CaptKaspar

Members
  • Content Count

    62
  • Joined

  • Last visited

Community Reputation

0 Neutral

About CaptKaspar

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Right. The total summation of mass that is ‘below’ you is what is pulling you down. Your proximity to that mass determines your acceleration rate of gravity. The relationship of mass summation to your proximity of that mass peaks prior to reaching the core. Not on the surface. The graph shared shows this. Yes at the center of the core the acceleration rate of gravity is effectively zero in a simplified explanation. This conversation derailed with people trying to explain why gravity would be near zero at the center of the core. Never a point in the discussion. The core is much bigger than
  2. There really isn’t anything worth finding exploring after the first couple of hours of play. Initially its nice to find a battery, a medium wind turbine, some rarer ores etc on debris that you come across exploring. But pretty shortly into playing you easily have the resources necessary to just make what you need. Then the only reason to explore is to find the alien structures to activate the teleportation system, which is cool and all, but not necessary. But even to find these you aren’t really exploring, since after finding one on a planet you have an extremely good idea where th
  3. We find broken or abandoned equipment everywhere. Littered on the surface of planets and found deep within cave biomes. Why? From a gameplay perspective they serve a vital role in providing salvage and the opportunity to find useful abandoned equipment. But from a lore/immersion perspective why is there wreckage and abandoned equipment everywhere? Equipment can’t breakdown and there are no environmental threats (unless everyone before you fell into a pit or walked too close to the wrong plant). Seems like a stretch that with all the evidence of past exploration/colonizatio
  4. Cold wont really be a problem as long as you have power. Yes heat build up could also be a big problem. The show Mars on NatGeo had an episode where the cold was a major factor for the first astronaunts landing on Mars who had to travel a good distance on the surface of Mars in their suits. Andy Weir’s book/movie The Martian also had Mark have to deal with the cold even though he had his suit. He ended up reclaiming a RTG for heating his rover.
  5. Just for convenience sake could we have beacons visible in teleportation GUI? I built a base next to a teleportation station, but everytime I use the system I have to guess which location my base is at. Yeah it doesn’t make sense that the two systems would integrate at all, but theres plenty of things in this game that don’t exactly make much sense. Purely a gameplay convenience thing. I suppose I could just write it down as a note and reference that.
  6. They removed adding liquids from their Trello development page as a potential future update I agree that there should definitely be some liquids on some planets.
  7. *Without any key-binding changes* hovering over an object with the mouse and holding L-Shift while clicking the L-MB will pickup an object and automatically store it in your backpack. Redstonerti tipped me off to this recently. Its not as good as the hover F but its heck of a lot better than drag and dropping objects into your backback. I agree there should be an option to enable/disable the hover F functions. Options are always good for users.
  8. Well good to know we are still getting horns for vehicles and potentially ‘Space Snails’
  9. On some planets could we get a molten (liquid) outer core when liquids are added? Your Trello page indicated adding effects of Hot/Cold. Would be super cool and hopefully challenging to figure out how to build a safe passage to the core through a layer of molten rock! Thinking of Terraria here and how when digging to the core in that game you need to deal with this challenge (somewhat - its not a completely molten layer since there are still solid rock sections).
  10. Perfect graph thank you! So as we can see acceleration rate of gravity increases as we approach the core. As stated in the original post I wanted to know why gravity increases as we approach the core, not when in the core. As originally stated im fine with the gravity in the core, not with the effects of gravity as we approach the core.
  11. If you wanted to use a simplified patched conics approach to understanding gravity wells, thats fine. It’ll get you to the moon (a little off course but close enough for government work)!
  12. If we are going to ignore basic physics, lets have more fun with it. Planets are procedurally generated. Have it so you dont know if the gravity is going to go up, down, or remain constant as you approach the core. That each planet and each play through would be a different experience. Through a tiny bit of lore in there to explain why this could be. Something about the arrangement of the alien structures. Something to go on. Just brainstorming. The first time I was playing with a friend and we dug sufficiently down far enough to notice the gravity decreasing we were both like
  13. My suspicion is that SES coded gravity to be X amount at Y distance from a core regardless of the size/mass of the object. This allows a planet with a smaller radius to have lower gravity and a planet with a longer radius would have increased gravity. So the smaller planet with less mass has a perceived lower gravity at the surface than a larger planet would. This would work great if we stayed on the surface. However, a major component of this game is digging to the core.
  14. It doesnt have to be mathematically correct, it should just go up and not down as you approach the core. Heck, leaving it constant and not change at all would make a lot more sense.