Hypertube Networks are Awesome in Satisfactory Update 8
HTML-код
- Опубликовано: 21 авг 2024
- Satisfactory Update 8 (currently in Experimental Build) brings a lot of changes with the update to Unreal Engine 5. Hypertube Accelerators, previously a happy accident of the old physics engine, are now a supported feature in Update 8, but there's more in Update 8 that significantly advances the capabilities of making an Awesome Hypertube Network.
This is the first time I've made a video like this, and surprise surprise - it's quite time consuming! I originally intended to include some closer looks and tutorials on how to set up an Awesome Hypertube Network, but decided I'd rather release this video now, or risk Update 9 being released...
Please leave me your feedback and let me know if you'd be interested in more videos going into more detail.
Satisfactory is an immersive first-person experience enabling you to explore a fantastic alien world and overrun it with factories you build. Satisfactory is a game by Coffee Stain Studios and all credit to the visuals and music in this video are due to their creative efforts.
Satisfactory Website: satisfactoryga...
Satisfactory Wiki: satisfactory.w...
Satisfactory on Reddit: reddit.com/r/S...
Satisfactory on Steam: steampowered.c...
Coffee Stain Studios on RUclips: @CoffeeStainStudios
00:00 Introduction
00:46 Update 8 game-changer
01:47 Grass Fields HQ - Launcher charging and route selection
02:52 Beach Islands Plastics factory
04:40 Northern Forest Munitions factory
05:25 Buffering near the Lake Forest Turbo Power Tower
05:40 Final trip home
I'm watching out for your part II on how to build these launchers, junctions, etc. This is a sweet use of hypertubes and priority power!
This has to be the best use of hyper tubes I've ever seen. I have also noticed the lag when crossing biomes at high speed.
One of the best edited and narrated videos I have seen. I hope you have fun making them because I sure have fun watching :)
Thanks very much! They are certainly fun to make - although very time consuming! 😁
I still don't get why they don't just introduce Hypertube boosters so people can stop building those stupid 100-entrances-in-a-row boosters. *sigh*
Well, the original launcher/cannon was not meant to work at all, but it's become a feature users love so they are paying more attention to the physics behind it. You can do a pretty compact launcher for a short to medium distance speed boost.
I do wish the default speed was faster, or that there was a standard accelerator module.
I really like how you can control the route you want to take using the same entrance. Very nice video, I will definitely be looking out your next ones!
I was already building a hypertube network in my most recent play through, but seeing how well this seems to work when combined with the priority power switches, I'm excited for Update 8 to hit the Early Access branch!
Thanks RUclips for the random recommendation, this was awesome, as are your other two videos showing how its done. When 1.0 drops im definitely using you for inspiration to make a hypertube network, which I've never tried to do before. Thank you for sharing!
You just showed me something I haven’t thought of or seen yet. I’m definitely going to try to build my own just to understand how and for the change.
Hey, just FYI: If you rotate three hypertube entrances in an equilateral triangle you can junction any entrance to any exit. The way to do this is a bit tricky, but once you have one setup as a blueprint you can stamp them down very easily. The way you've built the junctions in this you can't have a network, only a hub and spoke design. Having any to any transport without having to go back to the hub is very useful, you can have a circular hyperloop network around the map with spokes going out.
The way to build it: 1. Put down a foundation down in the blueprint editor, and another on top of it. 2. Place a support one click in from the edge of the foundation. 3. Delete the top foundation, then start buiding another on top, rotate with ctrl down by (from memory) 12 clicks left so it's 60deg, then build your second entrance again one click in from the edge. 4. Repeat this process but with the top foundation rotating right rather than left. 4. Delete the top foundation, rebuild it at no rotation again, then blueprint it.
I do use T-Junctions, which can allow a ring network, with exits to alternate routes (see my second video for details). I will give the equilateral junction a go, as it may achieve the same thing with less entrances than what I currently use!
Update 8.2 that just came out changed Hypertubes behaviour a bit and they're now less predictable - hopefully we'll see some more patches soon to make them reliable again.
@@DortamursHobbies Might be worth trying Y junctions, but with the branch exit one click closer,. When combined with the switches this would mean the branch might take priority when switched on, but get ignored when not switched. Combine this with switching clockwise and anticlockwise travel separately around the loop, and you get quite a good network system going.
This looks fantastic! I may actually use hypertubes now. Also, I noticed they finally fixed the Blade Runners in hypertube bug!
I just fling myself everywhere. So much infrastructure to travel via tube the whole way ;-; still looks amazing.
Very clever! Had no idea this could be done using the priority power switch. Thanks for making the video!
This is incredible. I'm streaming satisfactory at the moment and have clocked a few hundred hours into the game. I've never seen anyone do anything like this until now.
Super interesting and impressive, would love to see a part 2! :D
The concept of charging a battery just long enough to power the launcher is already getting my brain churning with ideas
Part 2 came out a few days ago! Check it out if you haven't yet!
I plan for part 3 to go into launchers and stored power in more depth.
@@DortamursHobbies Amazing! Will be watching it immediately :D
Imagine if they introduced a Hypertube Splitter! That would be awesome.
Recreated the priority power shut off for my hypertube cannon to shoot me back and forth across the map without all the tubes in between. Next, on to building a network like you have. Thanks for dropping the second video. This one is gold, though. Using the battery to make the tube turn off after you leave is genius!
While this is pretty cool, cannons are still the faster way to go, especially because you don't load the terrain on long trips. Also much easier to build, plus you don't have to setup your routes each time before leaving a station.
This is really neat!
That chunky salsa is probably how this game would run _on new game start_ on my old computer with a GTX 960... So glad I'm on a 3060 now.
Would love that part 2. Nice job and great inspo :)
This is superb, without wishing to cast shade on other creators, this is comfortably the best informative content out there for sfactory. I don't understand why you don't have bigger numbers, please stick with it!
Yep great video and anymore would be really helpful. Already thought about inline cannons, which you've implemented, and they look to work well. Keep up the good work.
Dude that's so impressive! Definetly subscribing!
Please make a video explaning how your Hypertube network works! I have am struggling with my set up and understanding the priority switches! I am currently running or driving everywhere and loosing valuable time when playing!
I'm working (slowly) on a tutorial video now! Stay tuned! :-)
I've been working on my hypercube network! Your designs are awesome 🖖😎
I thought it said Update 8 *help* all the time first xD Great video, i would be up for that tutorial as i have barely touched hypertubes yet.
I never built out the hypertube lanes across the map. I built airports that launch you around the map.
Depending on the angle, you can travel from one corner of the map to the other in around 20 to 30 seconds.
If you optimize this approach, you can visit any location safely in 5 seconds without having any lanes.
To ensure a safe landing, don't move while in the air, and don't spring into the tubes. You can just place a landing pad at the destination, and you are fine.
Sometimes, I built a small curve of hypertube near the landing destination in the air to have more precise control of the landing location.
This approach resulted in providing way more efficiency:
1. Setup. Fly across the map, die 2/3 times trying to pinpoint the location, and you are ready to go. Also saves materials
2. Traveling time
3. If you have a hypertube across one corner to the other, you can visit any location using a jetpack. Simply use your fuel wisely and press in the opposite direction as aggressively as possible to avoid flying into the void.
This is great, gonna build something like this once 1.0 drops. I've been wanting a solution to not have launchers constantly active for a while; I was thinking about logic gates and timers, but the battery solution is pretty elegant.
Dude..... Your systeme is crazy O_o
I've subscribed with all notifications enabled because THIS IS WHY I PLAY SATISFACTORY. I need that network and a how-to guide!
This is such a good idea. Hope you will expand on this in the future!
Your world looks amazing, you need to do a show case video.
Love this vid.... hypertubes are awesome❤ loving your content
i assume you used black magic to switch a single entry to different routes. please do make a video explaining how to set it up for us mere mortals.
Thanks! No Lizard Doggos were harmed in the making of the single-switch branches. I will reveal the magic in a future video! :-)
After that 3rd 8-way slitscreen, I was just like "nope"... can't watch anymore.
Great showcase, subbed for more :D
Really cool feature didnt know it i will truc m'y own i would really like to sée more explanation on how to build it
Nice vidéo keep it up ✊
PS sry for my english im french
Part II please ! This is inspiring !
Part 2 is out now!
This mechanic was long overdue. Now you don't have to waste so much power on hypertube entrances idling all the time.
This is awesome. However, I've found that there's a much lazier way to connect disparate areas, which is just launching yourself very high and fast into the air with a hypertube cannon in the general direction of where you want to go. I made a tower that was capable of launching me in 8 different directions. Just requires a little maneuvering with the jetpack on the way down.
I'd like to see how you've set that network up! Great Video.
I love this game so much
I am really looking forward to see more! Dont leave us waiting too long lol :D
Thanks! It's taken longer than I hoped, but the next video is nearly ready! Stay tuned!
If you haven't seen it yet, part 2 is out now!
Definitely would like to see the follow on
This is crazy wow!
That is impressive. Can you please show us how you did the hypertube split junctions.
And why do you turn the power of when you get into the hypertube?
How is this better than a cannon at every major hub that can send you anywhere on the map without 10000000 miles of tube everwhere
It's largely personal preference, but to me, the main advantage is that I can fire and forget, and I'll always arrive at exactly the right location. No manual steering, no jetpack/parachute needed. It's safe, and low risk. It is also faster, depending how you design it, because there's no vertical travel, and you can make the launcher as powerful as you want, whereas a cannon if you make it too powerful, you'll shoot off the map.
I’d love to make a hyper tube network but even just getting started seems daunting. I wouldn’t know the first step to plan it out.
A guide on that would be extremely helpful.
Following train tracks (or truck roads even) is pretty safe, and the infrastructure's already there assuming it's not just bare track that's been laid.
So you turn on the power to a hypertube network just long enough to charge a battery? Then turn it off and jump in thereby saving power throughout the entire world? That's genius. I'm totally going to steal that idea and add it to my own world.
For the launchers, yes! It saves having so many entrances constantly running, especially if you like having a launcher at every major factory. I'm hoping to cover the concept in a bit more detail in a future video.
Just gonna say in coffee stains defense. You are breaking hypertubes with the launchers. Id wager you are literally smacking the ceiling of how quickly any modern engine can load assets. You are practically teleporting at this speed. No matter what there will be a stutter.
Oh, definitely! Coffee Stain Studios has done a great job at catering to us trying to break things! But this video was made early in the Update 8 cycle, and there were BIG lag spikes when moving between areas. You'll see in my follow-up video (towards the end) that a cross-country journey is now not nearly as laggy - things are a lot smoother in the recent updates, albeit with a few minor slow-downs as it loads assets.
Was going to say the same thing as Ryan. It is a little disingenuous to say _”(Current build is) yet to be optimized.”_
1. CSS has _already_ done the “big” optimizations:
* Rendering of full conveyor belts was optimized in UE4.x with custom materials / meshes / shader(s),
* Josh’s _Let’s Game It Out_ save game with < 1 FPS was given to CSS which they addressed that helps _everyone_ build larger factories,
* CSS is currently looking into bottlenecks with UE5.
2. It is a very low priority to optimize for a _few_ players traveling at _very_ high speeds. The game was _never_ designed where players could travel faster then what the asset streamer could support.
Once we get to v1.0 maybe we will see more priority given to frame stalls?
Hi Dort, are the hyperloop accelerators the more solid loops? haven't played in ages. Are there issues with over or insufficient acceleration? would it be more efficient to place one at set intervals/distance along the path?
I'm using a line of entrances as an accelerator, rather than a loop. Things are more reliable in Update 8 so far, despite the game pauses and other bugs. Stay tuned for my next video for more detail on different designs!
If the game would only add ACTUAL JUNCTIONS
Great ideas!!!! Pls explain how you built the split junctions.
I'm working on the next video, which will be a tutorial on the split junctions, launchers and other bits!
if u come to a stop at juctions theres no issues :P
cannons is the way to go faster easier and don't need 10 hours of setup
Looks awesome, and really unsafe!
How you make this junctions work? A tutorial would be cool... great job
Thanks! Tutorial video coming soon! 😁
no~ i am human ,i dont have a compound eye
Wishing for these "chokes" and "burbs" to disappear entirely is a stretch I think. In my book hypertube accelerators aren't intended game mechanics. Going this fast across the map can't really be expected to be "butter smooth".
These were a bug in the early days of Update 8 when it was still in Experimental - the buffered loading is *much* better now (as seen on my later videos) - although there are still bugs in the current version of Update 8, since they shifted all focus to releasing 1.0.
Honestly, putting manpower into fixing asset loading stuttering is a waste of time.
What they need to introduce is straight up fast travel between tubes and if you want the cinematic hypertube experience, turn it on in the settings... But otherwise blip....blip done.
I just really with going through a hypertube was 1st person
🤔 so we charge a battery for the purposes of letting it run out so we don't accidentally step into a tube?
I'm lost on how you know which toggles to click to go to which places 😩
The battery charging was mostly an earlier design choice so that the Launchers don't use power when not in use. When you have a Launcher at each factory, with ~10 Hypertube entrances each, it can dent your grid power. Ficsit demands efficiency, so the Launchers stay off when not in use.
It does also prevent accidentally being sucked in and blown across the map as well. 😂
In my next video I'll go into more detail, including how I've named the switches to make setting the route easier.
bro people doing this and here I am struggling making rotors...
That is really cool. Thogh i wisch we would jsut get proper logic stuff.
part 2 when?
Part 2 is out!! There should be a link at the end of this video to it!
Why would you not just turn the hypertube network on/off at each end? I feel like it would take less time than charging for a few seconds at the cost of power draw on the grid but if your hypertube network is that big... You probably have power figured out. Or... just leave it on and compensate for it's total power draw, which is what I do.
The two saves I show in this video feature Hypertube Networks I created before Update 8, where there was no way to remotely turn on or off switches for junction routes, or for launchers. I have added Priority Power switches to the launchers and junctions since then, but left in the existing charging mechanisms. With Update 8, you certainly can skip the stored power charging for the launchers and just turn things off once you arrive - if you remember. :-)
:)@@DortamursHobbies
I just want to get the content, not all of this exposition at the beginning of the video 😭
Luckily, there are chapter marks in the description! Or if you want to jump straight to a how-to tutorial, check out the Part 2 video!
why do you have to charge power storage devices? can this be done without them?
Yes, sure. Having a bunch of cannons scattered around the map consumes a lot of power, temporary localised battery charging eliminates most of it.
How do you get those large glass walls?
The ones which are all glass with a thin steel border? You can unlock them in the Awesome Shop!
@@DortamursHobbies bahahah!
Yep, I didn't see them there.
Cheers
This split-screens give me headache !!! It's just nervous and not cool at all.
Megaprint plz
What song starts at 0:58?
It starts building slowly before then. 😁 It's called "Novum Tubus", and is the music from the "Satisfactory Update 3 Trailer". You can check out the original trailer at ruclips.net/video/UIEnhYio0VQ/видео.html - or if you search for "Novum Tubus", you can find just the music.
how many hours do you have in satisfactory
??
moar plz