StuartF

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  1. StuartF

    [Merged] Vehicle Issues

    What the actually hell. That's... Actually somewhat impressive. Albeit inconvenient, but holy cow.
  2. StuartF

    [Merged] Vehicle Issues

    I can confirm this doesn't fix it. Jut did it to my truck, and I'm getting glitching and collision noises all the time. The only difference between the vehicle bay seat and the printer seat, one is permanent and the other isn't. There is technically no item property difference, besides that one is removable and one isn't. I don't see how crafting it permanently vs. removable would make the difference. Try attaching another truck to your setup and towing it, you will see the issues start to become very paramount. If you're interested in the power stuff, check my thread out here. Shameless self promotion ahoy!
  3. Oh the trade system use to be even easier before they nerfed the fuel. You could generate fuel so fast and trade all of it for everything. It works to an extend, but once you go to another planet, you can only carry so many resources. Plus some planets don't have said resources available to start with (lithium and titanium, which requires a drill and crane to mine, and can't be found on the starter planet naturally). The game is about exploring, going to other planets, finding discoveries, the little mini-games. Sure you can take advantage of the trade system and everything, but you would be selling yourself short at that point of what the game is about. Also, it is still pre-alpha, it has a long way to go.
  4. StuartF

    Power Efficiency (big vs. small modules)

    More videos because I love videos. One demonstration usage of the smaller solar panels, and how they align to the sun. I've orientated them in such a way that there is full coverage majority of the time (for about 135 degrees of the arc). Small solar panel alignment on truck w/ large storage The other video here shows how much power it actually generates. It produces enough power that the power both in my backpack/battery, and the truck, doesn't even deplete. So it's proven to be sustainable. Insane power generation from small power modules. I may start making videos about buildings as well to show off the power system in finer detail, but I'm hoping to work on seeing if I can catch different wind and solar conditions, and how they actually affect the power generation rate. Would be interesting to see whether there is anything else there. If there isn't... Would be a good idea to add into the game, since wind and solar are NEVER consistent (minus orientation and what have you).
  5. StuartF

    [Merged] Vehicle Issues

    The buggy trucks and vehicles are, from what I understand, making the game impossible to FULLY enjoy. Since once you start amassing a lot of items and what not, you need additional storage, additional train trucks, etc. The pain of using multiple trucks w/ resources. All the clipping and glitching that is being heard... That's the issue. It goes back to the Garry's Mod (Gmod) days where if you didn't no-collide certain objects, they would collide and freak out (causing similar things to go flying up into the air, etc). To me, I think the collision detection is a bit too sensitive when it comes to trucks and objects, and when it tried to correct itself, the collision detection kicks in again, and the cycle repeats. The collision detection is the issue, but is being compounded by the weight distribution of items on trucks/rovers, and the attaching of other rovers/trucks.
  6. StuartF

    Power Efficiency (big vs. small modules)

    It's a proof of concept more than anything. It's highly unrealistic but it does work. I did try driving it around and as fun as it was to have that much energy, it took up a lot of unnecessary space. That being said, if you have a couple rovers/trucks/buildings, and you use a lot of power and/or have a lot of batteries, it could come in useful. The power being obtained for a single unit 1 second faster seems a bit extreme, but it could make or break your expedition (in a worst case scenario). Compounded, the more bars you need to fill up, the more time you save. But yes, crazy is an understatement!
  7. StuartF

    Power Efficiency (big vs. small modules)

    So really there is no reason to actually build a big wind turbine at all, in any scenario. Granted this uses 4x more resources but, the difference is you get twice the power. I'll have to do further testing to see whether the wind only affects possibly part of the wind vanes/turbines, and also how much wind affects it. But that brings into the discussion other questions... Do solar panels work by DIRECT light? Because if you stack small solar panels on a storage module, some of them are blocking the others, but they act as if they are at full power. Same for the wind. Shouldn't having a wind vane in-front of another wind vane block said vane from picking up the wind? Also, are there different intensities for the wind which affect the power output for the vanes or is it consistent? Because I have seen then go slow, and then bat sh*t insane.
  8. StuartF

    Power Efficiency (big vs. small modules)

    OK, I forgot to take that into account. For the solar, it would be even for the vehicle, but just more expensive to build. Wind on the other hand... You could stack 8 wind vanes, and from what I can see in the game, regardless of which side of the storage they are, they turn. So you could effectively get... 8 sec/bar / 8 = 1 sec/bar. Now I know wind is sporadic and it's not consistent, but the setup would beat the wind turbine at 4 sec/bar. But the same inconsistency for the wind can be applied to the wind turbine as well. The wind turbine can only produce... 4 sec/bar. The only way you could use the small solar panels effectively (x8) would be if you placed them on a storage, next to a module of sorts (research, etc), where it lays flat. TECHNICALLY it should out power a single larger solar panel. For the wind vanes, even if you only populate one side of a storage module, you're still getting... 2 sec/bar. This is all theoretical though, and just a random thought that I had. Maybe I'll do some videos and do some official testing. Get some numbers.
  9. I've been playing the game for about... 35+ hours, and am now thinking of ways to optimize power delivery to either my base, or the vehicles that are being made. Originally when I started the game, I'd go straight for say, the big wind turbine and the big solar panels. But now looking at the ASTRONEER WIKI - Power Small Solar Panel = 8 sec/bar 1 Slot Big Solar Panel = 2 sec/bar 2 Slot Small Wind Vane = 8 sec/bar 1 Slot Big Wind Vane (Turbine) = 4 sec/bar 2 Slot Now... On a rover for example, you have four mounting slots, you can do a couple different power configurations, but for simplicity I'm going to note two here: Rover - 4 medium slots Two used for seat, two for Big Solar Panel 2 sec/bar Rover - 4 medium slots Two for seat, two for storage panel Storage panel has 8 slots, 4 for small solar panel, 4 for small wind vane (or 8 of one, etc) 4 Small Solar Panel = 8 sec/bar / 4 = 2 sec/bar 4 Small Wind Vanes = 8 sec/bar / 4 = 2 sec/bar Average = 1 sec/bar Resource wise... It would be more expensive to build the smaller power sources as opposed to the bigger power sources, but the thought is that, you can spend more to make more energy in a smaller space. Now, I'm no rocket scientist... So am I wrong to assume it's BETTER to populate 2 medium slots with a storage panel, and populate it entirely with smaller power modules? Or use a single bigger module? I'm talking about power efficiency, and not cost/resource efficiency. If I did a dumb in the math department, please feel free to correct me.
  10. StuartF

    Improve the Compass

    +1, it's annoying having to get out of the vehicle to check your bearing, then get back into said vehicle, only to lose said bearing. That being said, it would be cool either if it was a default HUD element, or implemented into the game as a craft-able item, either through the backpack for personal use, or by the printer for vehicle use.
  11. The problem with this is that, they run out very fast and they take quite awhile to regenerate. The power I can see being useful, the oxygen not so much as the base/vehicles already provide unlimited oxygen. But yeah setting this up similar in the way that a smelter automatically distributes the items to the storage next to them would be neat. I've always wanted to dig the entire node up and just bring it to base in tow.
  12. StuartF

    Connection of two habitat bases!

    You can 'technically' attach them together already. Just put a rover in-between the connections, and use it to link them. That being said, it would be neat to connect very distant habitats together with a large cable. Similar to those undersea cables to transfer power and data.
  13. StuartF

    We need a map

    The map could be an item you have to craft either from your backpack, or from the printer. A smaller version could be made from your backpack, whereas you could make a bigger version from the printer. This would be neat so that, if you have a base, you can attach the map to whatever you want. This would be useful so other players could see the map. Almost like how Minecraft does their maps. And even better, you could piece them together to make a bigger map. Make smaller usable maps in your backpack and put them together to form a bigger map Use printer to make a bigger map that can be mounted on medium mounting points Make it so that maps are view-able by other players in multiplayer
  14. StuartF

    Beacons more useful in caves

    +1 to this. I have bases and vehicles in caves which don't show up necessarily unless i have a LOS to the cave/vehicle/beacon/etc.
  15. The game is fantastic, and I love how it is so far. I've been using the rovers and the trucks a lot lately, and now that I'm expanding my base, it's time to haul all that gear. That being said, while I understand the more rovers/trucks you have setup as a train slow it down, it would be nice to have different selections of speed. For example: Performance: Increases energy usage, but is faster, has higher top end, but less torque (single rover/truck, allowing for faster transport) Towing: Increases energy, is slower, has lower top end, but much higher torque (allowing it to not suffer as much of a penalty with lots of items) Standard: As it is right now, neutral performance and torque, with no additional energy usage Economy: Less power usage, lower speed, lower top end, less torque (for when you need to extend the range of your vehicle, let's say you can't recharge and want to converse) It would also be nice to be able to research different attachments for the vehicles in terms of performance. How this would work is that there would be spots on the vehicle for 1 or 2 attachments, which customize how the vehicle performs. For example: Regenerative braking (regain a small amount of energy when you brake) Suspension (or even the ability to modify it, or be able to craft either a harder or lighter suspension to add) Tyre size/type (rovers already have small wheels, compared to the trucks, but would be nice to have different types of wheels for the different terrains) Radio (would be cool to be able to use your own music and play it through the vehicle, but as an attachment) Just my idea and thoughts/suggestions that would make the vehicles in the game a lot more enjoyable to use. I know the concept of the vehicles is not to go half way across the planet necessarily (cue shuttles/spaceships), but it would make them more fun to use. As a car enthusiast, there is just something about using a rover/truck to go all the way around the planet, or even explore. What do you all think?