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Found 42 results

  1. Hey Everybody, Version: 1.1.2.0 Xbox One. Has occured on previous versions. I have been running into an issue that at first didn't seem to cause to much overall trouble. While playing on Xbox One, the controller will disconnect due to low battery or wireless connectivity issues, the character will continue its current action while the controller is disconnect. Whether that is drilling, driving, walking, or running. I am currently on the planet of Calidor, when my controller disconnected, the character kept drilling while the camera was spinning around. The backpack is now stuck next to some flora that I can not drill out due to the rough terrain and no drill mod. Thankfully that can be fixed easily on my end. My hope is that if the controller disconnects, the character will stop any actions it is currently doing to prevent anyone from falling or getting killed from this bug. Thanks.
  2. When playing on Xbox, from time to time, the screen becomes blurred and the "Reconnect Controller" message is displayed. Two issues: 1)The game is not paused, so if you are off tether or in a storm, you die. 2)If a different controller is connected, the message persists. To Reproduce: The most consistent way is to start playing using a controller connected to the Xbox, start game streaming to a pc using the Xbox app and a controller connected to the pc then pop the batteries on the controller on the Xbox. The message will appear, you can move your Astroneer using the pc's controller, but the screen is blurred with the message.. You may ask how I know this... Apparently my wife doesn't find my son and I playing Astroneer (me in the living room, him in his bedroom) as entertaining as the new episode of this is us, hence relegating me to streaming to my surface.. (Keep it real, I like This is US,, but it's better if you're playing Astroneer too)
  3. StubbornDonkey

    Controller Layout

    I suggested being able to adjust button mapping for xbox, didn't get a lot of feedback about it. But I think at the very least a layout in the menu screen should be available to see which button does what. For example, we can set up 4 emotes but on a controller only 3 can be used (that I've found so far). This is because they use the D-Pad and the bottom direction is used to drop tethers. Only having 3 emotes isn't a big deal but I'd like to know what controls I may be missing out on. The tutorial only covers so much; things like rotating platforms, changing camera distance, even just sprinting; are trial and error and could mean making it back before running out of oxygen.
  4. Mama Kristi Johnson

    Xbox One Controller issues

    System: Xbox One When the controller batteries die and the controller disconnects, the character keeps moving in the direction it was moving when it disconnects. This needs fixing. Also the isn't a game pause function.
  5. When i use the rover( medium, large, or trailer, with rover seat.) Itwell lock up when i get back in the ro ver, by lock up i mean, it does not respond to throttle commands, and the steering doesnt respond. The happens wither i have one rover or a train of them( more on that in a minute)on flat ground or a hill, and on multiple planets thus far. when i use a Train of large rovers(3+ connected) it g ets weird, tend to have steering input from no wh ere, and LOVES to "crab walk"as ive begone to call it, by which the wheel(all six per body) with turn WAYmore then they should, in a direction im not inputing(the back rover does this even without input....sh ould it even steer??) And will generallybe uncontrolable. This happens with or without anything on the top(storage, power, or anything). I can get a video of it if needed, just not sure how toadd it here. Issue is on Xbox One S, with most recent update(1.0.3) Note with pict ure, i am NOT in it, but wheels are locked.
  6. StubbornDonkey

    Xbox button mapping

    Can we get button mapping on the xbox? After having played the pre-release and coming into 1.0 with all the buttons changed it's hard to re-learn the controls. It also doesn't help that things like the backpack get pulled up with the B button, which is commonly used across all genres to close out of menus, meanwhile the Y which previously brought it up is picking up everything nearby which is very annoying... Oops you picked up your tether, oops you picked up the research, oops you pulled the oxygen generator out of the base ...Allowing us to customize like pc has would be very helpful.
  7. Vulcan 1

    Radiated Planet Bugs

    Oddly, Radiated does not undergo a full orbit around the sun, when you travel to the planet, but use it only use it as a launching point to another planet, you enter sandstorm stance until you restart the game when you exit the vehicle.
  8. I'll bold the actual suggestions as a tl;dr, so if anyone reads any of this, please make it those. I read it's best to split posts with multiple ideas up into separate posts, but seeing as this is mostly about control settings I wasn't sure, so if a mod thinks this would be better split up please say and I'll do so. Also I guess the controller refactor (if it's still a thing) will be in 1.0 so I understand some of these suggestions might not be applicable, but it still feels worth throwing ideas out there. This is all about giving the player the options to customise and control the way they play. When I say "free move", I mean like the behaviour of the cursor you bring up by holding left trigger. Camera: 0-100 Sensitivity slider. Option to either hold left trigger when holding an item to turn the camera, or lock the camera to character's back when holding an item and hold left trigger to free move item instead. You wouldn't have to drop and pick stuff back up or move it slowly to the edge of the screen just to turn the camera. Options to turn aim acceleration up, down and off for those that do and don't like it. Cursor: Option to turn down and/or turn off the stickiness of the cursor when moving it over items. Sensitivity/movement speed slider. This would hopefully make moving items around faster too. Press A when holding an item to snap it to the terrain tool. Would look as easy as this. Maybe have an alert pop up if there's no free slots. Simple things like inventory and base management can take a while in Astroneer, so these should help speed basic gameplay up. Terrain Tool: Sensitivity slider for the free move cursor. Option to switch hold left trigger for free move cursor to hold left trigger to turn camera. If you hold left trigger then bring out the terrain tool you get a faster moving terrain tool cursor with the regular cursor on the screen at the same time. I'd like for this to remain a feature with options for sensitivity for both added. The faster tool is useful for digging up resources for example, and the slower one for precise terrain manipulation. Option to turn off hold to interact or make less things require it: Things I can think of that use it and don't need it: Base modules, seats, habitats, research catalogue. Hold to interact does make sense on dynamite and the instant byte consumables on plants, rocks and dead Astroneers. It used to be double tap Y to get into the research catalogue quickly, do your thing then double tap B to quickly get out. Everything felt snappy and responsive. Different options for tether placement: Hold down on d-pad to drop a tether that requires use of the cursor to be picked up. Option to switch the current placement and my suggestion; hold down to drop a tether that acts like a regular item, press down to drop a tether that needs the cursor to be picked up. I like that tethers disconnect when you're almost out of range so you know when to drop another. I dislike that they behave like regular items and I can accidentally pick up a tether instead of my fresh research pod that I'm trying to carry up from the caves, which can mess up my tether line and make my research roll away from me. Auto save: Turn off autosave when you enter a vehicle Have autosave on a timer Allow saving where/whenever The game lags when it saves and feels like it worsens the performance faster, which is why I never really use rovers. Skyrim's autosave system was great. The first time you enter the menus it would autosave, then it would wait 15 minutes before entering the menus would autosave again. You could turn this feature off and also change the length of time I believe. I think a system like this would be great in Astroneer. Customisable UI/HUD: Options to turn off every piece of UI like resource icons, informational text boxes, even the blue ring around items. I loved how minimal Astroneer used to be but feel that the item info boxes and being able to see icons even through the terrain are a bit much now. The Witcher 3 did it well; it allows you to turn off many different aspects of the HUD so you can declutter it, turn it all off or have all the info on screen that you could want. Thanks for reading and I'd like to hear any feedback and other suggestions.
  9. None of the rovers will let me drive them with an xbox controller. Moving the joystick will turn the wheels, but no forward motion. The battery depletes as if I were moving. I tried both a printed and a discovered single seat, neither had any impact. Steam; Windows 10 Dell XPS-13; 8 GB RAM; Core i5 6200U @ 2.3 GHz
  10. I really enjoy the new Rover physics (at least for the new small rover, not tested others yet). And I like being able to change the camera without changing the rover direction, but on PC once you are used to the old controls, I find the old one better (keyboard vs mouse precision). So I am back with the previous mode (thank for letting the option). The only think I didn't liked in the previous version, was when the Rover changed from foreward to backward when you moved to fast. I think it shouldn't change the direction if you did not release the right button but that's another story... What I suggest here is to have both worlds at the same time! If I'm right, the left button is not used when you are in a Rover. So I'll keep the previous mode for the right button (keep it pushed to controll the rover) and be able to move the camera with the left button to see what's behind you without changing you direction. (Not sure what it should do when both are pushed, maybe keep the camera position as a reference to move the car but from that position... we can always consider left or right to have the priority over the other one in last resort)
  11. Updated about 45 minutes ago to current on Xbox when trying to use my right analog stick to move the camera/selection tool/terrain tool/anything that involves the right analog stick will move smoothly vertically and diagonally but as you start to sway the joystick to horizontal movement meaning turning left or right or moving an object it will only move a very slight amount and stop completely while holding the joystick fully to one side or another making any type of smooth movement or transition or even playing any part of this game an absolute and Complete nightmare so awful it's not worth playing on console until this issue is fixed in my opinion
  12. Could there be a setting in the controller tab where you can disable your controller support? I would like to configure the controls of the game with the steam overlay.
  13. Could there be a setting in the controller tab where you can disable your controller support? I would like to configure the controls of the game with the steam overlay.
  14. 101101110111

    camera inertia

    we all know how it is... you're running joyfully across a field, plopping tethers down as you go, then there it is: a vein of resin which you've been needing for some more base building. so you whip out your terrain tool, give the right trigger a little squeeze and start sucking up all the resiny goodness. now, you know you'll be taking a rover around these parts later, so you want to keep the pothole as small as possible. but the camera drift is at odds with your want for precision! solution: a 'camera inertia' setting under the 'controller' category in options. at least an "on/off" for starters, perhaps a 1-10 scale later on to let really picky players decide how much "aftertouch" drift feels right to them
  15. Playing multiplayer on xbox one, my friend (host) and I are both experiencing this issue with our terrain tools. We'll pull out the terrain tool, use it, then when we release the trigger to stop using the tool, the game continues to make us walk slow like we're still actively using the tool, until we hit the trigger again. The cursor will also stay in "mouse mode" as if we're holding the left trigger in.
  16. i always have "invert camera y axis" on for controller because, well, it's the more intuitive way to work with controller camera operation. however, when you hit X to bring out the tool, the camera invert seems to "turn off"... that is, pushing the left stick up or down feels like it goes the wrong way. the only workaround i've found yet is to hold down the left trigger to move the tool without moving the camera focus as well. a couple ideas for fixes: 1) have "invert camera y axis" apply to terrain-mode as well 2) have an option to select 'default' camera mode with deformer, and what the left-trigger does ("hold left trigger to lock terrain tool focus <yes, no>", or "terrain tool default mode <camera, free>"). the latter option would have the implication of holding the left trigger to use the non-selected option. of course, there's also always the option to simply pull the trigger once to swap modes, instead of holding it down to use the non-preferred mode. 3) maybe both 1 and 2!
  17. erikinthebakery

    Some controller updates in 197?

    Hey all, I was playing after a bit of a break last night and I noticed a couple things that seemed new with the controller controls last night. (This was on Xbox, so no Experimental branch for me). Hitting the D-pad down not only pulled a tether out but placed it I could click on waiting base slot (for example, an extension that wanted one Resin to become a small platform) and it would automatically pull the resin out of my backpack. I know the first one is new because @SamanthaZero talked about it on the controller livestream. I'm pretty sure the second is real too. So... thank you thank you thank you thank you!!!! Both excellent changes!
  18. If you pick up an Artifact with the Controller and hold it you still can jump and run at full speed If you then switch to mouse you can carry an extra one but at the normal encumbered movement
  19. Theboyblunder82

    Camara go's exploring

    Sometimes when I'm using the tarrain tool standing with my back up against something (cave wall, rocks, trees) if I switch into first person view the camara has a spaze out and flys off into the planet, or most recently went off into space. It stays like this when I relise all controls but seems to sort itself out when I move far enough away from whatever the camara was stuck in.
  20. I've played a bit of the preview on Xbox One and tested the deadzones for the camera/cursor movement. Deadzone: http://imgur.com/jD9Hp9Z Dotgraph: http://imgur.com/g701W6Y What I measured was a typical ~25% square deadzone. The size and shape are common, but it would be nice for this to be changed to a circular deadzone with full diagonal movement, and have options for the size. This would make camera movement notably smoother than it currently is. I didn't formally test the movement deadzone, but it seems identical. It's less important, but changing that to a circle would help the movement too.
  21. Hi, I know it sounds 'vague', please can you guys improve the joystick feedback? It seems a dew microseconds behind, sometimes you have to press twice, and sometimes it seems to buffer the first press. Also, the controls to place materials in pods seems awkward or getting into an extension, I mostly get into backpack mode to be able to select base expansion nodes. So take some time into that. and I have to move around to find the rose expander plug on the screen since the backpack makes to 96% of the screen. You could assign the D-Pad to select things, elements into focus, because using the right stick not always works. Regards, Vitorio.
  22. The triggers on Xbox controllers are not simple on/off buttons, they send a range of data depending on how far in they are depressed. It would be great if this was used to vary the intensity of the terrain modification tool. Press it in halfway, take away/add half as quickly.
  23. My friend and I are really big fans of the game. Yesterday we were talking about how to improve the construction tool in order to make it more flexible. For example, colons. - Select the angle you want to start to build. When holding control key you can select a plain but sometimes you want the perfect plain and it spent a lot of time to find it. - Build direction. Building structures are forced to move our little astronaut to change the view. I want to build horizontally without moving my character. - Functionality. Is not easier to make some kinds of shapes like specially curves. Imagine you can select different tools to build different kind of shapes with it. - Flexibility. Obviously having a pointing controller/device allows you to control much better your creative skills. that's why we use drawing tablet systems. - Immersion. To feel like ur grabbing a real vacuum pistol. Should be amazing tho. Wii Motion Plus Controller is the solution. I've used it before on the PC like a mouse but never tried with the motion functionality. It belongs to Nintendo, yeah. But the idea is great no? let me know ^_^ please.
  24. I know that Astroneer has Controller Support, but does it work with a PS4 controller?
  25. Hints/useful features for Console/Controller fans that you might not know: Pressing "X" on your controller while you pick something up ("Right Trigger") acts like Shift Click, it's just as useful as the keyboard shortcut. Pressing the "Right Stick" will toggle between 3 zoom settings. Useful if you need to zoom out to push the "take-off" button on shuttles or spaceships and for keeping the camera close in tight caves All findings tested on both Xbox One and Xbox One controller on Windows Store-PC version.