Pi_

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About Pi_

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  • Birthday 03/14/1977

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  1. Performance... meh. THEY'RE FIXING THE STEERING!!! *dances in the street* Thanks guys
  2. Pi_

    Update 0.6.5 - March 15th, 2018

    Welcome to the club! The vehicle control scheme has been one of the top complaints since the beginning (December 2016). It seems a lot of new people have joined the Astroneer ranks since Joe first calmed our fears about the controls. So for those who missed it the first time around, the following quote is from the Patch 221 thread.
  3. Pi_

    Patch 0.6.2 - February 28th, 2018

    Welcome to the club! The control scheme has been one of the top complaints since the beginning (December 2016). It seems a lot of new people have joined the Astroneer ranks since Joe first calmed our fears about the controls. So for those who missed it the first time around, the following quote is from the Patch 221 thread.
  4. Pi_

    Navigation!

    People have been begging for a GPS system since the game was released (December 2016). As to why there is no GPS in the game by default... it's looking more and more that the reason will be woven into the backstory of Astroneer The context of the game is that the astroneer is basically starting from scratch, so a GPS system should have a high barrier to entry. (see the possible backstory below for the reason why the astroneer is starting from scratch). Whatever system is implemented that makes navigation easy, it should be something that requires several steps to build. Simply extracting bytes from research pods, and then unlocking a complete navigation solution would be a cheesy move by the devs. For example, in order to unlock the blueprints for a new GPS satellite, the astroneer will have to find a crashed GPS satellite on the surface (or down in caves). And it would have to be an actual GPS satellite, not one of the other type of crashed satellites which contain resource nuggets a seat, or solar panels. The devs have already confirmed certain blueprints must be obtained from items found out in the world instead of through research. The astroneer will have to process the fuel (ammonium) for the satellite. He will also have to spend research bytes to unlock the launching platform for the satellite, and maybe even the command & control firmware a GPS satellite would require. I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. They wanted to immerse players in the situation that the astroneers are faced with. If the astroneer doesn't have a good sense of direction, he should keep his base in sight before traveling too far away. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. The devs wanted players to realize the fact that the astroneer needs to learn actual land navigation techniques if they are to survive. For example when the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. BACKSTORY
  5. Pi_

    Lost

    I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. If the astroneer doesn't have a good sense of direction, he should keep his base in sight before traveling too far away. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. When the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon.
  6. Pi_

    MAPS

    I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. The devs wanted players to realize the fact that the astroneer needs to learn actual land navigation techniques if they are to survive. For example when the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead.
  7. Pi_

    Different Control Scheme for Rovers

    Welcome to the club! o/ The vehicle controls have been one of our top complaints since the beginning... Thankfully the devs have heard us, and they've confirmed a fix is planned. The following quote taken from the Patch 221 notes...
  8. Pi_

    Rovers

    That screenshot was from several patches ago. Back then I used to level out a large area around the habitat before starting the base. That makes it easier to line up the expansion nodes at 90 deg angles. These days I usually don't bother too much with leveling, unless the terrain is really up & down... it takes a little patience, but you can still get the expansion nodes to be fairly straight. After clicking the 1st extension port on the habitat, the trick is to not place the 1 resin nugget until you've got the angle you want.
  9. Pi_

    Domesticating the Worms on Radiated

    That's no worm, it's a Sarlaac... whatever goes in gets slowly digested over 1000 years.
  10. Pi_

    Satelites in the underground

    It's just a rough outline, but the backstory could be how the satellites got underground. In another thread someone asked, "What if you could find a PDA or journal that gave info like who you are and why your there?". Then I incorporated his idea with the backstory into a scenario where the devs somehow give us access to the space station log. However the log by itself wouldn't give us the whole story. Then we would find the journal of a dead astroneer... it would be on the dead astoneer's backpack, or a separate device found near his body. Backstory Station Log Journal
  11. Pi_

    Landing Beacon

    Hmmm, why does that sound like such a good idea? Oh yeah, now I remember...
  12. Pi_

    Suggestion.

    Hmm, so you make two different threads with the same suggestion... but you don't post it in the Suggestion Forum. I'm just curious why not? https://forum.systemera.net/forum/3-suggestions-and-ideas/
  13. Pi_

    Small Pull Cart

    Hmmm, so an astroneer rickshaw... it would be interesting, but he would get pretty tired pulling it uphill out of caves. Although it would be funny to actually see it in the game.