Search the Community

Showing results for tags 'gps'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support + Suggestions
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 23 results

  1. First time posting here, loving the game enough that I signed up to post and to discuss this. I think that if a mini map were to be implemented, it would be pretty sick, but should be implemented as a research-able module that attaches to your arm instead later down the line (doesn't waste backpack space). That way there would be an additional sense of game/ tech progression, where you start out using the primitive methods of path finding (line of beacons/ looking at stars/ compass), slowly upgrade towards better path finding methods aka cartography and then start pushing towards GPS technology. If a mini map feature is added in the future, it could open up other features/tech trees that further extends the longevity of the game itself. ex. tech layout Starting/Primitive period - Usage of beacons to create basic paths, study the stars and planet positions, usage of personal compass Research Basic cartography period - Create map module with limited features, have top-down terrain projection limited to players pov of the horizon (mini map with you at center and your horizon = map boundary, or make it a set distance), include the home icon but no other icons (just pure terrain + home). Attach to arm and not use backpack space? Have the module be brought up like the research windows when you click on it (hotkey M?), or like a pipboy from fallout? Research additional cartography features - Upgrade of map module range (stick an antenna on it?) and add the ability to track beacons/ home/ ship icons on map when in those objects are in the Map's range (outside of characters horizon range/ distance) Early Space age cartography period - Research and fabricate the GPS satellite block, carry and release out with mid sized rocket while orbiting the planet, have the ability to build/customize the satellite like you would with a rover (Research chamber (more bytes in space?), Solar cells, Battery, Camera... etc?). The satellite could then add zooming properties to the map module, have the ability to spot/show home, beacons, resource icons. Additionally, now that we've arrived at the space age of cartography, we'd have upgrade to the map module's next evolution which is to fabricate a screen/monitor big enough that it needs external power + transported on a rover or just placed on platform. (Just fabricate the screen and stick the module on it, print another to put on the arm if character far away from screen/monitor) Also, to further sprinkle some difficulty, having the satellite orbiting the planet, means you can only get the pros of the satellite's abilities when it is passing over you (add cool down timer?). To overcome the satellite downtime issue, you would need to saturate the skies with enough satellites that there wouldn't be down times when spotting resource icons. This could be then up to the devs to set a limit of how many GPS satellites you would be need to saturate planets orbit (10? 20? 100?). Late Space age cartography period - The next stage would be getting online Large GPS satellites that can only be brought into space only with Large space shuttles. You would need less of them to saturate the orbit of a planet, have more space to customize them. Gain additional ability to ping the map module of a specific location (have a laser light from outer space?) show up at the scene of the ping mark. Could also have add on's that can Only fit on large satellites that can spot/ show home, beacons, dangerous plants (red dot), debri (yellow dots), icons for Alien temple landmarks, resource nodes and subsurface nodes with depth measurements ((LIDAR?) too op/broken endgame object?) Late Late game, Space age?- Load up the Satellite with a dynamite launcher? troll your friends and shoot at them from space? blast at dangerous plants from space? Large Satellite laser drills? Like a space 3d cutter that carves the planet, can draw/design things to be carved with your Map screen ¯\_(ツ)_/¯ idk or 3d print things. (design and place in space a complex power array to power space laser?(super power hungry)) Create Space station+Satellite extension? (space base) More bytes gained from researching samples in space station? Space elevator that connects to station/ satellite? (A large Monument/Wonder, Large construction project?) Space dock that connects to elevator? ship resources to parked ships, reduced ship thruster damage when parked in space Right now as the game stands, it's kind of lacking on the space content, things are mostly done on the ground/underground, so adding more space gameplay would be pretty cool (manually flying ship?). The skies the limit with your imagination. The beauty of this game is that research and technology tier evolution is a part of the gameplay, things do get get phased out and become obsolete, but they're still usable in some practical way. If something like a mini map/ cartography system is implemented, you could still just play through the game with the path finding method of Starting primitive period while not exploring/ investing resources into the whole cartography tree, but it can be there off on the side as a gimmick that could later be explored to further enhance your gameplay. Again these are just some basic ideas/ game layout suggestion that just kept bouncing around my brain while I was playing this game.
  2. When that whole NASA thing came out, we had a method of locating the satellites. How in the world the Devs have not utilized this for either home base relocation or body relocation or something else is beyond me. I don't know how much time I've wasted just trying to relocate my base or dead body. Use the same device that tracks the signal to at least give you an idea of which direction to go. The whole beacon in the sky thing is painfully limited.
  3. Hi. This is a quite complex idea for some new technologies in the game and the way they can work and improve the experience. I understand that what I have written is enough for a whole new update, but why not? Satellites I believe satellites should have slots for sensors and for other devices, so they could be customised for our needs. They need to be powered by solar energy and have a built-in battery. Now, a perfectly working satellite with enough power would update sensor information every 5 minutes. But the further from the sun, this time would obviously be longer. Also, at night the satellite would not be able to use solar energy. So it would either stop working when the battery is drained, what would happen some time after dusk, or it would go into energy saving mode and only update data once per night. To receive any information from the satellite on the ground you would need: 1. Satellite control system/computer – some kind of big platform located in your base that would download satellite data every few minutes. This would for example show maps and location of objects on ground. This system would have a limit of satellites it can control. One computer should be able to control no more than 3-4 satellites. So if you want to launch more satellites, you have to have more computers controlling them and use more power. 2. Additional modules for this system/computer to be able to receive data specific to each type of sensor. 3. Personal computer/Tablet to receive the same data when you are away from your base, to see the map and your location, if you have all sensors and modules required. We could also decide that the data from space needs to get to your base first, in order to be decoded or merged from all different satellites. Then, to get to your personal computer/tablet it would have to be relayed using a network of communication/telemetry stations. Each one would transmit the data within a specific radius. The most logical would be to the horizon, like in reality. So you would need to place telemetry stations in some high places all around the planet to have global coverage for your personal computer. They should be two ways of launching a satellite: 1. A special rocket launched either from a launch pad or from a special platform. 2. By releasing the satellite from cargo space of a space shuttle. Once launched, satellites should be stationary on the orbit and cover only a part of the planet. So to cover more ground, you would need more satellites. There should be a way to manually place each satellite in the exact point you want it. Satellites can be available in 3 sizes: 1. Small: 1 medium sensor slot and one additional slot for another small module. 2. Medium: 2 medium sensor slots and two slots for small modules or one for a medium module. 3. Large: 3 medium sensor slots and two slots for medium modules or one large module. Sensors: 1. Camera – that would allow mapping from space. (Colours of the ground, vegetation and bigger objects only). Camera would update the map every few minutes. So if any player digs a hole or removes a forest, you would need to wait some time to see the change on the map. The camera would not be able to penetrate clouds, so with each map update some of the terrain would be covered by clouds. 2. LIDAR – that would allow for creating elevation map, but without colours. Lidar would give you a monochrome map with heights of the terrain. It would penetrate clouds. 3. Meteo/Infrared sensor – for providing information about weather events and average windspeed in different areas of the planet, so you know where to put wind turbines. It could also penetrate clouds. 4. Geological sensor – to map what resources are on the surface and in the ground (but not too deep. There should be a limit how deep can this sensor penetrate) 5. RADAR/radio wave receiver – for finding all kind of crashed spaceships, probes, etc and for showing location of all the beacons and vehicles. Other modules/devices for satellites: 1. Satnav module – that would provide LIVE tracking of your position, as long as there is enough power. If you have any kind of map available (from a camera or any other sensor), it would show your position on the map as well as show your track in the last 20 minutes (so you could go back the same way). If you have no mapping sensors available, it would only show your current position, your track and the position of your base. On distant planets and at night, when there is not enough solar power, the module can go into energy saving mode and instead of live tracking, it can provide your location in intervals. Also, to make the satnav system work, you need at least 3 satellites with the satnav module and they have to overlap. 2. Telemetry module – provided that you cannot directly receive satellite data onto the tablet and a network of telemetry towers is needed in the game... Then, a module like this would be installed on a satellite instead of a telemetry tower on the ground. It can actually be exactly the same telemetry module that you either install on a satellite or on a tower. 3. Battery – (small or medium) would make sure the satellite has enough power to operate constantly. It could be installed as a device or instead of a sensor. So during the day on planets distant from the sun, it would shorten the interval between map updates. During the night it would either extend the time the satellite operates before the battery is drained, or it would give and extra map update or more. 4. Telescope/Radio telescope – would allow for searching for other planetary systems to colonise and would generate research points when players are actively using it or when they find something. 5. Space lab (large module) – would work on different research projects and for each of them it would require players to send a rocket with specific resources, as well as plant seeds and other biological material. Because a lab module needs extra power, it would only work during the day. To extend the time of operation and speed up research, player would have to place a batteries in sensor slots. Drones I think they would also be a good tech in the game. The way I see them is: 1. Small drones – one small sensor, one other device (small) 2. Medium drones – two small sensors or one medium sensor and two small devices. 3. Large drones – four small sensors or two medium sensors, one medium device or two small. Possibility to convert it into a quadcopter for one astronaut, when a special seat installed in the device slot. The sensors for drones can be almost the same as for the satellites, but mostly smaller: 1. Camera – you would be able to fly into every hole and see if it is safe to walk in, provided it is not too dark or you have extra light installed on the drone. 2. Infrared – you would be able to see in the dark, but without colours. 3. LIDAR – elevation. 4. Geological – mapping resources 5. Radar/radio receiver – probes, spaceships, vehicles, beacons. 6. Research sample scanner – for scanning small research samples, mapping big samples and assessing their byte values. To fly a drone you can either: 1. Control it manually and then you see what the drone sees. 2. Control it using AI, for which you would need an AI/autopilot module installed in the drone and a drone control computer nearby. In general, drones would give you a chance to explore places and checking if they are safe before sending an astronaut. They would also provide updates to maps on the personal computer/tablet, but on a small, local scale, mostly on demand (for example in between satellite updates). However, they would be able to do it also automatically, if auto-piloted. Also, they would not have any problems with clouds as they would fly below them. They would be able to fly only within a specified range around the pilot or when auto-piloted, around a drone control computer (medium size device). This range could be extended by telemetry towers. But then the drone would need extra batteries to be able to safely go further and come back. Drones would have to be charged. There should be two ways of charging. 1. By plugging to a generator/power grid/rover. 2. By landing on a large drone landing pad. Small drones could start from ground or backpack; medium drones - from ground or vehicles; large drones - from ground or landing pad (which could also be attached to large rovers) Devices that could be installed on drones: 1. AI/autopilot – flies the drone automatically on pre-defined missions (a number of them, a queue of different missions or on loop until autopilot switched off) over pre-defined area. This module requires a drone control computer on the ground/rover and satnav coverage in the flight area. So until you have a working satnav system, you can only fly drones manually. 2. Light – for flying in the dark. 3. Horn – when the atmospheric conditions are bad and you want to signal other players. 4. Battery/small solar/generators – extend the flight time. 5. Tether placer – a device that would allow for placing tethers from the drone. 6. Small item dropping device (medium module) – would allow you to drop two small items where you want them. For example when you want to quickly deliver an oxygen filter, a battery or anything else to another player or when you want to place a beacon in a specific place you can only access by drone. 7. Seed planter – a device for planting seeds. I can see the use of it when the drone is auto-piloted. Players collect seeds and leave them on the drone landing pad and drones automatically plant them in a specific area. 8. Item collector (medium module) – can pick up one or two small items from the ground. The same module could be used on rovers to put item on trailers without the need of stopping and getting off. 9. Special devices for EXO missions – locating x-mass presents, etc.
  4. I've played Astroneer from prealpha stages. In fact, its the one game that I've come back to for the last 4 years. I've purchased the game for numerous friends and several copies for myself and kids. I'm 37 and live in Arkansas. I have one good friend from college who lives in Alaska. Astroneer is what keeps us close even after not seeing each other physically for 6 years. I'd like to thank @SES_Adam @SES_joe and the rest of the team for creating such a great experience. After watching the documentary just before 1.0 shipped, I know the investment you, your family, and friends have put into it, and hoping my insignificant thank you will be more encouragement to your fire. Having played so much one thing i keep coming back to is a map system. Yes, there is a compass, but I still get lost even in super late game. I suggest a GPS update. Idea: Requirement is to get parts to send multiple satellites (3? per planet) into orbit around each planet. Most parts can be made, some parts MUST be found (either or on top of the planet or beneath, REQUIRING exploration) It may even be find enough satellite space junk, return to base camp, 'fix/weld' the pieces together, then put it in your spaceship and launch. Focusing on the exploration to find the require parts should be higher priority. Would be nice to actually utalize all the random space junk you find around the planet. Completing 3 and linking them together will give a basic map (maybe just beacon and home layout in the bottom corner of the hud) You'd need to repeat this for each planet to get the beacon/home/vehicle layout per planet. There could be a amount of use per satellite (or link) and it would 'require' you to fly to the satellites and repair or power them, therefor something would need to be done for use (similar to the jet pack requiring hydrozene for use) Hope that makes sense. Again, much appreciation for what you've done. Many thanks, Ben (here's my little side business website to get to know me better You'll notice my Astroneer t-shirt proudly worn in some of my youtube videos! ) www.myerswoodshop.com
  5. A cat from Poland

    Satellite GPS

    Satellite GPS How would this work? You would need access to the largest rocket(Titanium alloy one). First you would need to research the satellite and a satellite bay. The satellite bay would be made in a large printer and the satellite in a medium printer. You would place the satellite bay into the rocket, it would take up the whole storage. (The satellite bay would have a little crane arm inside) Before you were to place the satellite into the bay you would have an option to two storage spots on it. (Two single ports) But before we get into the fun part I want to explain how the satellite system would actually work. What you would do is craft a viewing panel(or something idk), it would cost something like one glass or something. When you have it in your inventory you can hold F on it to inspect it. When you do it expands to fill your screen like the research module on your backpack. It will show you a view of the entire planet. You can drag it along with your mouse. And when you want to get out of it you just click of the screen. You will see a little spot on this map which is you. Now that we have that cleared up let’s get to the ports! On the satellite you could either place a battery and a solar panel(The satellite has its own battery) or even an ore if you so much desire. But! The satellite has special abilities, if you place a probe scanner in one of the slots. You can use the satellite to spot probes. If you wanted to place a camera onto it. It would allow you to zoom in and out on the map and maybe take photos. Now all of these take power of course so if you use the satellite to ping a probes location it will run out of power, if you have placed a solar panel on it will slowly recharge so you will be able to ping it again. Now when you send a satellite into orbit with a piece attached to it, you cannot change it. And if you have sent a satellite into orbit you can’t send another one on the planet. What you would do is have this little destruct option on the viewing panel. Like a red button, the same as the one on the researcher which cancels a research piece and destroy’s it. When you press it the satellite will fall and will place a beacon on its landing if you want to go and look for it.(Once you send a new one, the beacon would disappear but the loot would stay.) Now how would you get it into orbit you ask, well it’s quite simple. Just stick your satellite into the bay(that is in the rocket), get in and press C to launch and when you get to orbit. It will give you the option V to release the satellite or C to launch into the solar system. When you press V, your rocket would rotate a little bit revealing the storage bay. It would open show the satellite in the satellite bay. A crane arm in the bay would push the satellite out. It would drift out of view and you would be done. You could get done with business and either fly away or land back on the planet.
  6. Timbo

    Navigation!

    One simple suggestion. Please add a map. So very easy to get lost....
  7. I like Astroneer's minimalist UI, and I have a suggestion for increasing beacon usefulness without adding to the existing UI paradigm. When you place a beacon, you assign it a name or number (Alpha, Bravo, Charlie, etc). This is done by tabbing through with the use command (E or ALT-click on ground, etc.). When you've cycled through to the identifier you want, stop: That becomes the beacon's unique identifier. You could still use colors, or color combinations, but that might limit the number of beacons... which could be OK, if that's desired limitation. To use the beacons, you would need to research a receiver. It would be a dish antenna similar in size to the small solar and take one slot, and I think it should be expensive, at least 5k or more. This would be a tool for advanced exploration, after the basic base it built. Slot the receiver antenna on the top of your backpack or on a rover (this is perfect for the small rover, because it has one extra slot after power is attached). Use the X button to cycle through active identifiers, just like selecting when selecting one on a beacon. Once an active beacon identifier is selected, the receiver antenna will always point in its direction, indicating the most direct route to the selected beacon. This would be much more effective for navigation, but still retain an element of challenge, without cluttering up the UI. Some usage scenarios: Leave a beacon at the base, drive far away, drop another beacon. Then switch to the first beacon and find your way home, without fear of losing the location you were at. Another scenario: Drop a beacon on the equator, then traverse the circumference of the equator. When the antenna switches direction, you have just passed the exact opposite side of the sphere. This system would be much less effective underground. It would still work, but the confines of tunnels would limit its usefulness. However, there are still cases where it could be helpful. For instance, if you have travelled far underground, you could place a beacon, then go to the surface and use the location to dig a direct shortcut to the location. You could also use it to dig your way out of a deep place, or to find vehicles lost underground. A couple of other thoughts: In this system, I would rename the beacons, calling them transponders instead. Beacons would be limited to planet range only, so beacon identifiers (transponder codes) could be reused per planet. The base yurt could have an entry by default and planetary range. Other beacons could have less power, which could be increased by investing more research in antenna upgrades. If a map system was ever implemented, it could be based around transponder triangulation, where you couldn't mark a location unless the appropriate number of transponders was deployed. Something I haven't figure out yet: How would the antenna be animated if the beacon was directly below the antenna? Thoughts?
  8. David German Dukardt Manzone

    Respawn vehicle station

    ok this is what happens, bugs everywhere with vehicles that fall underground, so we need a respawn vehicle station, maybe to maximize performance too. Maybe options for the vehicle station: 1- List all the vehicles you have in the real world. 2- select, choose vehicle from the list of vehicles, option to eliminate, reappear, dismantle, recycle. 3- Information on the current location of each vehicle: start the emergency light to rescue it by means of a minimap or gps, then they would have to do gps? LOL
  9. MrStein77

    satellites for gps

    it would be nice to be able to craft a network of satellites to be sent in orbit around the planet to be able to see the GPS coordinates
  10. I know people have been asking for a map a lot, but I think that this idea would fit really well. First, you would have to print out a GPS (maybe with a mini printer added later, or just through your backpack). The GPS would be able to track x number of objects, such as research objects, rovers, players, or places on a map. Unlike beacons, the GPS would be opened up and show a short range map with dots representing the things you've tagged. When the objects are too far away, it shows an arrow pointing in their direction. The second tier of a GPS would be a stationary map that sits at your base. The map would show the dots, but it would be a much larger range. To expand the map, you would have to travel (incentivizing exploration) and place markers that are similar to beacons, but don't output a physical signal. The more markers you have, the more area you are able to see on the map. Finally, a third tier would be a stationary map station that shows terrain, topography, beacons, markers, players (with their names), artifacts, distances, can map way points, and had a legend. I think that making the maps stationary would be a good way to encourage player-to-player interactions, as one person would have to stay at the map, while the other would travel in accordance to what the operator says.
  11. gbt8964

    GPS mapping

    So, finding your way... I've often wished for the ability to spot markers at a greater distance when you inevitably get lost. A basic GPS system would be helpful, although its function should be as realistic as possible. The network could be made of satellites or (assuming they make it into the game) modules on space stations. I would propose that; - Any one satellite/space station has limited range, and only works if you, it, and the thing you're trying to find are all within that range (i.e. triangulation). The satellite's orbit would also affect this, rendering some useless from certain positions. - Modules on stations might be simple in terms of resources. Satellites however, should be resource intensive, higher tier items that require a range of resources + hydrazine to launch. - When in use, the GPS network would highlight bases/GPS markers on your compass, assuming they're in range. This should prevent it being too O.P. or destroying the frontiering experience, as would happen with a map, and could only be a consistent aid if you've invested heavily in a big network. This would probably work best as a mid-late game unlock, but add your thoughts if you think it's a mechanic that could be useful and balanced.
  12. Serg01

    GPS system

    Sorry for my english. I suggest to create some GPS system. We will be able build rockets and satellites and launch it in to the space. The more satellites, the higher coordinate accuracy. Also create cartographic satellite to create map of planet and navigate system.
  13. MaximilianPs

    GPS System to get not lost!

    Hello there, ok it's a repost, but I still feel the needs. 'Cuse nothing it's frustrating like get lost on a planet and screwing up the game. Also, it's a pretty non-sense that astronaut which is supposed to have technology to travel in space without any kind of problems, that they haven't a GPS or any kind of Map system. That's why I ask for any kind of indicator which show where home is. Ideas: It could be a button, when pressed it show the home indicator in overlay. it could be a small minimap placed in a corner. it could be a compass placed on the backpack. Players, please, If you agree place a +1 as reply so they will see the post
  14. Ok, so there's a lot of threads and debates on the subject of maps and minimaps both for and against, so if this idea's already been brought up then my apologies as I haven't had the chance to go through them all. But I was thinking, how about instead of having a minimap from the beginning, you have the option of making one later on in the game? You could build a small satellite in the vehicle bay that you send to orbit the planet, together with a receiving ground station module in the form of a satellite dish or aerial tower or something to link to said satellite, and lastly a small handheld GPS device (like the wind vein or small solar panel) that you must have in your backpack to use the map? Obviously making all these would be expensive and require quite a few resources, but it gives people the option to have a minimap or not as their heart desires, and since each planet would need its own orbiting satellite before it can be mapped you'd still have the organic "running around blind" feeling before you get enough resources to map the world.
  15. It's understood that asbsence of a map or a GPS contributes to the concept of the game, where you can get lost all alone on an alien planet.. But you know, after actually getting lost and driving around the extremely bumpy terrain for like three years, I'm beginning to think that it kinda sucks the joy out of the process, you know. So I dig a lot of ideas already articulated here on this forum like Holomap (a nice way to avoid traditional HUD) and GPS satellites. Here's my "model kit" of suggestions concerning GPS and how to nerf it. So, you start out with your customizable beacons. Somewhere in the middle of technological evolution you obtain a GPS satellite and a holomap (maybe as separate researches). Wow, great! But! You only get 1 satellite (maybe 2, but not total coverage, forget it) ) fuelled by hydrazine and powered by a solar panel and a battery to live through the dark side. and a holo-projector (that might take up a slot in your backpack or might not as well). After the first launch the satellite has to map the planet, (that is make a few flyarounds to scan the surface) and it takes time. Once map is ready, you can enjoy your GPS. But the satellite keeps running it's orbit, right? So GPS service will interrupt when satellite sets down and until it shows up again. Good news, there would pobably be 2 opposite regions of the planet with total coverage (probably not too vast though). Bad news - well, you need fuel to stay on orbit, right? The fuel runs out - the satellite falls (or flies off into space). So, the GPS satellite(s) is/are to be found and refueled and relaunched (or you just make a new one). Maybe upgradable fuel tanks or something to prolong orbiting. But you only need to map a planet once, the map will be stored. (Opportunity to carry a spare assembled sat as a 2-slot "luggage" on your truck?) Maybe you could find ancient GPS satellites out there buried in the ground, so you could modify/fuel/charge them and send to orbit. But due to age they would provide a poorer signal or less iformation, but hey, might as well save you one day when your roam those caves for too long! Maybe these could be made usable earlier in the game. Sort of 1st tier GPS. And no sat resource tracking, no no, too easy )) I think that's it. With love for this game!
  16. Hi, Just an idea regarding the MAP feature: You could build GPS satellites, which you can launch into orbit The more satellites you launch into orbit, the more precise data your handheld MAP device will get: 1 GPS: basic 2D overview MAP with limited functionality: only your base and yourself shown 3 GPS: everything you get with 1 GPS, plus beacons and vehicles shown 5 GPS: basic 3D wire frame map with bases, beacons, vehicles, etc. 10 GPS: detailed mini 3D topological map If you complete a 10-node GPS network you could craft special GPS satellites with imaging sensors: Infrared optics to display resources on the surface X-ray sensors to display underground caves/resources ...maybe other optics for specific resources? (too OP?) Other ideas incorporate signal strength? Satellite/terrestrial/mobile antennas to boost coverage/detail/etc? Storms interfere with GPS reception, fuzzy/noisy MAP display mobile and stationary antennas to boost signal underground modular satellites (battery, power source, antenna, analysis module(resource)) multiplayer options you could send way points to other players track other players What do you think?
  17. GPS system with holographic map of planet, that displays location of players, habitats, and beacons. Requirements 1: GPS base module 2: Launch GPS satellites into orbit from GPS base module 3: GPS base module drains power when in use 4: GPS Backpack Attachment that is used to activate holographic map of planet and drains power while in use
  18. thevlad

    Wrist computers

    At the forum we talked a lot about various gadgets (radar, card scanner, sonar, etc.). The format is different from the ideas. I have wound singing idea to get you started to realize these ideas. Let us first make the wrist computer for astronaut. You can do different kinds of visualization for different ideas on the screen of the computer. Like this =)
  19. Love to see some more complex, longer-term / late-game gameplay. I've seen a couple of these suggested in other places, wanted to add my own spin and thoughts... hopefully this thread will get merged in with some others. Implement bigger civil engineering projects that take considerable resources and time to create: You NEED Hyperloops in this game!!! What would Elon Musk think if he saw Astroneer without them?!? C'mon guys... really... ;-) Elevated Hyperloop Transportation System Reuse code for hub/facility/base expansion Add in Iron or some such mineral that can only be mined with crane and drill head (assuming truck/trailer driving dynamics are fixed) Add in 'HyperLoop Station' facility Each hyperloop support section (hub) requires iron instead of Resin; Reuse/modify pathing code for conduit between hubs Hyperloop pods run on a schedule between stations (big digital clock shows arrival and departure countdown) Can carry materials using existing large storage container and automatically deposit them on storage blocks at next station Can carry people, up to 3 seats like spaceship. GPS system that enables map on HUD Satellite research plans can only be researched/found on Exotic planet Make and launch satellites at new Satellite Launch facility Alternatively, create another facility - Space Launch facility used for existing Shuttles, Spaceships and to launch Satellites, leaving Vehicle bay for land-based vehicles. Requires copious amounts of Lithium, Titanium and Compound to make each Satellite 12 satellites each with their own predefined orbits are required for full map functionality of the planet. Underground Mining transport system Reuse code for hub/facility/base expansion Creates enclosed vacuum transport system using existing power Conduit art assets Add in new "Mining Transport" facility Mining hubs follow deformed terrain and require Resin to make just like existing power hubs Items placed on storage receptacles at one end are transported to storage receptacles at the other end. Alternatively, use Large Storage containers at each end, crafted at the Printer rather than at the Vehicle Bay Enclosed Geodesic domes (made of clear panels) Built in panels, small, medium, large. Require new harvestable material, Silicon, which is less abundant than Compound or Resin and perhaps only underground on some planets (terran & exotic) while only on the surface of others (barren & irradiated) Segments created at Printer Small panels are used on small geodesic domes (1 Silicon) Medium panels are used to make medium geodesic domes (2 Silicon) Large panels are used to make large geodesic domes (4 Silicon) Create airlock panel that allows entry and exit Create conduit, Hyperloop & Tether pass-through art assets. Fully constructed dome protects from storms and eliminates oxygen use.
  20. flAzer

    GPS / Navigation

    Hows bout a GPS device? I was hunting for loot and got lost... I ended up at the Northern Pole and realizing that the base was on the equator, eventually headed East and yeah found home. Would be nice to have a GPS / Navigation device on my rig (or backpack) that points me back to my Habitat, Beacons, etc.
  21. I would love to see satellites implemented that perform one or more functions whether it be a gps sat to enable mapping or a resource scanner sat. a sub surface scan sat to locate resources underground, a weather sat to warn of incoming dust storms(and hopefully additional weather related stuff in the future). I could see a sat launch pad performing this function and the player selecting which type of sat to send up. also communication sats to allow some interaction functionality between players on planet perhaps. I would definitely love to see sats that also allow interaction or communication to the other orbital bodies! and any other amazing things the devs could imagine for them. Also space stations would be nice too assuming you can come up with a purpose for them. but please consider my thoughts on satellites and elaborate and explore! hopefully you have read my mind and are already working on it because when u orbit a planet you automatically think satellite!
  22. This idea includes new base modules, "vehicles" and items Modules: Launch Module (Used to launch satellites and stations in the planet's orbit) "Vehicles": GPS Satellite (According to Global Positioning System and trigonometry rules, at least 2 satellites are needed to use the GPS Recevier) Orbital Station (Self explanatory) Items: GPS Recevier (Locate you in the planet) CRAFTING: Launch Module (4 Titanium) GPS Satellite GPS Transmitter (Suggestion please) Satellite Frame (4 Titanium or Aluminium) 2x Solar Panel (4 Compound in total) Orbital Station Orbital Station Frame (4 Titanium or Aluminium) 2x Solar Panel (4 Compound in total) GPS Recevier (2 Aluminium) The Orbital Station is expandable
  23. I love the game but without a GPS or navigation system on the ground gameplay becomes really boring as risking to go on an expedition means that you might not reach home and end up losing you vehicle and all the goods u have. you cannot see the beacons from very far. the game really needs that...maybe a map or a compass that always highlights where your habitats are. Also please make a Quit button or exit on main screen