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Found 12 results

  1. I tried to disconnect a cable connection and an extender appeared in the middle of the cable. Upon trying to disconnect the extender than appeared, it duplicated again, and again, and again! I swear... I didn't feed them after midnight...
  2. Explosive Addict

    Noob in Need

    I’ve already posted this on the Help, Questions, and Support forums, but based on how far apart each reply was on other pages, it’ll be a LONG time before I get an answer, and the general forum looks much faster, so: I’m new to Astroneer but I’ve seen some videos. One thing that really confuses me is the first landing. In some videos, people land and their pod stays there. The pod has a cylindrical extension and when clicked, it extends and you can build off of it. But in other videos and in my game, the pod gets way bigger and then some landing pod appears and opens up into a mini-stadium thing. My main concern about that is I have to use those cables, which is harder because I had to go find something, research it, get some resources, build it, place it, and attach the cable. In the videos with the cylinders they simply clicked the cylinder and put some resources on there. The rest of the structures have cylinders, but in my case, I kept manually attaching cables and it’s kinda painful for a person like me. I might’ve remembered some of this stuff wrong, I have horrible memory and it’s been a week. Also, my terrain tool doesn’t build up. When I hold alt, all of the dots immediately turn into one big X. One more thing: in most videos, resource deposits are labeled, but for me, I have to find it, so if it’s not on the surface, it’ll take me 10 minutes to find it. Does anybody understand what’s happening?
  3. Explosive Addict

    Noob in Need

    I’m new to Astroneer but I’ve seen some videos. One thing that really confuses me is the first landing. In some videos, people land and their pod stays there. The pod has a cylindrical extension and when clicked, it extends and you can build off of it. But in other videos and in my game, the pod gets way bigger and then some landing pod appears and opens up into a mini-stadium thing. My main concern about that is I have to use those cables, which is harder because I had to go find something, research it, get some resources, build it, place it, and attach the cable. In the videos with the cylinders they simply clicked the cylinder and put some resources on there. The rest of the structures have cylinders, but in my case, I kept manually attaching cables and it’s kinda painful for a person like me. I might’ve remembered some of this stuff wrong, I have horrible memory and it’s been a week. Also, my terrain tool doesn’t build up. When I hold alt, all of the dots immediately turn into one big X. Does anybody understand what’s happening?
  4. As explorers exploring unexplored caves, ropes and zip-lines should be essential tools of the trade. Imagine your astroneer rappelling up and down a deep cave, or zip-lining between two distant points, say, two mountaintops or a cave entrance and down its depths. Harnesses, ropes, cables, anchors, pulleys, grappling hooks and their delivery systems, all could be unlocked from the research catalog and crafted using already-available materials such as iron, tungsten, titanium, aluminum, or copper. Another idea: we could even hook anything and send it up a rope or across distances using motorized pulleys. It would be glorious. It would truly bring exploration to a whole new level...
  5. Newbrict

    cable suggestion

    Hello, I played this game for the first time yesterday and it's amazing :) I have an idea I think would make using the cables more intuitive: whenever someone grabs the cable: take max length of cable as radius find all cable ports within that radius create a 3d voronoi from all the ports angle the cable plug towards the nearest port based on the voronoi cell its in I think this is good because mainly the issue I have with cables is they seem to always face the wrong way and I struggle a little bit with connecting them - everything else in the game is very smooth. You can also optimize connections (make it more lenient) based on the voronoi cells to make it a little bit easier to connect them if it still doesn't feel right. Thanks Newbrict
  6. theastonmartin

    Tier 2 power source platforms

    You know how the tier 1 power-generator items create little platforms with cables on them when they are freestanding? It would be useful if there were versions of that for tier-2 power-generators.
  7. Hey all! First off, some credit for these ideas go to EzCheezy123 and UtpoicVision. These lovely gentlepeople suggested a grappling hook that can be used for climbing mountains and rappelling, and I'm borrowing these ideas and building on them somewhat. Lemme know what you all think! Feel free to offer suggestions for different/better names and functions and such. Summary: Range Extender (augment) - allows the terrain tool to work at longer ranges Grappling Cable (augment) - turns the terrain tool into Batman's grapple gun / Link's claw shot Cable Anchor (printer) - creates permanent zip-line-ish cables that can attached to using "TAB" and moved along back and forth Range Extender (augment): First off, a simple augment that extends the max range at which the terrain tool can function. Lets say that the range of the terrain tool is 10 arbitrary units. This augment would increase the max range at which the terrain tool can be used by 5 units. With one range extender on the tool, it'd be 15 units. With two, 20 units. You get the idea. Applications: Anything one could possible want to do with the terrain tool, just farther away than is currently possible. Grappling Cable (augment): Imagine an augment that disables the terrain-altering functions of the terrain tool, but instead fires out a cable that affixes itself into the ground and that can be extended and retracted from the terrain tool. To fire the cable, the player clicks on where he/she wants it to stick with the flatten/leveling mode button. To extend/retract the cable, he/she would use the other two mode buttons. To detach the cable and reel it all in, the player would simply click the flatten/leveling mode button again. While the cable is extended, I don't think the grapple augment should be removable. It should be in the main (top) augment slot, otherwise it shouldn't do anything at all. The cursor would change to a crosshair. I'm inclined to suggest that the max range that the cable can be fired be greater than the max range of the terrain tool; this would make it more useful. I'd suggest 15 units as the base cable launching range, with 25 units total length on the cable. Adding additional grappling cable augments would increase the cable length by 10 units (45 units with 3 grapple cable augments installed), allowing the astroneer to rappel from much higher. Adding range extender augments would increase the max firing range by the usual 5 units (max 25 with one grappling cable augment and two range extended augments). This shouldn't be some kind of fire-across-the-map device, but it should be able to have a decent amount of extra cable for those awesome rappelling moments. (I gave it 25 units of cable as a base amount to allow 1 cable aug 2 range aug setups to be effective. If we decide that's too much, we can go with 20 units cable, and just have there be no benefit to using two range augs with a cable aug. I'd rather not do this, but, hey, balance is balance.) After the cable is fired out, while the astroneer isn't standing on solid ground (suspended in space by the cable), he/she should be able to swing around. If the astroneer is standing on solid ground, he/she would just walk forwards/backwards while facing in the same direction as the cable as the cable was retracted/extended. Applications: Climbing mountains, descending into / ascending out of caves / holes, having loads of fun swinging around as Space Spiderman or Space Bat...man. Cable Anchor (printable): Now, picture a permanently placable cable that can be used to directly move between two points. An astroneer would have to print two of them for them to be effective. The astroneer would go to one location (for example, the top of a mountain or the bottom of a pit) and place the device, pressing the button to anchor it into the terrain. Then, you go to a second location (for example, the bottom of a mountain or the top of a pit) and do the same thing, pressing the button to anchor it. The difference is that if they're close enough together (think of how tethers need to be within a certain distance to connect) a sturdy, taut cable will be shot out between them. The astroneer can now hit "TAB" to attach him/herself to the cable, and can move along its length using the normal movement controls, detaching at any time. Additional anchors could be printed and added to the line (just like how tethers work), meaning that with enough anchors in the right spots an astroneer could travel some pretty good distances. While an astroneer is attached to the cable, I'd suggest that the backpack / terrain tool be fully usable. I'm imagining a harness or something built into the spacesuit that attaches to the cable and slides along it without requiring hands. This would make carrying research up out of caves possible while traveling on one of these cables. This sets it apart from the grappling cable augment in a very significant way, as that shouldn't be able to be used while carrying a research pod since the terrain tool is out and being used. I'd suggest that the max range on the cable anchors be the same as tethers. This is for two reasons: one, this means that if the player places a tether next to each anchor, the astroneer can slide along the cable and still be tethered, getting precious O2 so he/she doesn't die. Secondly, the coding might be easier (go coders, you're awesome! Woo!). I don't like the idea of making cable anchors fit together in your backpack like tethers, with a bunch of them taking up 1 slot. If each took up it's own slot, then you couldn't carry a ton of them around with you at all times, and that would help with balancing. Also, I think using titanium to print them out of your backpack sounds okay. Alternatively, each could be printed from the medium printer and have to be carried around and placed like a medium solar panel. That seems to me like it would be a lot of work for a tether-length cable, but maybe that'd be a good balance. Testing would have to be done. Either way, it'd be printed and not be able to stack on each other like tethers. Applications: Permanent routes up mountains or down into caves/holes, potentially used while carrying research chests and similarly sized things.
  8. I think that SES should add power cables cables to ASTRONEER because there is no good, easy way to connect base modules and solar panels without using lots of resin platforms. They would look similar to the current cables that connect modules to the habitat, but the player would be able to connect them to anything within range. I had this idea while I was watching one of Biffa's videos, he was trying to attach the huge solar panel to his base, and he had to use 8 to 11 resin platforms and a rover just to hook it up. To use this item you would simple print it with 2 Resin, select a cable port(like the ones on the front of modules) and select another port somewhere else to connect a power cable. If you have any questions, reply to this post.
  9. While playing with my friend we set up a nice little base and started on rover exploration. After getting the truck convoy set up and returning back to the base I noticed a slight drop in fps. After driving up to the vehicle bay in order to recharge the trucks there was a significant loss in the fps once it was attached, causing it to drop down to around 1-3~ fps. The game became generally unresponsive but did not crash. My friend dropped down to about 10 fps but was still able to move comfortably. We detached the truck and instantly the problem was mostly resolved, but there was still a slight drop. Detaching the rear rovers and their subsequent cables returned the game to its optimal fps. Reattaching only the truck and one rover to the base or reattaching the whole convoy but not to the base did not cause the massive loss in performance, but did lower the frame rate slightly, but once the whole convoy + base were attached the problem re-occurred. I don't know if it was a problem with the amount of attached objects in the area or a problem with the convoy itself. Attached pictures of the convoy setup and base. I will also note that when the truck was moved slightly up, thus dissipating the build hologram for another rover, performance increased slightly, even with everything attached, but was still running around 3 fps.
  10. When in singleplayer, vehicles can be connected to each other and hauled around without error. Physics is properly calculated and vehicles move along services without error. But when in multiplayer, it appears syncing issues are causing the vehicles to stutter in their movement and briefly clip with the ground. The vehicle then reacts to touch the surface and tries to repel it, but instead it clips through or repels at violent speeds and will either throw it into orbit, or through the cave wall and disappear into oblivion. Iv also found that if a non-host player tries to enter a vehicle, sometimes the body is spawned in a standing position underneath the vehicle, instead of within the chair. the vehicle can be driven for a few feet before the physics goes haywire and sends the vehicle flying away or clipping through the ground.
  11. What I did: Build spaceship Land on other planet with spaceship Build base on that planet starting from the spaceship Launch from that planet without detaching from the base Result: After taking off in my spaceship without detaching from the ground base, the cable is still connected. Technically I am still connected to the base on another planet which is hilarious, but what is not so hilarious is the fact that it seems impossible to detach. Hope this can be fixed. If I didn't have enough fuel to go back to the base where I'm connected, I think I would be screwed!