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Found 18 results

  1. Timbo

    Navigation!

    One simple suggestion. Please add a map. So very easy to get lost....
  2. 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?
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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!
  11. 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?
  12. 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
  13. 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 =)
  14. 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.
  15. 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.
  16. 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!
  17. 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
  18. 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