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  1. I really used to enjoy the low gravity on the moon in the early access version ,any idea why they removed it? It would be really cool to have it back, I mean the moon should have low gravity ,that would make exploring fun by simply jumping around from the geyser to geyser and having fun while exploring, what do you guys think?
  2. ♫ [Alpha]Sutterkane♫

    Planet Center - Behaviors ?

    Dear Astroneer developers, What about the Centre of the Planet? I mean what will happen when I will reach the centre of the planet? I tried hard to reach it but it seems that I cannot pass through it, and I have to be back from where I come... Have you put some barrier to avoid the possibility to move to the other side? As I attached as pictures, e.g. the Astronaut fall down in the empty space, and he can comes from every side 360°, then what is going on when reached the Centre of the Planet (A)? starts to rolling without ending? (B) I am not a physic of course, but should be nice to make something about like...don't know....funny stuff?... Thank you Tommaso
  3. Shae Edward Davies-Coft

    Galaxy engines gravity issue

    Hey guys, firstly. Great job on the game. I have had astroneers since it basically came out in early early access on Xbox one and it has been absolutely amazing watching the game grow! You guys have invented a purely beautiful work of art and I have enjoyed countless hours of really entertaining and thoughtful fun. Couple of of things that have really really pissed me off. Tethers causing an immense amount of lag as the game has to account for every single tether in the gAme. While the re-breather is as good solution to this, 8000 bytes and nanocarbon alloy mean that it is only accessible to late game development. This means that to then mitigate the lag one has to then remove by hand all tethers which no one is going to do. The lagging is not too bad on single player and is manageable (still fucking annoying) but when we go to play online with each other, the HOST will lag so badly that the actual speed at which the host moves is reduced to about a quarter of that of the other members in the server . To the point the game is unplayable. The second point that that I am struggling with right now is this: i used the large rover with a drill bit 3 on t to dig to the core of the planet I am on. Super enjoyable digging down to the core, however, once I got to the galaxy engine the rover was affected by the central gravity of galaxy engine. I was was able to use the pink energy pathways in order to navigate to the very edge of the gravity affected area but when I arrived to the edge of the path, a giant pyramid shaped part of the gateway is the last part of the gravity area. I drove at speed Ed trying to clear the gravity and instead got hooked onto the very top of the pyramid! Now the rover over I have spent a good day building is completely stuck and there is nothing I can do to move it! I now have to abandon my rover, RTG and all accompanying items, let myself die and start again! Super frustrating. Please make ale it easier to escape the core with heavy machinery. As I understand the need to unlock all the galaxy gates, however digging straight to t is just so fucking satisfying! Please I beg you! Make it easier! I absolutely adore fore this game and I intend on playing it for years to come. If you fix these lag issues particularly with the tethers the game will run so much smoother. Maybe adding an an option or a function to remove all tethers once the oxygenated has been unlocked? That could be a quick fix. Thanks for for your hard work and your diligence in respecting your fan base and trying your best to make the game as enjoyable as possible! You ou guys are legends! Keeps it up!
  4. How do you get back from the core to the ground around the core. Everytime I try to mine astronium on the ground I get sucked toward the core and flipped upside down. Is there a way to get around this??
  5. On Desolo, I have encountered this bug three times so far. Gravity reverses and my astroneer falls up and then is dropped back down again. In all three cases I was at a landing site near the pole on the left side (viewed from space). Above ground, looking at the sky to track the movement of the sun. I had my camera angle looking up while standing still. Fell up, then plunged down to death. Below ground, tunneling down at a moderately step angle. (50-55 degrees?) As I was tunneling, I fell up, through the ceiling and above ground level. Then I plunged back down to my death. Below ground, walking in a cavern. In this case, I fell up only 4-5 feet before coming back down. Enough to injure me (red clouded vision), but not to kill me. It seems like the severe form of the bug is more likely when you have a severe camera angle (looking up or down), but I don't have steps for reproducing on demand.
  6. Hello all! I decided to do some stuff on the physical properties of Terra. First, I must describe my method of taking measurements, specifically, the dimensional analysis. I feel the best option for measuring length in-game is to use the well-known object: the tether. The unit I used for time measurement is the second. Using just these, we can obtain some interesting facts about Terra. Starting at home base, somewhere along the equator of Terra, I began setting tethers. I walked directly westward, guided underneath the galaxy strip we see at night, walking completely around the equator of Terra, marking the whole way with tethers. I made my absolute best effort to keep the tethers straight and use their full length capacity, stopping when I needed to to fill up on more compounds to make more tethers. Despite my attempts, some deviation is expected due to being forced to take pathways over mountains and through depressions, so the measurements are given as close approximations. The time measurements were taken with a simple stopwatch on my phone and using visual cues (the error is negligibly small). THE FACTS: One full trip around Terra was approximately 639 tethers. Dividing this circumference by 2*pi, we have the radius of Terra equals approximately 100 tethers. (A nice number, in my opinion!). I then measured the period of rotation of Terra to be approximately 600 seconds (10 minutes). This makes the rotational speed for Terra (at the equator) approximately 0.01047 1/s. Using the approximation for the rotational speed, we find that the tangential velocity of a point of the surface of Terra to be 1.047*cos(theta) tethers/second, where theta is the declination angle (this angle goes from 0-90 degrees as you walk directly north from the equator to the north pole and from 0 to -90 degrees if you go south). At the equator, we have theta equals 0 and the tangential velocity is 1.047 tethers/second. Additionally, since I don't detect an acceleration due to gravity, we at least have a....velocity due to gravity. This velocity is acquired immediately after release and remains constant over time. On Terra, the velocity due to gravity is measured to be approximately 0.5 tethers/second. Compiled list of found values pertaining to planet Terra: Radius: 100 tethers Rotation period: 600 seconds Rotation speed: 0.01047 1/second Tangential velocity at equator: 1.047 tethers/second Instantaneous velocity due to gravity: 0.5 tethers/second ______________________________________________________________________________________________________________________________________ Again, these are all close approximations. If anyone can get a better number using the same or different methods, that would be great! This was a lot of fun to do, and I really hope that people use this information! I plan to add to the now-known physics of Terra and also on other planets. Feel free to post your findings! ~R
  7. UndeadDragonKnight

    Gravity physics

    In my 65 hrs of game play in astroneer, I have noticed that objects only have gravity and bounce physics when the player is a certain distance away from the object. The reason I know this is true is because of cave exploration on Terran and ramp building. Usually when walking on the ground of the super low level green caves, research falls from the ceiling. Since the green caves are wide open and tall, I assume that those research objects were on the floor above and you just entered there physics bubble, but because they are only at the outer part of this edge, the game temporarily breaks the terrain physics allowing objects to fall through. Another reason I have come to this conclusion of objects having limited physics reach, I was building a ramp into the sky, just big enough for the small rover, and made with about 60+ canisters of dirt, I drove all the way up and got out to start doing more when the rover rolled right off the edge. At first I wasn't worried, but when I walked to the spot where it should have been, it wasn't there. When I found out about the flying seat glitch, I flew all over for fun, and that is when I noticed that my missing rover was floating in the sky, I got it down because the flying seat, which was actually helpful instead of game breaking. I don't know what can be done about this without totally overworking everyone's system by calculating everything on the entire planet at once (PC, X-Box) but I just wanted to suggest that someone finds someway to improve the physics so that rovers are not lost and free research is not raining from the cave system above.
  8. Endercyborg22

    Gravity in Astroneer planets

    (My English and my numbers aren't perfect) So... this is my first topic on the System Era forum. I always wondered, in real measurements, how much gravity does the Astroneer's planets have? So this post describes how i estimated the numbers. I started with a problem: how i will get a measurement of distance and mass!? I reaserched A LOT, then i found this information ... the Pajama suit/character (the orange suit) is based after a real person! Iuri Gagarin, a famous USSR cosmonaut. So i started doing the calculations of Terran gravity: To get the gravity (aka: acceleration towards the gravitational center), i need this fomula: a = Δv/Δt (variation in velocity divided by the variation in time, example: i have a car that accelerates from 10 m/s to 60 m/s in 20 s, so my acceleration (a) is a = Δv/Δt = (60-10, yes, you first put the final, then the start)/(20-0) = 50/20 = 2.5 m/s/s or 2.5 m/s²), so i jumped with Pajama, i know that it has the mass of Iuri Gagarin with the SK-1 space suit (89 kg) and it was exactily 1 s to jump and fall to the ground. I needed the velocity that he had IN THE EXACT MOMENT that it jumped, but how? So i tought, kinectic energy! (the kinectic energy is determined by (M = mass, KE = kinectic energy, and V = velocity) KE = 0.5 x M(kg) x V(m/s) = J (Joules, a measure of kinectic energy)) So, i had an equation: 0.5 x 89X = 20J (the approximate joules of a person junping is 19, but that suit is heavy so i added 1 joule). I solved it, X = 0.449438, so that is the speed in m/s of Pajama in the exact start of the jump. So i used the formula for acceleration that i said, a = Δv/Δt = (0-0.449438 m/s)/(0.5-0 s) = -0.449438 m/s /0.5 s = -0.898876 m/s² (the answer is negative becouse im suposing that the up acceleration is positive and the downwards is negative, and gravity goes downward.) That is about 5% of Earth's gravity. The only problem that i had is that, i recentely traped myself in the Exotic planet in my main save, so i don't have any spaceship. I can't go to other planets to test on them, so please, if you're reading this, send the EXACT time that it takes to make a complete jump (start, apogee and end) in each planet with the orange suit/character, thanks.
  9. Shia LeBFF

    Mag-booted platforms

    First of all, I'm pretty convinced that the sound designer/music composer looooves Earthbound, and I'm loving the constant nods. So I was finding an convenient place to put my mineral extractor since the canister that had fallen into it had become irretrievable. Turns out all I had to do was turn the problem on its FACE~ a solution SURFACEd into plain view~ ......I should go to a different planet, already. My specs: i5 quadcore 3.10GHz 1060GTX Geforce 3GB RAM 16GB RAM Windows 7 SP1 / Steam Mouse/keyboard This is Radiated, the third celestial body I've visited and my third base setup. I've been doing a lot of terraforming here, and routed power to an underground bunker base.
  10. Summary: On the Moon: Science Item with no gravity Description: I found a science item which was connectet to a sattelite part under the ground, inside a cave. I get it but when i release it of my cousor, it dont fall on the ground like other things in the same room, it flys at the position where i left it in the air. It was fixed at this position and dont move. Now i was able to hit it with my body an it begins to fly slowly around, like in space with no gravity. Platform: Steam Version / Build Number: ? Specifications: OS: Windows 10 Pro x64 | v. 1607 | Build 14393.1715 CPU: Intel i7 6700K 4GHz GPU: EVGA GTX 1070 FTW 8 GB RAM: Corsair 32 GB - 2x16GB DDR4 3000Hz Drive: Seagate Hybrid 1 TB
  11. VegaTanksWOTB

    new form of travel / Bug?

    Hello, I have been playing the game for a while now, I have established a well made base on Terran and have gotten the chance to explore all of the planets with the new Mineral extractor. I have researched many science topics one of which included anti-matter, and warp travel. of course these are still in the making. I was thinking it would be cool to add inter galactic travel to the game, I know the coding behind that would be super massive and the maps would take a while so this is in no way a "please do now." This new feature would include at least a new solar system, a new type of travel, this could be with a new ship, a new fuel type, or using gravity to "slingshot" to the other system. I would like to have this implemented as I do not see the other planets as boring, but they each have a large setback, like spiky balls of death, heavy wind storms, almost no sun, death trap monsters, and the Barron has nothing, aside from loosing your home because you walked half way around the planet in a minute. anyways thank you for looking into this, I also cannot seem to find any research for the trade station, large rover, spacecraft (larger one), and the fuel condenser, I do not know if it is just my game but I have looked over many planets and have not found anything. thank you for making this game it is really nice, and thank you for taking the time to read this. -VegaTanksWOTB (2 week player)
  12. Collision Issue? i just made a Rover, and its having a hissy Fit. Using PC- Steam Not quite sure what to do with it.
  13. Kantanshi

    Anti-grav research pod?

    Here's a link to a video I made of the incident. It's happened with 2 of the same pod for me so far. https://www.youtube.com/watch?v=2gIcXGkkNtI&feature=youtu.be
  14. First dip back in the water for about a month. Started a new game and rather than dump my resources on the floor while I wait for the plans for storage (heard that storms have a bigger impact) I just dug a few holes and put the resources in there. Came back to base-camp after a session mining a few caves only to find my previously stored compound and fuel pods littering the sky. While I could grab them, it was as if gravity was off on them all and they just floated around. I'd last had some gravity issues with rovers, but this seems a bit bonkers. Any more resources and I would have had a new type of cloud!
  15. Xbox One- The game crashes when I'm in multiplayer and also it is very laggy in multiplayer. When I'm the rover I also lose control over the vehicle and lose gravity and fly off into space.
  16. I hook the winch tool up to a crashed satalite that's still had operational solar panels. When dragging back to base, satalite had no gravity effect. winch tool will not disconnect aswell seems to be endless winch line while it is glitched. Recommend adding weight to satalite wreakage. If it was to drag behind Rover instead of slingshot overhead I believe the winch tool would not glitch
  17. Hi community! Today I was driving with my big rover. Behind a mountain, there were no plants on the ground. I bounced back as from a "rubber wall". After that my rover had no gravity and I couldn't turn him in the right position. That was very annoying! Do you have tips to fix this? Thanks for your help, LeoTM
  18. Reconstitution

    Gravity?

    Anyone else have several rovers in orbit?
  19. Windows 10 version Mouse n Keyboard Version: 0.3.10190.0 While exploring around on the planet Terran, I came across a crashed spaceship that was half submerged in the ground as per usual. I starting wondering if I could attach a Winch to the spaceship remains, and drag it back to my home base. I attached the winch and started driving away in my Truck expecting that the spaceship would drag behind me. It instead started flying around the air while still connected to my Winch. Here is a video and photo that will show what I've just explained. ASTRONEER 6_19_2017 6_10_52 PMTrim.mp4
  20. Since the new patch, when I am in a rover, if i hit a small bump the rover lifts off the ground and loses all gravity. it just continually flies off in that direction. Fixed by a simple reset, but when you're on a rover mission and it happens once every five minutes its a huge problem.
  21. So IDK if this is happening to others but, When I leave a rover on Barren, usually attached to a module or something, and I leave the planet when I get back the Rover is "Gone". Gone of course for me means still visible but very high in the sky above Barren. Even if it is connected to another rover they both go up and while it is funny, it is not very convenient. Sometimes the rover drops back to the surface, sometimes it does not. On another note, I once built a crane on a spaceship and it flew off immediately after takeoff. Also I think it would be nice if you could move cranes around to different vehicles.
  22. Eoghan

    Gravity

    Maybe I'm too picky but here it is anyway... On Terran, I die if I fall from a certain height. Which is fine. On Barren, I will also die if I fall from roughly the same height. Q: Since Barren is much smaller and has lower gravity, shouldn't I be able to survive the fall as I'll hit the ground at a lesser speed?
  23. Why? My impression of this game at its current stage, is that it is too easy. Sure that may change soon with the addition of destructible structures, hostile mobs etc... but nonetheless I would like to contribute my idea to lengthen the game and add something which is a real challenge to build and unlocks some really cool tech. My vision for a particle accelerator: What does it do? Currently our real life particle accelerators can be used to create super heavy elements. I intend for the use of a particle accelerator in Astro to be exactly this. A particle accelerator does this by accelerating lighter elements and colliding them together to form an aggregate. For example, 4 copper nuclei (4x29) could be collided to form the super heavy ununhexium nucleus (116) though this is highly unlikely since the neutrons and protons are not in the right ratio. If some heavier resources such as uranium were added, then they could be used instead and would be more realistic. Ununhexium nuclei are also highly unstable and will explode in a blink of an eye. But heck, this is the future, anything can happen right? High amounts of energy are required to accelerate the particles, so with all the given info, the input and output of the particle accelerator would be: Inputs 4 copper 32 bars of energy Output 1 Ununhexium To further increase difficulty, the highly unstable ununhexium can be made to EXPLODE after some amount of time! This puts pressure on the player to have crafting options at the ready when ununhexium is created. How does it get built? This is the hard part. Currently our particle accelerators are HUGE. But by the year 2500, I'd imagine we have perfected the technology and are able to create one in much smaller space. But it is still going to be larger than any structure in the game so far and require multiple components to function. I imagine it as being of a synchrotron design. A particle accelerator module rests on a level 2 platform, and resin tubes extend out from either side of it to form a large ring covering much of the area in front of it. Getting inside this ring to use the interface might be an issue, but we'll cross that bridge when we get to it (pun intended). The module costs 2 titanium, and each ring section costs 1 resin. So if the accelerator had 14 ring sections, then the entire thing would cost 2 titanium and 14 resin. Also of note is that the particle accelerator should be a perfect circle in the plane of the accelerator module. This means that the resin tubes cannot go up and down surfaces as the tubes for platforms do, and that the player will likely have to terraform a little to construct the accelerator. Once all this is done, the module charges up like any other, copper inputs are provided, and bam just press the button and all 4 copper resources get smashed into one ununhexium! An image is attached with a diagram of the accelerator Practical applications of ununhexium So all these are just ideas I have for what the product of particle accelerators can be used for. I did not consult any validated scientific sources for this, these are simply crazy ideas that I have for an element we have only glimpsed. Gravity paint This is an attachment for your deform tool. Once the deform tool has gravity paint attached, it no longer edits terrain. Instead, it sprays a fine layer of gravity paint which basically makes whatever terrain it is applied on warp the gravitational force so that it is towards the plane of the terrain. This means that you can walk up vertical cliffs with gravity paint, the roofs of caves, through twisting spirals, whatever. Upside down bases can be built with gravity paint. Tracks can run directly through inhospitable mountain ranges, treacherous caves, because no matter what you're trying to pass through, you can walk over it with gravity paint. Now for some specifics: Cost: 2 ununhexium Space: 1 backpack slot Use: Each gravity paint capsule covers 1 km^2 Created in: Printer Undo time A little one-use gadget that reverses time a few seconds or so in case of unfavorable outcomes such as dying, driving vehicle into ditch, accidentally crafting a rare resource etc... I should be clear here that this thing does not cause you to time travel, starting another timeline, but rather clips the end of your current timeline, so its like you just undid every thing you just did. The undo time effect only works for you and your vehicle. This means that undo time will affect: Your astroneer/vehicle's movement Anything you crafted recently in your backpack Anything you just did with your deform tool Anything that you moved in/out of backpack. Undo time will not affect Other players. The environment (unless it has been altered with deform tool or drill) Modules, so if say you crafted accidentally a battery in the printer you cannot undo time to get your lithium back Cost: 1 ununhexium Space: 1 backpack slot Use: Single use item activated by a hotkey Created in: Backpack printer And yes OK I admit I totally got 'inspired' by tracer's recall ability. Wormhole By using a huge amount of energy a temporary rift in the space time continuum can be created allowing you to travel instantaneously to any other location in space. The wormhole is a module placed on a level 2 platform. The rift lasts for a limited time and can fit vehicles. If more than one wormhole module is connected, then the destination must be chosen. Power is only drained from the wormhole that is used to initiate the rift. Cost: 2 ununhexium Space: Level 2 platform Use: Can be used indefinitely, requires huge amounts of power TL;DR Large particle accelerator which requires huge amounts of resources to create and operate produces unstable resource that unlocks a range of highly advanced technologies including but not limited to defying gravity, reversing time, and teleporting. Thanks for reading guys
  24. As a Kerbal Space Program player, I'm trying to mentally differentiate between the two games' end-goals; I'm readily aware they will both end up with similarities and differences to each other as space-based sandboxes. KSP is excellent at the vehicle construction and flight mechanics, while it is still below average on terrain variability and interest. Having looked at the roadmap, seeing the 'Orbital Mechanics' and "Manual Flight Controls' notes implies some form of space-based gameplay. It would be prudent, then, to assume a gravitic gradient as spacecraft enter orbit - that's pretty much a given. But what if gravity became LESS, as we dig, spelunk, drive, fly; closer to the core of each planet?!? This isn't a unique idea, it actually happens in real life. In most cases, though, other things (magma etc) generally gets in the way before we experience the effect. From a technical perspective, it wouldn't seem to be difficult to implement; simply find the centre of the planet and plot a bell curve outward, where the surface gravity is the peak of the bell, and use that as a multiplier of the existing acceleration value. And it doesn't have to be a particularly high 'resolution' of accuracy either; as long as a spelunker has a perceptible difference against surface acceleration, then the effect is working as intended - e.g. change the multiplier value every 5% of distance from the surface to the core. I'd love to be able to free-float around inside of a giant hollowed-out planet... And when space-based construction is implemented, then it would also work in the core as well!
  25. While on the moon and so on, where the gravity is a lot less, we should take less fall damage. It would make bouncing around on the moon a lot more fun. I mean if we are falling that slow we shouldn't die so easily. Obviously if you jumped straight into a deep crater then yeah, but for smaller drops we should be able to survive falling at a slower speed in low gravity.