Acecool

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  1. I was in a cave earlier just free running with a backpack full of oxygen tanks... ( worst case I could dig to the surface on a straight high angle ramp very fast ) and noticed one of the research items looked like it was crawling along a wall towards me until it fell right in front of me... I thought it was a spider at first - thinking awesome, they've added something creepy crawly for the caves... and it was a big spider too... until it plopped in front of me and I saw it was a red sphere-ish with 3 or 4 leaves hanging off.. I have noticed myself phase through the ground when running through caves really fast and not allowing pop-in to occur... Anyway, I found a piece of dynamite and wanted to test the blast radius so I found a wall, and dug at a slight angle looking down, straight into the wall... There was a ramp above it ( this seems like it is key - a space needs to be above, maybe even below but I couldn't find anything below ) but a good distance away... So I dropped the dynamite in - not on the ground but hovering in the center to let it fall... It fell and kept falling without stopping.. This has happened under similar circumstances a few more times ( with items falling at me while in caves, and with other objects being dropped to the ground only to fall forever in tight spaces - albeit much larger than the object being dropped )
  2. Edit: For determining the amount of air left in the tubes after disconnect ( you could lose the air / hiss it from one hose but they're probably all pressure-connectors so air wouldn't leak unless damaged - storm? ) to be the volume of a cylinder over the range left in the link..... 2 values would be immediate - max ( if max distance was used between each pole for every pole )... and minimum ( smallest distance ) which doesn't give much... A better idea would be to actually store in the list object the length of each rope from one to the next and store it in the main list object ( add it up / subtract ) - splitting in the middle would be slightly different but you could just grab the average distance over the entire count of the left minus the link removed, and the count of the other side of the tether base removed multiplied by the volume... and that would give you an O( 1 ) value for how much air is left in the tubes to use... and to make it balanced - allow it to be used only once - ie you use it and the pressure drops so the pressure fitting doesn't re-seal with lower pressure so you lose the rest if not all was used... Realism solution, removing lag, etc.... For junctions which branch into more than 2 pipes coming off - treat that junction as the start of a new list pretty much... that'd simplify it - and you can have connected junctions added to the pipe so if a callback is needed you can have a list of these in the primary list object line to update or check for oxygen coming in... The object gets a bit bigger with more overhead - but it is doable to a point where everything should be O( 1 ) - and the callbacks would be subdivided over frames or using other actions which would still be O( n ) but subdivided so much less performance hit...
  3. Yeah - I'm not crashing - just locking up while the entire network is processed... Honestly the network should act similarly to that of a doubly linked list ( with more than 2 links allowed )... Linked list has a link to the previous element in the list ( if first then loops to the end - this isn't necessarily needed in the case of tethers but it wouldn't hurt performance and could help to have it ), and the neighbor plus a node object ( the tether ).... Then, callbacks can be triggered on these cases... - if a single tether / node is disconnected and it isn't at the end then don't worry about it... ( no need to reparse the entire network if you reposition the last node ) - If a single tether is disconnected and it isn't the last one - find out it's position ( an id / counter would be useful to keep in the chain - the node references can be shifted instead of the nodes all being reparsed when one is removed from the beginning to simplify id changes )... then disconnect oxygen for all tethers beyond that point ( can be done in a thread - like a pressurized tube slowly leaking air to prevent lockups too ) Very simple checks, and useful overhead to get rid of the lockups 90% of the time until fully optimized - but this type of list wouldn't be a bad fit with some modifications for the system... And, as I said.. when you disconnect one in the middle - check the First / Last element on both sides of the piece removed to see which has air, and which doesn't... This would be O( 1 ) check if you have a first / last overhead value to the list object ( and they'd be split into 2 )... so if no air is found on one side, very fast check, then either leak air immediately and have the line go dark one by one ( fast ) over the entire unhooked system... OR wait until the user tries to draw air, allow a tiny bit of air ( hose still pressurized ) and that's all they get... the rope could turn another color and that would also be O( 1 ) check to do... if list object has oxygen source - blue.. else if is pressurized then green else navy....
  4. VT_Mongo - Nope - I do use the beacons to gauge distance from my base... blue I don't use ( named 0 / blue which is home )... next color is green ( call it color 1 ) means I can see my home marker ( 0 ) from that location... next color ( 2 ) means I can see green ( 1 ) but not home ( 0 ).. next ( 3 ) means I can't see green ( 1 ) but can see the one before it ( 2 ).. etc.. So you end up with a green ring, then more of the next ( orange I think ), then likely a larger or smaller ring of the next ( equator ), until you end up at about the other pole... The light effects were incredibly useful for exploration although it needs to be easier than the beacons to set... having to hold a button now takes way too long... Being able to make exits with a color - or directions with a color is nice... When I had those lights I set one direction ( 4 total ) each with a unique color and made them as straight as possible... if I branched off perpendicularly I'd use the appropriate color and it then also helps you line up where you are... Green == North, Orange = Sound, Blue = West, Red = East - I could do this... Basically - based on quadrant I would use different colors which would then tell me where I am relative to my base... very easy to do... Or - coming off a perpendicular I could use the other color - ie instead of Orange coming off the Red / East line, I could put 1 green, then the rest orange so I'd know Green is up / north but I'm on the sound side of the base... and east because of red.... G | G | G | G | G | G G | G G | G G B-B-B-B-B-B-BASE-R-R-R-R-R-R-R-R-R-R-R-R-R-R-R-R O O | | O O | | O O | | O O | | O-R-R-R-R-R-R-R-R-R-R-R-R-R | O | O | O
  5. A compass added to this would be great... Also - how does it make gameplay too easy? You can turn dirt into gold as it is - just find a single thing of 9 things - 2 of which would need to be smelted... then crane and drill dirt to get as much of those supplies as you need and typically much faster than finding them ( although with a rover it's pretty easy to find a lot of lithium and the single open seats ) If there is a map system it could be basic until you get into orbit - then since a space station can be built why not have satellites... 3 Global positioning system satellites to get an accurate fix where you are on the planet would mean launching a lot of satellites to ensure really accurate positioning..... so that could make it more late-game...
  6. Honestly with the mineral extractor the only thing you'd need to collect is soil... Having a system to grab it and bottle it automatically would be nice... Even better would be conveyors to move them to the extractors, one of 8 depending on which one has empty inventory slots etc... The conveyor system is pending - but I like this idea... I mean, being able to print a vehicle out of thin air with 4 pieces of aluminum but not being able to auto dig an area seems odd...
  7. I tried the dynamite - as high up as it would go with the extra large storage.... It blew up the extra large storage, AND the large rover... Oh well - I put something else there for a large battery bank ( found 2 of those massive solar panels which work from a space-station at the start of my game, then found a winch and moved them to the base although if I was playing for real I'd leave them on opposite sides of the planet and run wires... but who has time for that?
  8. I typically carry a winch with me ( especially with the rovers jumping into the air and flipping with the latest release whenever you exit the vehicle ) and lock it to the ground.... However - instead of a handbrake... why not suggest extended legs which are used by cranes in real life? ie arms which extend out to double the width of the truck, then go down and lift the truck up so instead of the wheels being your base, those extended arms are... They have the locking mechanism in place for the new platforms - It wouldn't really be any different for the rovers except for a new animation.... Also, I wouldn't trust a handbrake in this game - all surfaces are like ice and rubber-bouncy balls.
  9. If you're stuck you can zoom out and pick up the tether closest to you ( it will be in range if you're connected to it ).. If it isn't a tether - you can dig your way out of it... either by digging straight down, or dig over and make a ramp back up.... Also - the game only saves when you enter a vehicle ( autosaves? ) so it should be fine unless you've done a lot.. Instead of asking for a suicide button - why not explain how you got stuck, and provide screenshots so the devs can ensure it doesn't happen? This should be in the bugs / help forum.... if you got stuck... Now - if the suggestion is just for the pre-release game / alpha... then yes.. I can see the importance of having a suicide button to test game mechanics and help report bugs... But, I have yet to get stuck in any way which I was unable to dig my way out of.. also with being able to move the platforms, they wouldn't be able to get you stuck either.. If a vehicle was on top of you, you can dig down, or dig until the vehicle drops below you...
  10. Why should pc users be limited based on other machines? We use keyboards and mice for much greater precision and control over games. The devs could add a rebinding system to the controller - ie allow the controller to be rebound ( something not done by many games )... OR... you can rebind the controller from within Steam if using a PC. If this is out on a console then there may be another solution... I'm sure one of the keys isn't being used - ie select could act as a shift button... or one of the shoulder buttons... Actually - the DPad.... DPad is used for many different things, so hold up or down and press whatever button you'd normally use to pick something up...
  11. Actually - a solar storm would be more realistic seeing as some of, or all of, the planets have atmospheres... Most of the background gamma rays emitted from ultra-dense-micro-spheres / black-holes should be stopped from the atmospheres, depending.... However, if we could visit asteroids, etc.. then radiation of all types would be important to shield from however for this game it might be too much level of detail.... They may not even add proper driving system... Solar flares / storms caused by ejections from the sun can cause damage to non-shielded electrical equipment... not to mention if one is powerful enough it could push an atmosphere away from the planet ( that might be too much lod too )...
  12. Having ground drones to help map caves would be fantastic... They should be inexpensive - 1 resin, compound or copper each and be a basic sphere you can throw into caves... Throw a few and they'll take different rounds... They'll go as far as they can - limited battery life of 5 minutes and travel almost walking speed, or walking speed. The more you throw, the more detailed the map ( ie the first one may take the left branch all the time until it reaches a dead-end, the next may do something similar with different branches )... Limited use: ie use them once and then they're done. Maybe the option of a recycler later to receive 1/4th the resources put into them. When they come to a dead-end they will not go back up... ie they can explore large rooms, etc.. but they will always travel deeper into the cave but if they hit a dead-end they will not go any further... OR they will climb out of the dead-end at half speed, or 1 quarter speed - rolling downwards they can reach up to sprinting speed...
  13. As of now, the driving mechanics are non-existent in my opinion... The mechanics currently in place, however, would be ideal in a quad-copter or similar style remotely controlled aerial drone. ( A map would be nice / gps which will be another post to pinpoint, mark paths, and overlay all tether positions and connected lines and their depths so caves can be mapped too would be great ).. There should be 2 drone sizes to match current transport styles and usable drones in real life ( not counting the tiny soda can width copters for use indoors only ): standard and large.. - Small / Standard should be about the size of the helmet for the main body, plus 4 poles with 4 motors, 2, 3 or 4 blades per arm and to 'protect it' and have the design more intuitive with the direction of camera dictating the direction the vehicle flies there should be a ring outside all of the blades in an uninterrupted circle encapsulating the entire craft... Each motor should have a taller duct to help airflow direction and provide higher thrust. - The copter should have 1, or 2 single slot positions ( top and bottom ) for additional battery power ( small battery / pack ) or a small winch / grappler to grab SMALL items such as single slot packaged items, single-slot batteries, single-slot resources, etc... - The flight-time of the copter without an additional battery should be 5 minutes... With 1 battery add 10 minutes ( with 2 make it 20 because of the weight so an extra 5 ) for a total of 15 minutes of flight-time. If a hook is added underneath, lose 2 minutes to flight time for weight - don't lose any if anything is attached. If a battery is picked up and charged, allow the grappler to use the battery but instead of gaining any time back... give it back the 2 minutes lost from the hook / winch / grappler... The large copter... This one should be capable of handling heavier loads... Up the quad engine to 8 engines ( maybe an upgraded version... 4 poles but inversed motors above and below ) capable of holding a medium size battery on top and a winch or other grappler below. Default flight time should be 5 to 10 minutes. Add 10 with the medium battery or 5 depending on motor configuration and if a grappler is attached. Note: Holding shift should push it to 150% total speed but chew through battery life at 2x rate. Note: Both copters should have the ability to stow / deploy to easily take it with you where-ever you go... The small should stow to a single slow ( without anything added to it ) in your backpack.. The larger should stow to a connected 2 slot spot ( or 4 ) Purpose is to provide an easy method to scout cave drop-offs without making a ramp and going down into them... Getting a birds eye view of a surrounding area to mark areas or resources on your map..
  14. I should've actually said: 'for wheeled vehicles' ... or extended it by adding 'which don't have an independently rotating wheel-base vs cabin' it makes no sense to have the controls as they are... However, for an aerial drone application it actually makes a lot more sense to move based on the direction the camera is facing ( please add aerial drones )... The constant sliding is terrible. The constant being thrown into the air when touching a small rock is annoying and eats your forward momentum. All optical mice I've ever owned have at one point or another started reporting the mouse moving laterally at the fastest possible rate due to an artifact or a single hair making its way into the sensing field - Combined with driving as it currently is - this means all momentum is lost and you are thrown into random directions each physics update... If you add remotely controlled quad-copters - use this mechanic... it makes a lot of sense if the camera rotates on the copter - just have a giant ring around the entire craft to emphasize it can move in any direction based on camera direction..
  15. It fits 31 single-item objects on it, and none of the ports are double so you can't fit the 8 slot medium storage unit on it... It's better to build 2 of the smaller large storage which has 8 single slots which are paired with another so 4 double-slots which can fit 4 medium storages on it so half the space and you get the same amount of space + 1 extra so 2 of them gets you 64 slots on a single large rover without counting the hitch-slots...