Indomitus1973

Members
  • Content count

    75
  • Joined

  • Last visited

1 Follower

About Indomitus1973

  • Rank
    Advanced Member
  1. Per the thread title, I think the OP means local co-op. Probably asking for the option of multiple players, same room, same machine or console, with controllers, and probably would have to have split-screen to pull that off. Haven't heard of any plans for that, and I don't see anything about local multiplayer specifically in their roadmap.
  2. We could add to that list the idea of alien ruins, maybe with items (hidden deep) that can be researched to give special technology that can't be found anywhere else.
  3. I get most of my lithium and titanium from crash sites.
  4. Incorrect. The inhibitor clears objects off the terrain, but stops the terrain tool from raising, lowering, or flattening it at all. To flatten (if you're using KB and mouse) press CTRL while clicking. It could take a couple tries to find the right angle, but once you have a nice flat section you can use that to flatten the rest. For a road, the inhibitor IS good for getting those rocks out of the way, though. With them gone, you might not need it completely flat.
  5. Yeah, they stop "instantly"... after they run over you. We need brakes.
  6. I'm well aware that you can sort of "trick" the node where to go, BUT... There are bugs in the left/right positioning (sometimes the node will drift until you put resin on it). I'm looking to go beyond that anyway, and being able to shift it over even more so the connector bends a little. The up/down positioning is beyond tricky. It's nearly impossible to get it exactly where you want it, especially if you have a base with a low ceiling. Then it will go up no matter what you do. When I say I want control over it, I mean *CONTROL* not trying to trick the auto positioning into place. I've built a lot of bases at this point, and my requests are not shots in the dark.
  7. Most seem to deal with the gravity. I've had several since the last update. I got a screenshot of this one: I dug out one of the steam vents, and it flew away. It was still venting steam as it floated gently away. Another time I was driving in my truck, traveling at full speed. It hit a small rock and jumped into the air. (We've all had that happen.) But it still let me steer it a little. It flipped several times and landed on its wheels facing the opposite way. It took me a few seconds to figure out what happened.
  8. This has been asked many times, and I'm sure they've already decided if they're going to add something later. Until then, there are some creative ways you can find your way around. I use a lot of beacons to do this. If I am leaving my base, I'll travel until I can still see the sign but it's about to disappear. That's where I will put a beacon. Sometimes I will also use the terrain tool to create a mound, or a shape to point toward home, and place the beacon on that. The next one would point to the first beacon, and so on. If there's something special I want to mark, I sometimes use more than 1 beacon at the location. This also helps when I am in space, if I want to try to land near it. You'll use a lot of compound, but luckily there's a lot of it all over Terran.
  9. Started building a multi-level base. Ran into some problems, but a little dynamite cleared that up. On the upper level I have my main resource storage. In the lower level I will put any collectibles I find, like zebra balls or rockets. The upper level has 3 ramps going up to it, and I can expand it as much as I need. The lower level has 1 ramp and walls so I don't fall in by accident.
  10. I just ran into this very problem. While trying to build a multi-level base, I had a node try to go up when I only wanted it to go straight out. Placed dynamite on it to get rid of it and now I can't reach the trigger OR the dynamite. The base is basically ruined now, and after all the work I'm considering deleting the save and starting over. 1. Need to be able to self-destruct nodes. Save the dynamite for the full platforms. 2. Need to be able to FORCE the direction the nodes go to begin with. That could be as simple as showing little arrow buttons to nudge it left, right, up, or down. Let it auto-detect where it thinks it should go, then let us correct it.
  11. That sounds like it could be fun, as a later unlock for the vehicle bay. Maybe make it powered by hydrazine (maybe). And I would imagine that the power/fuel needed would depend on how much is loaded on it.
  12. I know one sure way to ignite hydrazine... just mention trading it on this board. Serious side, though, it could be interesting for the hydrazine to be a little hard to handle. But only if we also get a good way to handle and store it safely. I would not want a storage full of it to suddenly explode in the middle of my base if there's a storm. Give us some way to shield it. Explosions from dropping it could be fun, though.
  13. That amount is not quite right, unless you're just talking about the shuttle. If you have a full tank plus 2 canisters on the side slots, a single take-off in the spaceship will use up both the side canisters immediately, at least.
  14. I checked once and it does leave some still buried, but I think it gets most of it. It's definitely faster to get the top layers if you use the inhibitor, and takes less power. After that, if you still need more, you can dig into the ground. With resin and compound, I don't usually bother because there's always more somewhere else and those are usually shallow. For others, I'll just dig because they can go deep, and the inhibitor won't go that far down. I also leave the Wide Mod turned on all the time, so I mine with that and the inhibitor together.
  15. I've spent a bit of time in the game trying to do some measurements. I figure Copernicus and Galileo could do it without going to space, we should be able to pull it off pretty easily. First comment, though: No, you can't reach Tundra from Radiated. The max range from Radiated will only get you to Terran, when they are aligned on the same side of the sun. Barren can be reached sometimes, depending on which side of Terran it is on (near side or far side). The window for Radiated to Terran is pretty small, since it's at the very limit of the ship's range. PLANET SIZES For this, I used the landing bubbles as a standard measure. I'm assuming they're always the same size, and planet width is given in number of bubbles across. I took screenshots of each one and measured them. This is kind of rough, but pretty close. None of these include the atmosphere around the planet. Just the solid ground. Radiated = 3.76 Arid = 7.36 Exotic = 4.95 Terran = 7.92 Barren = 2.46 Tundra = 8.13 And comparing the size of Arid vs the Sun when zoomed out, I would guess the game's model for the Sun is roughly 9.20 across. PLANET ROTATIONS This is in RPM (rotations per minute), completely independent of the planet's size. I measure each by landing near the equator with a solar panel on my ship. I wait for it to change (open if it started closed, for example) then wait for it to go all the way around and do it again. At least one full day and one full night. I'm recording them and analyzing the times afterwards. Radiated = 0.05 or about 20 minutes. (**I'm going to measure this again, since I think it's almost but not quite tidally locked, and it's so close to the Sun, this would affect the timing.) Arid = 0.07 or about 13.5 minutes Exotic = 0.07 or about 13.5 minutes Terran = 0.10 or about 10 minutes Barren = 0.35 or just a little less than 3 minutes Tundra = 0.05 or just a little over 20 minutes For most of them, the night was a little longer than the day, but that might just be because of the location of the solar panel making it close early. PLANET ORBITS I'm still working on this. It's much more complicated. Since they are all moving at the same time, you will get wrong times if you only compare them to when they pass each other. Have to find a fixed point. I'm going to try using the "stars" in the background, see if that works.