analog force and pressure gauges - called a "drag pointer" or a "tell-tale pointer".
honestly you are a good talker i really liked this update even if it might felt a little weird or lacking in your eyes... i understand that there are way more minor things that werent worth showing but that was fine and im soo looking forward to the whole game ... also THAT FUCKING i5 ENGINE HOLY MOLY
Literally built myself a super overkill computer just to prepare for your engine sim stuff to release, so hyped for this new release for steam engine sim, and looking forward to what it brings to Engine Sim. Keep up the great work
I'm glad it's going to be compatible with the steamdeck still. It's just something very inherently funny about controlling the steam engine on your steamdeck via steam emulation simulator that you got via steam.
I love this initiative! As a professional 1D simulation engineer with over 15 years experience of the professional software GT-Suite that the industry uses to model all kinds of flow/heat machines I really like this. Making the physics accesible to a wider audience is Great. Keep up the good work!
This is so cool, seeing how this project develops, I which we had more behind the scenes content like this from other developers. You're doing a great job, thank you!
Nice video. You mentioned some implementation details that you thought were too boring to show off. I don't think so at all, I would love some weird behaviors or neet implementations in code. Perhaps it could be done as a seperate video, not much editing. Kind of like you did in this video, just showing off some interesting parts of the code. Good luck in your developement!
21 день назад+2
One game mode that would be interesting is, instead of running the steam engine for electricity generation, run it as part of a train. Not sure if trains have transmission/gear. The game basically would tell you at which speed you're going, how far is the next station, and what is the max speed limit for the current path; and if there's a curve ahead or something and the speed limit is going up or down. Stopping on time, and in the station would be a challenge, and players could try to make the route as fast as possible. The game could also measure acceleration and give extra points for smoother rides (low accel overall, low max accel of trip). Just an idea if you want to make later a 2nd DLC.
I listen to all my pioneers, often when they're not even aware of it. So due to popular demand I have added a motivational message : choo choo Mother******!
You are genuinely my favourite youtuber atm and you are motivating me to start trying to learn to program again, maybe ill give C++ a chance. keep it up, i hope to be where you are one day. Also I cant wait to donwload this on my pc, sadly my laptop gets shocking FPS
This video style is more than good. If it saves you time and stress and lets you do more of the things you actually want/need to do, then that's great.
Awesome work! Every experienced developer will totally understand that this looks pretty much the same but you actually put 10k hours into it since the last version. I just watch you because you explain the process and that's interesting enough by itself.
Haha, you said 20 minutes. I have around 5 hours in the first version of the game. I’m sooo hyped! I love the changes you made, especially that the components can wear out, etc.
Looking great! probably the only thing i can say is to add a couple labels to the realtime debugging charts. Don't push yourself, and i don't mind waiting for the DLC, you are only one person, after all
Really like what you have accomplished thus far. The attention to detail and all the mechanics behind it is really impressive. Can't believe how much I'm looking forward to this. 🎉
usually im sad when people leave youtube for something else but in this case steam engine seems like something everyone involved enjoys and is a viable alternative to yt you go man😊
Bro, I so wanna see you do a rotary vane engine. I've been invested in their development and (hopefully) eventual widespread usage ever since I found out about them, a few months ago. It'd be so cool to see you do a simulation of one.
I love the work! I would like to see perhaps PID controllers on the controllable parameters (lets say water inlet with a feedback on tank level), let them set any feedback point (i.e. you could make the water fill related to engine speed, if you really wanted too) and set parameters on the PID to get better control, could be an interesting add. Also I would love a video on PID controllers/how they work/how to implement them.
With the fire/heat in the game being basically a set percentage and not really that variable, it would be cool to see some burning fuel mode and with the upgrades/marketplace coming into action, that could be a supply you would need to buy every so often such as coal, gas, oil etc. For it to be even more random in terms of the efficiency of how much steam is produced, an upgrade on workers who treat the fire (if it's a coal power station) could be added. But, in the end, if this suggestion doesn't get some thought of adding, I would still like to see the finished product anyway. Great work Ange!
I hope you enjoy developing the game. Is the pause menu included in the base game? If so, which button opens it? The game looks amazing. ( sorry if my english is bad )
Would be cool to have an uncapped mode where you could infinitely push your generator with upgrades until the simulation just breaks down, as a kind of high score
Software dev here! I think i speak for the whole comminity if i say we dont find the software development part boring. I would really appreciate you making small, maybe weekly 5-10min updates on the project. Im really really interested in your thought processes and tools. thanks !
hey ange, really great video man, even if it aint flashy it was nice hearing about all of the progress you've made one question, could you implement those steam engine config settings that you displayed in the power generation sandbox into the base game? obviously without the settings for the generator and power stats, just stuff like blowby, flywheel mass, etc to mess with and, of course, i have to ask. are there any plans for potential moddability of steam engine simulator? like people making their own scenarios/modes
Looks great! Have you ever considered applying some of your expertise in physcially simulating engine audio to musical instruments? Some instruments are notoriously hard to capture with just sampling (e.g. the saxophone)
@@roro1640 I released a video some time ago where I created a trumpet simulation. It didn't turn out THAT great, but I didn't put too much time into that project. Thanks for watching!
I know this video is a bit different from my usual content, but video production was taking quite a lot of time away from development and I had to make some compromises. Let me know what you guys think of this format in the comments and also feel free to suggest specific things you'd like me to cover in my next Boring Development Update. Thanks for watching!
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/AngeTheGreat . You’ll also get 20% off an annual premium subscription.
Thanks for the vid Ange it made my day
Thanks for the free 30 days
loved this new video, even with this unscripted format the video still felt concise and high quality. definitely was worth the watch.
Thank you. Ive been looking forward to it
would love a higher production quality video every couple of months or even half a year, but am as interested in this video as I was in the others
As the old saying goes, the final 20% of "minor odds and ends" takes up 80% of dev time. Glad to see the project is nearing completion.
Accurate
According to superfastmatt - when you are 80% done with the last 80% - you are then missing 20% of those, which turns out to be 80% .... so at some time you just have to go with good enough 😁
it's also recursive. so 20% of the last 20% takes 80% of that time etc.
meaning no project can every be truly finished
The venn diagram of superfastmatt and Angethegreat viewers is a circle
@@607racing sorry to break the mold, but I never even heard of superfastmatt. But now I did, so I guess maybe it's just approaching a circle
Hi. Tester here. I can confirm that we are all actually idiots who have not developed any neurons beyond the brain stem. Ange has us working 24/7 in his basement to test his game please send help
Its cold in here...
He hasn't fed us in 3 days already 😭
Can confirm
He beats us for sleeping at night as well. Been sleepless for a week already 😢😢
No worries fellas, I've shared the news on Facebook. Lots of thoughts, love, hugs and prayers from Facebook moms will be coming your way shortly ❤️
Take all the time you need man. Not like I don't have other games to play while I wait
true
ah I guess lots of back end work isn't very flashy for videos, making it hard to make the videos. Still it looks exciting
@@fillman86 yep, it's suboptimal but there's not much I can do about it
@@AngeTheGreatit was still a great video!❤
Incredible, we got VTEC for steam engines before GTA6
*PRR poppit valve gear gets louder*
also should add: this is literally how all valve gear works lol, any kind that you could see and can reverse direction can do this, even basic af walschearts
CHOO CHOOOOO MOTHERFUCKERS
yeah steam engines have had vtec since the 1910s
VTEC in my original steam engine just kicked in Yo
yeah, much before
Holy shit that I5 demo at the end sounds amazing!
yeah. Sounds like a Audi Sport Quattro S1
@@MMKnight_1 Now it only needs a turbo.
Genuinely impressive, no wonder BeamNG wants to work with him.
@@ma14.27 I can't wait for engine simulator to be used in games for accurate engine sounds.
it rlly just sounds like a V5 (or V10).
its beautiful
The mention about your PC not being top of the line is I feel a good thing, as theres a lot of cases of people developing on top of the line specs resulting in their games running poorly for the vast majority of players who don't happen to own a super computer.
I actually ran into this issue while co-developing a game with a friend. Had an RTX 3060 Ti, 11th gen Intel and he had a GTX 1080, 7th gen Intel. I build a city with foliage and everything. Look beautiful and ran great, at like 100 FPS. Gave him the project file, and he averaged about 13 FPS. We really had to do some rethinking on that one lol
1080 ti isn't bad in my opinion
@@zalien_ It isn't, but it's also rather old so not top of the line anymore which was my point.
@@SharkyDotDash the 1080 is only 10% slower than the 3060 ti, unless your friend was running on integrated graphics I doubt the performance would drop that low
Do your testing in a virtual machine that's been deliberately limited, such as 2 cores at 5% usage. Or better still, target something really old that needs an emulator, like "be playable in DOSBox at 20k cycles". For reference, that's the point where going much slower will see the sound in Quake breaking up.
This change in format is absolutely fine! It isn't that much different than before, only a little longer. Still great explanations
Yes - interesting stuff, I like the more natural 'i will just show you some stuff' approach 🙂
A lot of crank cases are in a vacuum to increase the efficiency of the downstroke, so if you have any more issues with the steam blowby particle effect, you could add a crankcase vacuum system, and decrease the efficiency of the engine when the seals go bad.
This is the first video I have watched since I woke up in a hospital earlier this week. I have to thank you for putting time out of your life to pour into this project. People won't see it as life saving, but to me it really is. It gives me hope for what there will be once I'm fully recovered.
Get well soon and thanks for watching 🙏
Get well soon! There are a lot of games to play and cool places to visit!
car crash? bike crash? something less fun? spill the beans bro (no pressure if u dont wanna lol)
@charliesmith874 I just got really sick. Doctors still don't know fully what happened, but apparently, I had no blood pressure, and my kidneys were shutting down. I had to be intubated as I couldn't even breath on my own. I didn't even know how sick I was and just went to a general practitioner rather than a hospital to which they realised I was nearly dead. Looking back, I don't know how I didn't crash my car on the way to the doctor as I couldn't think straight or even really see where I was going. Apparently, I vomited enough to give myself chemical burns all inside of my mouth, which is still in a bit of pain. I usually eat pretty fast, but it took me nearly an hour just to eat a slice of pizza.
@@MyHandleIsGood fuck man that's rough. I hope it gets better for you as soon as possible, sounds awful as it isn't even your fault really, just happened randomly :(
Ange the Great: 1. Creates badass engine simulation game and optimizes it to the moon. 2. Documents it and transmits its development issues/triumphs over youtube. 3. Creates side quests to make game more interesting. 4. Fails at own side quests. 5. Laughs about it. 6. Moves along as though it never even happened.
Yep. He's a real engineer lol.
I'm a software engineer, and I truly believe that this is a masterpiece. It actually inspired me to begin a personal project for a game simulation like yours. But I think it will not be anything close to your magnificent job.
I own a steam deck and i appreciate the fact that you are trying to keep it compatible
Boilers typically use safety valves, not relief valves. Safety valves incorporate blowdown that ensures pressure drops below the setpoint when the safety lifts.
Real steamers measure steam consumption as kg of steam per hour, efficiency measured as kg of steam per hourse power per hour. Typically normal engine can do 10kg/hp/hr, but really good engines can do 4 kg/hp/hr (triple expasion with vaccuum condensation). That things I want to see here too.
Hmm interesting. It might be an interesting metric to add to the sandbox mode
@@AngeTheGreat On this note a 10 cc boiler is most likely notcutting it for a whole town. I really would like to mess around with multiple stage expansion engines diffrent types of boilers. Was of fireing it. Dust ,spray, coke ,coal oil ,gas ethanol wood whatever. Sadly it is quite hard to find anything that isnt like a 1910s book on thermodynamics, that talks anything about it.
Ange. I have just one request, nothing too crazy. Could you reply with a simple 'Vroom Vroom'?
Vroom Vroom
im not Ange but Vroom Vroom
lol
vroom vroom@@AngeTheGreat
the creator has spoken
hmm with the added particle effects I feel like it's becoming more and more weird that the inside of the boiler is visually steamless. Could be nice if you added a white translucent overlay for parts of the engine that have steam
I second this
I'm not the smartest on this topic but I believe that the overheated steam (which is basically a gas form of water, not its atomized form), by that I mean the steam that has high enough temperature and particular pressure, is actually completely transparent and non-opaque. That's a whole another bullet point to research and implement. At this current state, where the steam is only visible when it escapes pressurized places into the atmosphere and its pressure drops significantly (forcing part of the steam to condense into atomized water and thus to become visible), is pretty close to realism. But again, not completely sure
you can only see the "steam" because it condenses (what you're seeing is actually water particles, steam itself is colourless)
Hyce spoke about it in one of the Century of Steam update videos about steam particle effects
"Steam smoke snow and simulation"
in short, the inside of the boiler should have no particle effects
it's like the water glass in a locomotive, you see water below and nothing ontop, even tho that is directly connected to the boiler
@@randomguyjustpassingbycorrect
As far as I know, it's actually realistic. Steam is invisible, it only becomes visible when it cools down and starts condensing out of the air. Inside the boiler to my knowledge should be almost entirely clear while the temperature is high. Search for videos of super-heated steam (usually made by running steam through a copper tube and heating that tube), it comes out completely invisible, then a little way away from the exit nozzle you see water vapour appear in thin air as the temperature drops allowing it to re-condense.
The sediment color is so addictive.
Something that I would really love to see in Engine Simulator is option to tune the engines, adjust fuel trims, timing, ignition, make it shoot flames or if you put bad timing engine knocks etc.
You can do that on the old simulator, though backfiring and knocking etc doesn't happen
Please add feature that you have to synch into network frequency before connecting the generator to network. In old day power stations this was done manually and there was a sort of mini game in real life where you have to get two blinking lights on synchroscope dial gauge either on or off completely by fine tuning the output frequency. Because there are no inverters between generator and the power station output the frequency is directly controlled by the rpm of generator.
there is no other generators on the grid in this game, so there is no sync required
I was thinking about it too, I think the act of putting the transmission in gear would fill the same function as closing your exciter field breaker in a bizarre, roundabout way
The gauges that also track the maximum (or minimum) could have an additional smaller needle showing those values as is often in analog force and pressure gauges - called a "drag pointer" or a "tell-tale pointer".
honestly you are a good talker i really liked this update even if it might felt a little weird or lacking in your eyes... i understand that there are way more minor things that werent worth showing but that was fine and im soo looking forward to the whole game ... also THAT FUCKING i5 ENGINE HOLY MOLY
Literally built myself a super overkill computer just to prepare for your engine sim stuff to release, so hyped for this new release for steam engine sim, and looking forward to what it brings to Engine Sim.
Keep up the great work
Even without a script, you are very articulate. I enjoyed the format.
Steam engine simulator hype!
@9:27 yeah that's me I love evil mode but wish I had higher pressure water feed and more heat lol
“People seem to enjoy trying to make the steam engine go as fast as humanly possible” 😂 of course we do! 😝 Evil mode 😂
OMG, the new engine sim sounds INCREDIBLE! 🔥
I'm glad it's going to be compatible with the steamdeck still. It's just something very inherently funny about controlling the steam engine on your steamdeck via steam emulation simulator that you got via steam.
I love this initiative! As a professional 1D simulation engineer with over 15 years experience of the professional software GT-Suite that the industry uses to model all kinds of flow/heat machines I really like this. Making the physics accesible to a wider audience is Great. Keep up the good work!
It's kinda like VTEC for steam engines 😂. That's a genius line 👌
This is so cool, seeing how this project develops, I which we had more behind the scenes content like this from other developers.
You're doing a great job, thank you!
My favorite fluid master!
Nice video. You mentioned some implementation details that you thought were too boring to show off. I don't think so at all, I would love some weird behaviors or neet implementations in code. Perhaps it could be done as a seperate video, not much editing. Kind of like you did in this video, just showing off some interesting parts of the code. Good luck in your developement!
One game mode that would be interesting is, instead of running the steam engine for electricity generation, run it as part of a train. Not sure if trains have transmission/gear. The game basically would tell you at which speed you're going, how far is the next station, and what is the max speed limit for the current path; and if there's a curve ahead or something and the speed limit is going up or down. Stopping on time, and in the station would be a challenge, and players could try to make the route as fast as possible. The game could also measure acceleration and give extra points for smoother rides (low accel overall, low max accel of trip). Just an idea if you want to make later a 2nd DLC.
Eyy, the fluid dynamics code wizard is back! Awesome
This kind of format isn't even all that bad, i'd gladly watch an hour of you just talking about steam engine simulator or engine simulator
vroom vroom (or i guess chugga chugga)
I listen to all my pioneers, often when they're not even aware of it. So due to popular demand I have added a motivational message : choo choo Mother******!
@@DimitriMP Coffee Stain is honestly the GOAT, and ADA is the best little sister AI that GLaDOS could have ever hoped for.
the Inline 5 demo was AMAZING! the off kilter growl of an inline 5 but at 8000rpm DAMN.
I was smiling like an idiot at the I5 demo
Looking good, thanks for the update! Can't wait to finally play it :)
You are genuinely my favourite youtuber atm and you are motivating me to start trying to learn to program again, maybe ill give C++ a chance. keep it up, i hope to be where you are one day. Also I cant wait to donwload this on my pc, sadly my laptop gets shocking FPS
This video style is more than good.
If it saves you time and stress and lets you do more of the things you actually want/need to do, then that's great.
The video was good, you are correct when you say you should spend less time on videos. Game is looking amazing, can't wait!
Great work Ange, its all coming together so nicely and I would love to see more additions past this in the future as this has so much potential!
Amazing work! On both simulators!!! Dude! I can't wait to get that DLC! And the Engine simulator when it is out! Thank you for all the coding!
Awesome work! Every experienced developer will totally understand that this looks pretty much the same but you actually put 10k hours into it since the last version. I just watch you because you explain the process and that's interesting enough by itself.
Haha, you said 20 minutes. I have around 5 hours in the first version of the game. I’m sooo hyped! I love the changes you made, especially that the components can wear out, etc.
25:35 Thanks for clarifying. I was quite worried about you when I first heard your voice in this vid because you sounded exhausted.
I dont think you have to warn me about this being a "boring" video. I love deepdives into anything so this is a great video for me.
Looking great! probably the only thing i can say is to add a couple labels to the realtime debugging charts. Don't push yourself, and i don't mind waiting for the DLC, you are only one person, after all
Really like what you have accomplished thus far.
The attention to detail and all the mechanics behind it is really impressive.
Can't believe how much I'm looking forward to this. 🎉
usually im sad when people leave youtube for something else
but in this case steam engine seems like something everyone involved enjoys and is a viable alternative to yt
you go man😊
Cool, the steam engine is really good, and also the little engine simulation too, really sounds like a real engine!
From my perspective, you're rapidly moving things along. Especially as a single-dev who also runs a RUclips channel. It's impressive.
holy shit that inline sounded amazing
Bro, I so wanna see you do a rotary vane engine. I've been invested in their development and (hopefully) eventual widespread usage ever since I found out about them, a few months ago. It'd be so cool to see you do a simulation of one.
as a car guy, steam engine nerd, and engineer that works in power plant simulation, this is an absurd design that I absolutely love
I love the work! I would like to see perhaps PID controllers on the controllable parameters (lets say water inlet with a feedback on tank level), let them set any feedback point (i.e. you could make the water fill related to engine speed, if you really wanted too) and set parameters on the PID to get better control, could be an interesting add. Also I would love a video on PID controllers/how they work/how to implement them.
All the controllers are controllable in the sandbox mode. They can be enabled/disabled and you can also adjust the responsiveness
Bruh why did RUclips not ahow me this video until now
I cant wait for someone to mod MIDI-controller support so you can have physical controls on your desk to manage your engine.
With the fire/heat in the game being basically a set percentage and not really that variable, it would be cool to see some burning fuel mode and with the upgrades/marketplace coming into action, that could be a supply you would need to buy every so often such as coal, gas, oil etc. For it to be even more random in terms of the efficiency of how much steam is produced, an upgrade on workers who treat the fire (if it's a coal power station) could be added. But, in the end, if this suggestion doesn't get some thought of adding, I would still like to see the finished product anyway. Great work Ange!
Great job! This is an amazing project! Keep up the good work; Good luck and Godspeed.
Very nice! I'm especially looking forward to the engine simulator! Very well done so far! Thanks for the great work and the updates! :)
Very good sum up video as always, thank you for it!
22:20 love how its starting to sound like a sewing machine lol
it's*
ill drop 100h playtime on this when it drops
Are you planning on adding force induction? Like turbochargers and turbos?
Glad to hear its almost done Ange :D cant wait for the full release!
I honestly think this format of video is great as well
bon appetit boys
Today we fine dine
FEEDBACK CONTROLLER!
My dreams have come true. It should totally be an ultimate upgrade in the game part too, though.
I hope you enjoy developing the game. Is the pause menu included in the base game? If so, which button opens it? The game looks amazing. ( sorry if my english is bad )
WOOOOOO UPDATES ON THE DLC
Ange is gonna create a new benchmark for FPS. XD
I'm super excited for the game. Definitely can't wait to buy the DLC.
I love your videos
Begging for a sim of the Porsche 6-stroke engine
Have fun brother. Take your time.
Actually, really like this format. As a developer myself, this style feels interesting and engaging.
Love this. Never played but love watching the dev
Legends has it that every time AngeTheGreat uploads, any and all digital software development work stops for a whole day.
Looking great Ange! Will upgrades have visual effects on the engine itself? Different boilers could have different shapes, flywheel designs, etc.
@@KrazyKotRUclips Thanks! And yes they will
@@AngeTheGreat Absolutely amazing! 😁
The game looks so good, I can't wait for the release!
Yes a new video, its so great seeing the progress
you would never bore me with random details!!! i want to know why the bits were in the wrong place!!
Would be cool to have an uncapped mode where you could infinitely push your generator with upgrades until the simulation just breaks down, as a kind of high score
a cool thing to add in sandbox would be like a menu so you can choose what level of each thing you have
Software dev here! I think i speak for the whole comminity if i say we dont find the software development part boring. I would really appreciate you making small, maybe weekly 5-10min updates on the project. Im really really interested in your thought processes and tools. thanks !
hey ange, really great video man, even if it aint flashy it was nice hearing about all of the progress you've made
one question, could you implement those steam engine config settings that you displayed in the power generation sandbox into the base game? obviously without the settings for the generator and power stats, just stuff like blowby, flywheel mass, etc to mess with
and, of course, i have to ask. are there any plans for potential moddability of steam engine simulator? like people making their own scenarios/modes
This format works great!
im really excited for this dlc.
I will buy this immediately when it comes out. LESGOOOOO
Looks great!
Have you ever considered applying some of your expertise in physcially simulating engine audio to musical instruments? Some instruments are notoriously hard to capture with just sampling (e.g. the saxophone)
@@roro1640 I released a video some time ago where I created a trumpet simulation. It didn't turn out THAT great, but I didn't put too much time into that project. Thanks for watching!
@@AngeTheGreat So you did! completely missed that sorry. Thanks for the reply
damn i reaaaally want to play this dlc
Finally a new video again. Looks great
Nice work man!
There might not be a lot more visually, but I still found it interesting.
live commentary style works!
Good job, thank you for video update
Not gonna lie, I love long video format than shorter one. Especially if the topic is very interesting
this game is so simple it keeps me entertained take your time bro
Great work as always, keep it up!