Chris Augustin

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Everything posted by Chris Augustin

  1. Chris Augustin

    Shuttles - two launch buttons

    Last night I managed to build my first shuttle and take off. I noticed there's two launch buttons, tied to X and Z I believe. What are the differences between them?!
  2. I've got multiple devices at home, my primary gaming desktop runs the game great and I can stream it via Steam to other tablets and laptops. I have a new laptop, core i7-8650U with 16gb of ram. It unfortunately has integrated graphics, Intel HD 620, and the game is slow rendering wise even with all settings on low. Are INI file customizations still a thing? Are there additional tweaking options coming?
  3. Ok. I've logged 6+ hours today given it's the launch day and I wanted to share my feedback of 1.0 so far. I'm currently on my third new game, reason being, the previous two started to get wonky with the quicksand bug, both player and tractor falling through the floor. Overall progression forces you off world, which I like, as certain resources aren't available on the starting planet. The tractors are great for mining in caves, but clear the floor, flatten things out, and close holes or else you'll fall through and face a severely difficult task of getting the thing out. Power management is insanely important, especially when you leave the home planet. Currently on the moon and put my base somewhere where I only get 30 seconds or so of sunlight, have no batteries, so it's challenging to keep anything running without generators or wind. That's it for now, my fingers are achy, good night!
  4. Chris Augustin

    .90 observations

    Placing a vehicle bay on the launch pad doesn't let you create rovers. Haven't researched shuttles yet, but hopefully they work. Placing a seat on a platform wreckage locks it in place, you can't recover it. Small rover doesn't have a vehicle identification beacon, not sure if it did before or not. Debris can be scrapped, but wreckage platforms and modules cannot. Satellites cannot be scrapped.
  5. Chris Augustin

    Update 0.9.0 - July 6th 2018

    Wow, can't wait to jump in and explore. Abandoned spaceports and other structures are exactly what I've wanted, thank you so much!
  6. First off, thank you for the performance updates on Xbox; it's night and day. While playing tonight I noticed the storms are highly pixelated, they look like waves moving sideways; you can see the borders of the storms moving across the screen. The second issue I spotted was when using the smelter, a copper module was replaced by an aluminum but it failed to exit the top and go to an open spot. Instead it appeared on top of the existing node, still in the finished area. Both nodes were accessible so the items weren't lost. I tried taking screenshots but for some reason they didn't save.
  7. Chris Augustin

    Xbox storms pixelated and smelter overwriting modules

    Yep, that is exactly what I saw, wasn't quite sure how to describe it.
  8. Chris Augustin

    The Rover Update - May 8th, 2018

    This trailer is epic, thank you for posting. Love the extra at the end!
  9. Chris Augustin

    Update 0.6.5.0 quirks

    I wanted to share some feedback based on a few hours of playing the latest update, namely to see if I'm the only one seeing these or not and to make sure they're reported. 1. Entering rovers, especially the large, is very difficult. I press and hold the e key and typically the terrain tool will open instead of entering the vehicle. It's tough finding the correct spot to enter. 2. I created the research module, placed it on to a large rover and then tried to research items, nothing would slot into the research module so it appears to not be working. 3. Research objects are being found floating randomly in caves, typically in groups. 4. The large rover disappears or flashes when turning your head away from the rover. The starting platform, where the small fabricator gets dropped does the same thing.
  10. Chris Augustin

    Update 0.6.5.0 quirks

    All has been experienced in a new save, whenever there's an update I start from scratch.
  11. Chris Augustin

    Update 0.6.5 - March 15th, 2018

    I cannot use a research module added to large rover, objects cannot be inserted. I posted a bug report.
  12. Chris Augustin

    Battery bug

    I think I found a bug related to batteries, happens with both small and large while generating power.
  13. Chris Augustin

    The "Basebuilding Update" - February 22nd, 2018

    Come on, ride the train, hey, ride it
  14. Thanks so much to the team for this experimental test, I figured I'd share my feedback here for discussion sake. I love the concept of T.A.R., the ability to craft specific resources that you need in a pinch without having to venture out across long distances is a good option. This adds support for multiple play styles, as some people are builders while others are explorers. The canister mechanics work pretty well, except if you have them attached to your terrain tool and try to load them into the sediment refinery - they're not detected, so you have to go to your inventory, tool, then move them from there. Ideally, if the game detects you have them on your tool and move them to the refinery, by shift clicking it should put them back where it found them, instead of back to inventory. In regards to the hydrazine mechanics + canisters, I love it. It makes a lot of sense that you have to refine the raw material first + use a canister to store it, I wouldn't change anything there. The fuel condenser taking longer also makes sense, in all honesty, it was far too easy to generate a ton of fuel without much effort once the building was researched. I like how it now takes longer and requires containers. Lastly - power. I'm torn on the test implementation of power. Though I like being able to dig in an unlimited fashion, it just doesn't "feel" right to me. Anything that requires power, IE using a tool, should use power. That extends to the work light (though minimal), digging, filling, etc. My recommendation would be to change the usage across the board, depending on the action, requiring more or less power. Work light / digging / crafting - low power usage Filling in - moderate power usage Augment usage - high power usage The power regeneration should be left as it, just like a real power pack or battery. If you use it up, you need to find a source to recharge it.
  15. BUMP I have a new gaming machine, which runs the game great - but I don't want to be confined to my office to play. I can stream other games, No Man's Sky, Skyrim, etc. fine but when you try to move the camera around, it spins uncontrollably.
  16. Chris Augustin

    Integrated graphics performance tweaks

    Appreciate it! I've recently purchased a gaming machine, so I now have the horsepower to play fine! Steam offers game streaming, which is awesome, except that Astroneer's controls don't work. The mouse spins out of control.
  17. Anyone here had luck playing on PCs with integrated graphics? I have a surface pro 3, Intel HD 5000 Graphics but I cannot get anything over 7-10 FPS. Enabled the Windows 10 Game Mode, not much change. I know there's a ton of INI file tweaks available, but wanted to ask to see if anyone had experience with said options?
  18. Since the latest update to 182 I found that playing with other people is very difficult from a driving perspective, namely with the large rover. Issue #1 - once the large rover is researched and multiple are built, if one player exits the vehicle, it stops another player from being able to drive. Exiting and re-entering the vehicle fixes it, but it happens over an over again. Issue #2 - The large rovers flip very easily, requiring you to exit, right them and re-enter; which brings you back to issue #1. Issue #3 - Since the vehicles have been changed to not kick you out upon flipping, there have been many instances where the large rover hits a rock and goes airborne, taking you with it. The ability to tab out, doesn't work and you end up flying into space. Removing the seat resets the vehicle, and you and it fall back to the planet.
  19. Chris Augustin

    Vehicle damage

    Since there's fall damage for your character, I would love to see the same for vehicles. Drive off a giant cliff, breaks the vehicle, requiring the same material to repair it. Rover, compound, truck, aluminum, etc. Thoughts?!
  20. Chris Augustin

    Vehicle damage

    Repairs on the road, another augment to the terrain tool!
  21. Chris Augustin

    Using the crane

    Yep, I do the same. Truck with storage on top of storage with the crane. Regarding partially filled nodes, the advantage to using the small storage is you can easily remove them, build another and/or blow them up.
  22. Chris Augustin

    Feedback: Playing with a controller

    Autorun, both with controller and keyboard mouse would be good. I invert my controls on Xbox which works fine, but today the setting isn't saved. When using the terrain tool, the controls are reversed again, IE they aren't respecting the change to the camera controls, which makes you change styles based on your view. If it's inveresed for the camera, it should also apply when zoomed in on the terrain tool. Last point, shift click on PC, is there an equivalent on controller?
  23. Chris Augustin

    "131" - March 17th, 2017

    I always start over with each patch, so I can get a sense of all of the recent changes and to hone my skills.
  24. Chris Augustin

    "131" - March 17th, 2017

    Thanks for the update, looking forward to updating and to your stream!
  25. If you didn't see it, around the 59 minute mark, Adam speaks to the development of the game, the advantages of using the Unreal Engine 4 and future direction! https://www.twitch.tv/videos/125625961?t=00h59m20s