So, I guess you're not the one to ask about making in-game videos? I had hoped... Maybe someone else can explain it to me. I'd like to get my brother involved before we're both to old and blind to do it.
Its mainly a question if your Graphic Card and PC can handle it. The Cards have often Video Capture Tools in their Software like NVIDIA and AMD. You just have to activate it while in game and off you go. Of course you should remember that Video-making uses a good junk of Memory.
I use NVidia's built in Shadowplay and it works well for me, but I don't do streaming so there's probably better ones for live streaming.
Alert! Anomaly detected! Spoiler: Classified UCH intel on anomalous star systems I played around with adding another Anomaly class star. I don't have any custom content for it yet, but it's so cool I had to add it. A planet trapped in a plasma storm. Even here life can survive. The plasma stream arcs overhead on a rocky desert at night. View from a Crystalline moon. View from the bridge of a UCH Research Vessel. I want to add custom planets, space content, and missions to these but that will be awhile.
I would assume the biggest headache is any real time transcoding needed for streaming unless this is now severely hardware accelerated?
Well my Graphic Card (Radeon RX 5500 XT) Software has a Built-in Streaming Software I posted my reply to his, seemingly, question about video capturing and not streaming.
Man ravien_ff...Good to know that I'll be having even more content to drive into when I play Empyrion again! Still knee-deep in Stellaris due a friend and some of Xcalibur's Discord buddies commenting on how good it is. But man this and the rings on planets makes me wanna try and redo my frozen planet start again...I was absolute garbage when I tried it at first.
That reminds me of an old Centauri Joke: How many (Polaris) People are necessary to change a Light Bulb?
@ChumSickle Is there still only a few planets that you can use to reach Legacy space? Right now I'm traveling through systems setting up teleporters and surveying for resources. From what I can tell I'll have to travel through Kriel space to get there. I know from watching Spanj that Nouder-e was one of the routes in from his Alpha 12(?) playthrough but that doesn't appear to be the case in my game. I'm not sure how much of the map is randomly generated and what is static though.
I am not really sure. When I traveled there I just pointed the map towards Legacu space and started hopping. I very well could have ended up going through Kriel space. But, I will add, even though it’s “way out there” it only took me a few minutes to get there. Just hop, open map, hop, open map, hop, and boom. It wasn’t nearly as bad as I thought it would be. I have considered the teleported thing, but honestly don’t know how to set them up. So that will be a new challenge.
Cool, it's just taking me a bit longer because I'm exploring some of the systems I've been going through. I try to set up a little teleporter BA prefab I have every 20-30 LY. Nothing fancy just a really simple build. I need to make one as a Space BA too but every time I start it ends up super complex and I scrap it. I'm not intending to actually enter Legacy space yet but I'd like to setup my FOB now and start ferrying supplies to it in preparation.
I recently got somewhat a case of “end game lethargy” where resource gathering is quite easy, and the main challenge is the Legacy homeworld...but wrestling with those POIs is quite frustrating. So I decided to take a break and restart in a Reforged Galaxy scenario. I spent last evening setting up my standard starting bunker and starter SV. I keep having to remind myself that Reforged Galaxy is a far different animal and everything ranges from a bit harder to MUCH harder. So I am having to slow down. I got a decent starter world spawn with some good legacy POIs to explore, but I am grossly under gunned. It is fun to go from “Nothing can touch me in my massive CV while I go anywhere am so anything I want!” to “I really hope that drone didn’t see me get close and scan to see what ore it is protecting!” again.
I haven't played it in a few weeks, but I do have a survival game where I was building a teleporter network because I wanted to have a route to get out to the various areas such as near Legacy space or back to the starter world as I was playing with my children/niece/nephew and so I wanted a way to get back and forth depending on who I might playing with or without.
@dpburke2 The teleporter build is not something you posted to the workshop right? I tried making another space teleporter BA and it came out less complex this time. I managed to not get out of hand and keep it simple but I'm not happy with the shape. I think I have an idea for another attempt but I'm going to wait for my patience to recharge first. I'm currently surveying a pretty nice large sized snow planet. It's giving me the opportunity to harvest water and oxygen. I replaced 2 of my laser turrets with plasma and added an extra missile launcher on the CV after Track Driver's feedback. I haven't had the opportunity to test them yet though. Not much out here in this area of space. Also got a chance to test the Cargo SV in high G and it worked well in 4.08g. Still had 37.9t of cargo lift.
A couple of minimal teleporters on my workshop if they are of any use to you: https://steamcommunity.com/sharedfiles/filedetails/?id=2256590965 (Kind of what I did today as it got published today ) https://steamcommunity.com/sharedfiles/filedetails/?id=2131515025 (This one needs buried devices enabled which seems to be default) Because signals tend not to work after you leave a playfield (in solo at least unless they have fixed it at last), I suggest only put a single fuel cell in when you need to use it rather than fill it up. The space one on solar power should give you enough time to select a destination and jump, but if heavily used, then it wont, so same applies.
Mine is actually a planetary build. I kept it small, cheap, and limited fuel supply because at least in my game the teleporter is still draining the BA dry when I leave the playfield.... So when I have been making the jumps I have had a small stack of fuel with me to power up the teleporters. Maybe I am missing something in the design of my BA that would shut off the teleporter when I leave it behind to jump to another playfield. And, yes, it is on the workshop. I thought about making a space BA with a solar array, but my reasoning for a planetary BA is tw0-fold. One, I was missing a medical center so this BA rounded out my collection. Two, it could function as landing point for setting up a field base with landing pad, factory, farm, or whatever else I decided that I wanted to create as part of a new settlement on another world. As such, I've been favoring breathable atmospheres.
TBH - My teleporter satellite seemed like a good idea at the time, but it doesnt matter where they are and planet is alot more convenient and when setting up chains - gives you an excuse to visit some planets you would probably skip otherwise. Also with the long standing playfield unloading bug (which I guess is at the end of a million long list), the keeping the TP in its own BA makes sense from a fuel perspective. When I first made these, I made chains from starting planet out to the major factions and also all the way to near legacy space and also the galactic core. Another 'seemed like a good idea ta the time....' :/
Thanks Khazul. The ground base Teleporter BA I designed also has the components buried in a column under it. It really helps keep it to a small footprint which is a godsend with all the uneven terrain. I actually use the same structure for different purposes. Garden, constructor, decon etc.. Can you elaborate on the last bit of your post? I assume you mean the motion signal for the teleporter won't work and it will drain the fuel supply? I haven't noticed that yet in my game but I have solar on my teleporter BA in addition to a standard generator so that may be compensating. I also added a cargo box I can stash emergency supplies like spare fuel cells in. Now you know why my builds end up way too complex @dpburke2 thanks, that's what I get for not fully reading the descriptions of your workshop entries.