Search the Community
Showing results for tags 'controls'.
-
A couple folks in the speedrunning community found that we could use custom mouse software to map PgUp, PgDown, and Middle Mouse Click to Left, Right, and Enter respectively. This lets a runner snap open their backpack, select an item to print with their side mouse buttons, and kick off the print with the Middle Mouse button. This saves a lot of time over the course of the run, as a runner no longer needs to wait for the backpack to be in view, to click the button, or take their hand off the mouse to actually hit enter. But what's good for speedrunning can also be good for accessibility. This change was really helpful for us to make all printer menus easier to use, but we're currently relying on SteelSeries or Razor software drivers to change what keys the mouse is sending, when it'd really be great if the client just let players change their controls this way in the first place. Could the devs consider making this configuration easier for all players to achieve?
-
There is one uncomfortable moment, that the paver and the drill are activating at the same time. It would be more useful If car drill or pawer can be turned on apart from each other like on the astroneer itself (C and V)
-
I've tried the PS4 version and OMG the joypad is hard compared to keyboard and mouse. So I tried a keyboard and mouse on the PS4, the keyboard works just fine, but the mouse does nothing. Is there something I need to do to enable it? TIA Daz.
-
Just wondering if there is an eta for being able to manually control the ship in the near future. I saw this suggestion and thought it would be great by using mechanics that games such as Outer Wilds used. Just wondering if there is an ETA since it was on the lowest priority. FYI... You have made a fantastic game that i cant stop playing and i get bored pretty easily so that says something.
- 3 replies
-
- manual ship control
- ship
-
(and 2 more)
Tagged with:
-
Please add playstation icon's to the game because me and other's have grown up with playstation and we are used to playstation's ,,X,O,R1,R2,R3,L1,L2,L3,(Start,Select dual shock 3),(Option's,Share dual shock 4) button's it would be easier for gameplay and it would help me play the game again because it's confusing to adjust to Xbox icon's (it's one of the 2 reason's I haven't played the game for a few month's.)
-
Summary: 1.0.9 - Xbox - Controller loss of signal action continues. Description: When a dead batterie or loss of signal from the controller the astroneer continues the last action inputted until connection is regained and another action is sent. When this happens durring digging or walking it is almost always a death sentence for the astroneer unless you are lucky. As someone that enjoys hours of gameplay, controllers often go dead. Can we please have the astroneer stop its action at a timed delay after losing connection to inputs. Saving countless lives and resources from recovery efforts? Platform: XBox One Version / Build Number: 1.0.9 Specifications: xbox one s
-
I've brought this up before, and the bug still remains. It seems like a very basic issue & hope it is addressed before 1.0 release When changing binds, the controls don't work properly. I know I'm not in alone in despising the WASD format, I realize it's common (probably the most common layout). However I prefer using the "Home row keys" . . . this is the natural position of the hand on the keyboard & why the "F" and "J" keys are raised on most standard keyboards. What this does, is require a shift from WASD to ESDF Walking around is fine, but once in a rover, the controls are a nightmare. Please research the source of the configuration conundrum (hopefully prior to 1.0 release). TYVM tb:mtf
-
I was running some canisters of soil into the thing that processes them. I use shift+click and didn't get it. At that point, I could not get items or use any Execute type function. I could not even enter the Habitate to escape a wind storm (ran below). After a minute or so, I Alt-F4 out and saw I had a save at that time, so the auto-save must have working. Restarting the game and things were working again. Win10-via-Steam, 0.8.0.0
-
I came to the forum because the home screen says to come here to give feedback, but I didn't know where to put this topic. After the update, it's obnoxiously difficult to bring up the backpack with Q. Holding the key for the even the smallest amount of time begins to bring up the research menu, and even if you release the key before it comes up, the backpack stays closed. It takes deliberate thought to press and release the key as quickly as possible to open the pack without the action being cancelled by the game thinking I might want to open the research menu. It's very aggravating. In addition, the new signs that come up next to resources if you accidentally mouse over them is intrusive. One thing I admired about astroneer is it's minimal ui involvement. After a little bit of experience with the game, players know what the resources do, and those additional signs shouldn't appear. Maybe the signs could disappear after being seen a certain number of times, or even better, there could be a menu option to disable them, there could even be an option the remove the resource icons completely for those that would rather identify things by their appearance alone and not have to worry about incompletely clearing out a vein and having the icon linger.
- 3 replies
-
- key bindings
- controls
-
(and 1 more)
Tagged with:
-
The controls of Astroneer have gone through a lot of iterations. Which is a very good thing! It's good to keep trying new things, to keep looking into what could potentially be an improvement. But I have to ask - what is the goal here? I'm pretty confused as to the direction the controls have taken. To try to be fair to the idea that it's for the console, I hooked up my controller, and . . . eh. Still don't really get it. "use" and "examine" are the same thing: You're telling the game you want to do something with the object. But now you get the fun of trying to remember which key to use. One of the innovations of Astroneer was the whole deal with the backpack: You could just drag stuff around or click on things in the world, and it would just work. Now you have this odd splitting of interactions across different keys. Which also hurts the controller, because now you have an extra binding to try to map to it. And about the long press: I don't get this part either. Theoretically, it's for actions you really really want to confirm. But, just like No Man's Sky, it's thrown into everything with no regards as to why it ought to be there. It's not even really fulfilling the role of distinguishing several actions. I'm kinda lost as to why it was put in. Also, there seems to be no love for the bumpers? They could be used for some things, but nothing is really mapped to them. Especially with the backpack open, they could be used to extend / retract the catalog and the terrain tool. I play Zelda: Breath of the Wild a lot on my Switch, and the bumpers are used extensively for navigating between the pages of the menus, and if you think about it, it's pretty similar when the backpack is open. It just makes too much sense to not do it that way. Really, the overriding principle should be to Keep It Simple and Straightforward. And the current controls are a tad too complex IMO. So I'm not really seeing the goal of this particular control scheme change. Why were these changes made? (The controls for vehicles also seem a bit odd in this release? And tapping the button isn't always responsive, either.)
-
When I first started the game, I changed my controls, but every time I restart the game, it resets to the default settings!
-
I use inverted controls when playing on a xbox controller. But the game switches from inverted to regular when ever I use the aim function or pick something up. It's really frustrating and It can´t seem to be able to change it anywhere.
-
I've been gone for a while and come back. I really liking the graphical improvements, however, the control scheme needs some love. Even all my friends on the PC have quit for now due to the crazy control scheme changes. The controls are sluggish and cannot be adjusted. It feels like I am moving objects through jello. Clicking and holding for 3 seconds for common actions is unintuitive and maddening. Please reclaim the d-pad. Giving it up to just emotes is insane. I'd rather use the d-pad to select what's in the backpack than trying to point at what I want with the joystick (aka mouse style). Also, we're all complaining about the dirt bucket situation. Holes everywhere and filling them in before was more of a courtesy, now it has turned into a nightmare. Please return it to a more friendly way of doing things, or at least make it an option for some players. Thank you!
-
This is my first time reporting bugs so I am sorry for anything missed out When I put hydrazine on the thruster which is on my rover I do not have enough time to get in the rover and I launches off with out me.