Pi_

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Posts posted by Pi_


  1. 4 minutes ago, Pavlichenko said:

    I would be fine with it if W and S were not depending on camera direction. I want a front and back of vehicle.

    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. 

     

    Quote

    On ‎11‎/‎13‎/‎2017 at 1:24 PM, SES_joe said:

    As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get to our 1.0 launch. 

     


  2. On ‎3‎/‎5‎/‎2018 at 3:46 AM, OVKE2309 said:

    Why not just just walk and drive with WASD and move the camera freely, why is the direction changing depending on the view direction?

    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. 

    On ‎11‎/‎13‎/‎2017 at 1:24 PM, SES_joe said:

    As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get to our 1.0 launch. 

     

     

     


  3. 25 minutes ago, Timbo said:

    A map would bring a lot more usefulness to beacons and other exploration devices if they were implemented.... I mean what kind of space explorer wouldn't bring GPS anyway?

    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
     

    Spoiler

     

    When this solar system was discovered, a space station packed with gear and astroneers was sent to explore it.  Upon arrival, the space station deployed all of the satellites they brought.  And several astroneers were sent to the various planets with most of the gear from the station. 

    An asteroid field was detected rapidly approaching the solar system.  So the station left orbit to a safe location until the asteroid field had cleared the solar system.  The astroneers already on the planets could not get back to the station in time, so they took shelter in caves.  As it turns out, when the station reached safety it was determined that the asteroid field was moving through the solar system in waves.

    The asteroids caused all their satellites to crash (hence, we find crash sites scattered all around).  Between the asteroid waves there were periods of calm... like the eye of a hurricane.  These periods of calm were not long enough to allow the station to rescue the stranded astoneers.  However, those brave souls who were sheltering in caves emerged during the calm periods.

    They managed to drag several satellites into the caves in an attempt to salvage anything that would  keep them alive.  Perhaps in a future patch, we'll find a half buried rover with a winch nearby one of those "cave satellites".

    By the time it was safe for the station to return, sadly the astroneers who were left behind had all died (hence, we find dead astroneers in caves).  The astroneers remaining on the station carried on with the mission.  Since most of the equipment was lost to the asteroids, they are having to start from scratch.

     

     


  4. 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.


  5. 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.

     

     


  6. 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... 

    Quote

     

    On ‎11‎/‎13‎/‎2017 at 1:24 PM, SES_joe said:

    As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get to our 1.0 launch.

     

     

     


  7. 12 hours ago, mildly moist said:

    how in the world is your base so neat

    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.


  8. 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
     

    Spoiler

     

    When this solar system was discovered, a space station packed with gear and astroneers was sent to explore it.  Upon arrival, the space station deployed all of the satellites they brought.  And several astroneers were sent to the various planets with most of the gear from the station. 

    An asteroid field was detected rapidly approaching the solar system.  So the station left orbit to a safe location until the asteroid field had cleared the solar system.  The astroneers already on the planets could not get back to the station in time, so they took shelter in caves.  As it turns out, when the station reached safety it was determined that the asteroid field was moving through the solar system in waves.

    The asteroids caused all their satellites to crash (hence, we find crash sites scattered all around).  Between the asteroid waves there were periods of calm... like the eye of a hurricane.  These periods of calm were not long enough to allow the station to rescue the stranded astoneers.  However, those brave souls who were sheltering in caves emerged during the calm periods.

    They managed to drag several satellites into the caves in an attempt to salvage anything that would  keep them alive.  Perhaps in a future patch, we'll find a half buried rover with a winch nearby one of those "cave satellites".

    By the time it was safe for the station to return, sadly the astroneers who were left behind had all died (hence, we find dead astroneers in caves).  The astroneers remaining on the station carried on with the mission.  Since most of the equipment was lost to the asteroids, they are having to start from scratch.

     

     

    Station Log
     

    Spoiler

     

    Stardate:  3691.1222 - Six years after a deep space probe discovered this new solar system, designated NGC-314159265, our expedition has arrived.  Of the five planets in this solar system, only one has a moon.  We have chosen to place the station in orbit of this planet, which we have named "Terran".

    Stardate:  3691.1228 - All scanning and relay satellites have been deployed to the various planets.

    Stardate:  3692.0124 - Individual expedition members have been dispatched to each planet, including the lone moon.  As a contingency measure, four members will remain on the station.  A basic equipment inventory will also remain on the station.

    Stardate:  3692.0209 - Several supply drops enclosed by pressurized cushions have been deployed to each planet.  They contain basic resources to assist the expedition members.

    Stardate:  3692.0317 - We have detected a rapidly approaching asteroid field that will affect the entire solar system.  Station Emergency Protocol is now in effect.  The station will leave orbit to a safe location. 

    This really caught us by surprise, and it looks like the expedition members will not have time to return to the station before we have to leave orbit.  The expedition members have been instructed to shelter underground until the asteroid field has passed.

    Stardate: 3692.0318 - Contact has been lost with all expedition members.  This is most likely due to the relay satellites being disabled by the asteroids.

    Stardate:  3692.0321 - The station has reached a location outside the path of the asteroid field.  After further analysis, we have determined the field is composed of waves of asteroids.  While the gaps between the waves are relatively empty, the gaps do not provide a big enough window of time to return and rescue the expedition members. 

    At this point, unfortunately all we can do is wait for the asteroid field to pass... and hope our brothers can hold on until we're able to return.

    Stardate:  3692.0411 - We have returned to Terran orbit, but still no contact with any of the expedition members.  Myself and the three remaining station crew will take the basic gear we have left and carry on with the mission... and of course search for any survivors.

     

     

    Journal
     

    Spoiler

     

    Stardate:  3692.0317 - Received emergency message from station... asteroids approaching.  The good news is, they're taking the station out of orbit to get to safety, and will return when the asteroids are gone.  The bad news is, they have to leave immediately and I can't get back in time... wonderful.  So I'm heading for a cave to ride out the storm.

    Stardate:  3692.0318 - Found a place deep enough that should be safe.  I'm feeling the shockwaves of the asteroid impacts on the surface... seems pretty bad.  I hope my base doesn't get destroyed.  I wonder if the guys on the other planets are getting hit this hard?

    Stardate:  3692.0320 - The impacts have stopped.  Going topside to check it out.  

    Oh man, what a mess... almost nothing left of my base.  I can't get a signal from the station, and I know why.  I see one of our satellites.  It's not a comm sat, but I bet they were also taken out by the asteroids.  I'm gonna take a look around and see if I can salvage anything.  I hope those boys on the station get here soon.

    Stardate:  3692.0321 - I guess it ain't over yet... because more asteroids are hitting!  I'm heading back to the cave.

    Stardate: 3692.0323 - The rumbling has finally stopped again.  But could there be more?  Probably why the station hasn't returned yet. 

    So my plan is to find as many of those crashed satellites as I can, and drag them down here.  Maybe I can cannibalize some parts to put together something I can use.  You can bet I'll be moving with a swiftness.  Judging by last time, I'll have about one day of calm before I have to take shelter again.

    Stardate: 3692.0405 - By going up during the "eye of the storm", I've managed to grab a few satellites over the last several days.  Actually there have been a few eyes of the storm.  But no word yet from the station.

     

     


  9. 1 hour ago, Ghostwolf93 said:

    So the Landing Beacon...

     You put it down on the ground just like a regular Beacon, except that it generates a landing zone 'bubble' that would then allow shuttles to land there.

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

    xD


  10.  

    On ‎1‎/‎2‎/‎2018 at 4:08 PM, Albion said:

    What I think could be nice is a small cart attached to your backpack.

    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.

     


  11. 2 hours ago, gbt8964 said:

    I've often wished for the ability to spot markers at a greater distance when you inevitably get lost.

    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.

    I totally agree that a GPS system should have a high barrier to entry. 

    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.  The devs have already confirmed certain blueprints must be obtained from items found out in the world instead of through research.

     


  12. Yeah, 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.

    It will interesting to see what mechanic the devs come up with for getting the blueprints out in the world.  Maybe it will be similar to that one type of satellite which has a research pod embedded... the astroneer will have to remove something from the crashed GPS satellite which contains the blueprints.

    Possible Backstory
     

    Spoiler

     

    When this solar system was discovered, a space station packed with gear and astroneers was sent to explore it.  Upon arrival, the space station deployed all of the satellites they brought.  And several astroneers were sent to the various planets with most of the gear from the station. 

    An asteroid field was detected rapidly approaching the solar system.  So the station left orbit to a safe location until the asteroid field had cleared the solar system.  The astroneers already on the planets could not get back to the station in time, so they took shelter in caves.  As it turns out, when the station reached safety it was determined that the asteroid field was moving through the solar system in waves.

    The asteroids caused all their satellites to crash (hence, we find crash sites scattered all around).  Between the asteroid waves there were periods of calm... like the eye of a hurricane.  These periods of calm were not long enough to allow the station to rescue the stranded astoneers.  However, those brave souls who were sheltering in caves emerged during the calm periods.

    They managed to drag several satellites into the caves in an attempt to salvage anything that would  keep them alive.  Perhaps in a future patch, we'll find a half buried rover with a winch nearby one of those "cave satellites".

    By the time it was safe for the station to return, sadly the astroneers who were left behind had all died (hence, we find dead astroneers in caves).  The astroneers remaining on the station carried on with the mission.  Since most of the equipment was lost to the asteroids, they are having to start from scratch.

     

     


  13. 12 hours ago, steve m-g said:

    Since I was stupid...less skilled. I created a base with four modules and I'm locked in, dammit! If I start over, can I find that previous base and build next to it? 

    Please say: Yes!

     

    3 hours ago, steve m-g said:

    What if I am able to build a beacon?

    No Steve, unfortunately you can not find that previous base if you start a new game... even with a beacon.

    The reason is, like Moxified mentioned, every time you start a new game a completely new planet is made.  That's what "procedurally generated" means.  In other words, the original planet & your base do no exist in a new game.

    However, again like Moxified mentioned, if you want to keep your original game you'll have to get enough research bytes to unlock the Habitat.  Then use your printer module to print a new Habitat, then deploy it nearby your base and continue building from there.


  14. As to why there is no advanced navigation system 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 navigation 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, the astroneer will have to scavenge the parts from crashed satellites found on the surface (or down in caves), in order to build a new GPS satellite.  He 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 (beacons, terrain tool to create directional markers, the compass, etc.), is perfect.  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. 

    So 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 aligns to East-West on his compass. 

    So he knows that should he travel too far East or West from base and forgets to set a beacon, he can follow the band of stars in the sky back to his base.  He knows that if the band of stars is no longer directly overhead (perpendicular to the horizon), he can check his compass to see if he needs to 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.

    Possible Backstory
     

    Spoiler

     

    When this solar system was discovered, a space station packed with gear and astroneers was sent to explore it.  Upon arrival, the space station deployed all of the satellites they brought.  And several astroneers were sent to the various planets with most of the gear from the station. 

    An asteroid field was detected rapidly approaching the solar system.  So the station left orbit to a safe location until the asteroid field had cleared the solar system.  The astroneers already on the planets could not get back to the station in time, so they took shelter in caves.  As it turns out, when the station reached safety it was determined that the asteroid field was moving through the solar system in waves.

    The asteroids caused all their satellites to crash (hence, we find crash sites scattered all around).  Between the asteroid waves there were periods of calm... like the eye of a hurricane.  These periods of calm were not long enough to allow the station to rescue the stranded astoneers.  However, those brave souls who were sheltering in caves emerged during the calm periods.

    They managed to drag several satellites into the caves in an attempt to salvage anything that would  keep them alive.  Perhaps in a future patch, we'll find a half buried rover with a winch nearby one of those "cave satellites".

    By the time it was safe for the station to return, sadly the astroneers who were left behind had all died (hence, we find dead astroneers in caves).  The astroneers remaining on the station carried on with the mission.  Since most of the equipment was lost to the asteroids, they are having to start from scratch.

     

     

     


  15. Finding a Zebra, Dalmatian, or Checkered Flag ball would be pretty cool.  But the physics at the planet core is based on real life science.  You float because the mass of the planet is relatively equal in all directions.  So gravity cancels out at the core.


  16. 2 hours ago, spgprivate said:

    Hi

    How do you extend your base beyond the 5 modules you can attach to the habitat ?

    Howdy @spgprivate and welcome to the forums o/

    Just a heads up, the Habitat will spawn 6 extension ports, not just 5.  You only got 5 because the angle between the ports did not leave enough room for the Habitat to spawn the 6th extension port.

    What Trojan is talking about is... when you extend an expansion node off of the Habitat, it will have 2 holograms for resin nuggets, and another extension port.  Instead of placing the 2 resin nuggets which creates a blank base module, click the extension port on the expansion node itself. 

    This will allow you to place 1 resin nugget to create another expansion node.  Also, each expansion node will spawn additional extension ports just like the Habitat.  Again, it depends on the angle between them as to how many extension ports will spawn.  Also be aware that the expansion node will only have the 2 resin holograms if it is at the end of the string... see how the expansion node in the yellow circle below does not have the 2 resin holograms.

    Unfortunately you have painted yourself into a corner, you can no longer expand that base.  However like Trojan mentioned, you can place a new Habitat nearby and expand from that... or, start a new game and build the base with your newly gained knowledge.

    Don't feel too bad though, many people have found themselves in the same situation as you.  And after all, when you placed the 2 resin nuggets to create your final module, the game gave you no warning that doing so would close your base to further expansion.  I think it's probably due to fact that people get so excited about building their base, they just don't notice that the expansion node itself has an extension port.

    The lack of an in-game warning has been the case since the beginning (Dec 2016).  And if some type of warning has not been implemented by now, we must conclude that it is intentional by the devs.  In other words, they wanted some people to learn the hard way.

     

    jP0FsND.jpg


  17. 23 hours ago, Nargg said:

    When I first found this game, it was inspirational.  Seriously, it had reach unlike I've not seen in years...

    This game has GOT TO GET BACK TO IT'S ROOTS!  Or it's just another blip on the vast radar.

    I might have agreed with this, if it weren't for one thing... we all bought into the Early Access model.  So what you're referring to as "it's roots" was never going to end up being the finished product.

    Probably you, like myself and a lot of people on this forum, have been with this game since the beginning (Dec 2016).  And I wish SES had gone with a patch/update mechanic which doesn't overwrite previous versions, so I could load up whichever version I want and play the game how is used to be.  But we knew what we were getting into, so 30+ years in game reporting should have prepared you for possibly major gameplay revisions.