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About Mirosya

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  1. This is the view from host machine
  2. Mirosya

    Update 1.1.2 - May 10, 2019

    When this schedule reaches the next bottom, someone will pay attention to it. https://steamcharts.com/app/361420#6m
  3. Thanks for this video. +1 for this bug
  4. Mirosya

    Patch 1.0.9 - March 1, 2019

    I'm glad to release another patch - it moves. I uploaded my old save - all the same 10-15 fps with lags. With reliable waiting for the next patch.
  5. After activating the drill, the big rover becomes uncontrollable - after turning off the drill control becomes normal. There was no such build in the past.
  6. Mirosya

    About beauty

    Some time ago I was actively playing another voxel game - Everquest Landmark. She also suffered from optimization, but she had good tools for building. I would like Astroneer to pay attention to this aspect. In the early builds, it was quite tolerable to achieve something with the help of "perfectly flat surface" and other tricks. Now it turns out rather modeling clay, than something normal. Please pay attention to this point (albeit in the long run - now, of course, developers have other priority problems). P.S. maybe I missed something - if someone writes / writes a guide on current construction techniques (in the current build of the game) - I’m happy to read it
  7. Mirosya

    Patch 1.0.7 - February 21, 2019

    I bought the game two years ago - right after launching the pre-alpha. I haven't given up yet
  8. Mirosya

    Patch 1.0.7 - February 21, 2019

    I went to check into my saved single-player game (three built bases on Sylva-Desolo-Novus) - with a new patch, FPS dropped to 10-15 (it was about 25-30 in 1.0.5). Play completely uncomfortable - wait for the next patch.
  9. Mirosya

    Patch 1.0.7 - February 21, 2019

    Problems of the network game remained in place: 1) the road train for the client collapses when removed from it 2) the client cannot remove the terrain that the server player has actually dug 3) as the number of bases grows, fps drops and begins to twitch strongly Looking forward to the hope of the following patches.
  10. Now the medium shreder is practically useless, since it can only be made almost simultaneously with the large shreder and the trade platform. Maybe it makes sense to simplify the conditions for its creation (instead of iron to use aluminum or copper) and the result of his work will be soil or something similar less valuable? It also frustrates the inability to recycle large useless objects such as broken platforms - let the scap output from them be not very large, but the possibility to put the area in order is a sufficient reward for labor
  11. Periodically, I lose vehicles falling through or stuck in textures. When playing alone, the chance to find them is very small. Beacons in this situation help weakly - they are far from visible, especially in the caves. Is it possible to return markers for rovers and make their display global regardless of the terrain (can be done as enabled / disabled). Or add a new item with radar functionality - allowing you to detect lost rovers.
  12. The amplitude of the character jerking directly depends on the number of FPS. The less FPS - the more twitching the character. When FPS at 10, it looks very funny.
  13. I think that developers need to add something based on a modern Mobile I3 Core without a discrete video adapter as a test computer. Then there will be no stupid questions from the series - well-known streamers with heaped computers are fine, and ordinary users are bad.