Ostranauts || Starting Ships Tier List || Change my mind!
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- Опубликовано: 1 фев 2024
- A Video Continuing on from my 'Ostranauts Gaming the Carreers Video', This one covers the best ships you can start with and why.
If you disagree, put it in the comments, I'm keen to hear your thoughts!
Thumbnail by Developer Charlie Martin:
/ charisatbb bluebottlegames.com/games/ost...
Music by Ivymusic:
pixabay.com/users/lvymusic-27...
^Slava Ukraini^ Игры
Interesting point about the TU model names looking like Testudo! I hadn't thought about the confusion that might cause.
Fwiw, we designed the Ryokka brand to be kind of like the industrial supplier of Ostranauts. Their marketing is less-consumer oriented, which is reflected in the model names being uncreative letter/number combos. In this case, TU-70 would be for "Tug Model Year 2070."
Testudo, on the other hand, is a mixed industrial/consumer brand that sells some equipment to business, and others direct to consumer. Sort of like Mitsubishi makes both consumer goods/cars, but also construction vehicles. Hence their model names tend to be more marketing-heavy, like "Melody" and "Lilliput."
Just wanted to share that bit of lore. Thanks for the vid!
Ah I see, that makes a lot of sense!
Thanks for your comment Dan Fedor!
It's amazing to see the founder of a series of games I love, responding to one of my shitty videos xD :O
Been a fan of your work since I came across Neosavenger 3 years ago.
Your dedication to your passion projects and development is astonishing, massive fan of your work.
I have to ask since I've got you here.
What was the reason for switching from the Flixal engine (NeoScavenger) to the Unity engine (Ostranauts)?
And what graphical design software do you use for your sprite work?
@@digihelix2514Thanks for the encouragement!
For the engine question, NEO Scavenger was built in Flash, with the Flixel engine. So using anything Flash-related after it was retired by Adobe was a non-starter.
I did try making Ostranauts originally in HaxeFlixel, which is the same game engine running in Haxe (a c-like programming language that can compile to different platforms). I think a big part of the reason I switched, though, was because Unity felt a bit like Flash did when I started NS: everyone was using it, so answers were easier to find, and it compiled to every platform I would need.
As for sprite work, I use Affinity Photo these days. (I used to use Photoshop, but Adobe's licensing bugs me. Plus, they killed Flash!) And I sometimes use SpriteIlluminator for normal maps.
@@dcfedor ah of course, Flash is out of date that was silly of me.
Wasn't expecting Affinity or Photoshop though, and yes, RIP Flash it will be missed.
I also mixed up testudo and TU for a long time...
You can win the volatile if the first time you get the gamble adventure you select call on a technically and get the gambling knowledge skill. Then if you get the gambling adventure again you get a risk of calling the bluff and win the ship
Great info, especially for a beginner like me. The background music was a bit loud though, made you hard to hear at time.
ah sorry about that, still learning on this whole youtube thing. Thanks for your feedback I'll work on that
Glad to see the debt-slave hustle get some love.
Tutorial vids like yours are my usual go to before i consider buying steep-learning curve early access like Ostranauts.
You have yourself a new subscriber!
Aww thanks Rafale!
I'll be sure to make a follow up video some time to help explain how to get out of your debt slavery asap!
Until then enjoy your chains and the company store!
And remember, we work, to earn the right to work.
I always try to aim for the Dream ship, for my runs. already expanding on one for a cargo bay and hopefully amenities. I've played enough to wait for more updates down the line, trying to avoid burnout.
My far favorite to start with is the dream. The benefit of it being slower early on is you can start heading towards your destination and then jump off the cockpit and do some work fixing the ship up.
Yeah! that and ur're less likely to crash provided u start slowing down early on the approach.
Unlike the Volitile, gotta sell a few engines on that thing to keep it safe
you can win volatile for free though not just illegally, but actually win it if you get the gambling adventure 2 times (first time call on technicality which opens up the 50/50 for the ship) so i think just for that it's one of the best ships
Yes I learnt about this from a comment on the short related to this video, its a shame I didn't know about it sooner maybe I will make an updated vid with all the suggestions and recommendations from chat :3
Just started playing. Thanks for the tips.
No worries man, more than happy to help, might do another video on ship building, let me know what u think
@digihelix2514
Definitely need help with ship building. Especially extending wall. I've died so many times
@@treacheroustiger5571 cool, will make a video on it then if there's interest.
For now what I can say is extending walls without first A venting oxygen and B having an EVA suit is a death sentence
I'll give the game another go, thx
Glad I could help u rekindle your love for this amazing game, I need to get back into it when I have the time
I'm on my first playthrough and I'm using the dream, I didn't even know there were more starter ships... it's a great ship! Already expanded it some, I should probably make it even larger and add some more RCS. The huge space is fantastic, it can carry loads of expensive equipment you've salvaged, meaning more stuff in less trips meaning less docking fees
Absolutely, In my opinion the Dream is a dream to retrofit and expand. One of the few ships u can fit a reactor and fuel storage in after relatively little expansion. To decrease dock, retrofit and expansion times if u have the capital grab some employees. Tasks can be automatted and many hands makes quick and light work :3
Music is so loud it drowns out your voice
thanks for the advice, I'm still new to editing "professionally" I'm working on it thinking of remaking this video to fix some mistake but that'll be a while
@@digihelix2514 My general rule of thumb is to keep volume at least -.25% of the "subject audio" (video game, or workshop footage, etc) and voice +25% volume of "subject audio" it might not fit all situations and depends on the dynamic range of the different tracks, DarkAudacity really helps with mixing, it is free but I use that for mastering music I record and I know it works well for narrated recordings too :)
thanks for the tip my audios gotten much better since this video ive got more filters and a better mic