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About Me

  1. Buggies are sinking into ground, tried using packager and flipping them over, doesn't fix. Tractor doesn't have same issue. We're on a rented server. Thanks!
  2. As of the 1.0.7 patch, whatever you did to the physics has improved some things, like dislodged debris falling through the world, and just generally seems to have made things much weightier. However, what it's also done to my rovers, all of them, is made driving them like trying to ride a jittery crack mongoose. They move way way WAY too fast over the terrain, like they're skidding over a greased linoleum floor. Doesn't make for a satisfying driving experience to put it mildly.
  3. Steps to reproduce: 1 create a rover or a tractor 2 use the terrain tool to dig somewhere near (within a few yards of) the vehicle. You don't have to dig beneath it. I've even reproduced this problem digging on walls or ceilings above or near the rover. The rover sinks into the ground. Sometimes it remains barely peaking over the surface, but if you try to dig it out, it sinks beyond reach, and no amount of digging reveals where it went. This is a post-1.0 bug. I use the Steam version of the game on a Windows box, using mouse and keyboard. I have consistently reproduced the bug (I believe) five times with different vehicles: tractor, buggy, large rover.
  4. Playing with Mouse/Keyboard. Steam. I was playing as a Client. I was driving a tractor with 2 trailers attached, a worklight and a small generator attached to the front of the tractor, and a medium storage on the 1st trailer. When I got in and drove off, a my 2nd trailer detached automatically (a well known and common bug when playing as a Client). I turned around to go back to get it. I drove near it, and hopped out of the vehicle. The vehicle had not come to a complete stop. It looked like the nose and/or the front wheel or two of the tractor dipped below the ground plane slightly. As it was partially going through the ground plane, it began jerking around. The wheels begin shooting around in various directions. After a few seconds, it suddenly jerked into the air about 30 or 40 feet, and seemed to be stuck in the air (with the physics forces stuck in a feedback loop or going beyond normal limits). The host commented that he could tell something was happening that was slowing his PC down a little bit. Maybe within 5 or 10 more seconds, the vehicle was gone. I assume it was launched into space or some other inaccessible place... This kind of bug doesn't happen as often as it used to, but it's a very old bug... Similar feedback loops would happen at the very start of early access. Is it not possible to put constraints on the physics, or detect when it's in such a state in order to reset it or something?
  5. How was this game released with physics bugs that were repeatedly reported throughout the EA phase. None of the "falling through the world" bugs seem to have been fixed by "Terrain 2.0" despite the promises that they would be, and it's now impossible to excavate ANY buried or partially buried EXO stuff without it vibrating wildly and frequently exploding from the earth and flying a significant difference. It's the FIRST time I've ever seen a game regress between EA and release.
  6. I am going to share the post on steam, its the most recent version of the game. I am running on Windows 10 64bit Alienware Aurora R6 1080 GTX i7 7700 machine if this is needed. This is the bug forum on steam and I am not so sure you guys look here or what, but several of us having this issue. I am Dominatus on this thread, and my issue is mostly on Novus. Sorry if this is already reported somewhere on these forums, I did a brief search and didn't notice any previous reports! Thanks System Era! Love your game and love that its came so far since I bought it 2 years ago on Xbox Recently got my steam key since I got a nice new PC to play it on!
  7. 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
  8. I was trying to fly on the single use rocket by jumping on top of it and activating it, but it just burned out while I was on it, even if it results in the death of several astroneers I would like the rocket force to also affect the astroneer in a realistic way, like flying up a hundred feet and then flipping over and having the astroneer fall. This would have no actual use in game, but it would be fun when there's not much else to do except wait for research.
  9. There is an engine error on the ship. Please note that I attached the YouTube video link. The video is over 24mb and I only have to link to YouTube.
  10. Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000010 0x000000006D73F0D2 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D77EE6F Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D68C728 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D6829D2 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D69E422 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D6CCBFB Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D6BDC30 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D6D8EB6 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D6D5FE0 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006E6ABB80 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006E6BBFF4 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006EB30503 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006EB31826 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D88410E Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D88430E Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D88FD94 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006EB37210 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006EB38077 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006E89E9DF Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006E7C9D18 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D65B9E9 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D60C9C9 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D613EFC Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D613F5A Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006D61A573 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000006F7C4267 Astro-Win64-Shipping.exe!UnknownFunction [] 0x000000002B391FE4 KERNEL32.DLL!UnknownFunction [] 0x000000002D3AF061 ntdll.dll!UnknownFunction [] 0x000000002D3AF061 ntdll.dll!UnknownFunction [] After falling from an Earth orbit to the Earth, i died from the fall damage and the game crashed when it tried to respawn me. Some details: it was a coop game, i was a client i used flying ( 1-seater+large platform ) bug to get that high, then i was slowly getting lower, until i noticed planetary physics started working (started moving faster than planet rotated), after that i got out of the chair and aimed myself at my teammate down there i landed at top of my teammate
  11. Whenever I exit a truck, the entire thing flies a few feet away. Normally it doesn't go very far, but it still makes it nearly impossible to charge it or use the crane. The last time this happened, I ended up underneath the truck. I decided the best solution was to just enter and exit since I was stuck. However, upon entering, the truck clipped through the ground and now we're stuck in the ceiling of a very, very deep cave. Either or introduced the bug.
  12. I pulled the earth out from under trees near my base area without thinking and they fell across my base, laying evenly across. I can't move them, and cant make them fall, and it's a bit annoying. Any ideas? Thanks.
  13. I wonder, is there anything, an idea, something being talked about whatever, about adding physics to terrain? What I mean by that is when you for example deform the terrain and there's a bit of terrain seperated from the main part, it will fall down?
  14. Upon Loading a World, Saw a Moon or Planet pass by witch seemed to be Inverted. Corners of the Moon Where facing the wrong Direction. Quite Funny, Using Steam, Keyboard/mouse if you need any other Details Say so, Happy to help, (What happens if i try to land on it??) iam guessing to could be a World Creation Issue??
  15. I have made three separate saves on the xbox one and the physics or gravity have broken for the rover. Before the rovers broke it to me a little to get comfortable with the new physics of the rover being based on the wheels, but once I got comfortable with it I really preferred how it operated. After the rovers broke they become almost impossible to control with the front end constantly coming up. It acts like the rovers used to on the moon with the rear wheels trying to out run the from wheels when you gave it full throttle. However way less controllable. The first two save were fine up to the point where I left Terra the broken rovers. My third save however broke with never leaving Terra. I can't point to what is breaking the rover physics but maybe someone else has more of this picture they can fill in. Thank you.
  16. 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
  17. i dont know what you changed, but in the previous patch the truck was much better controlable, now when you connect a 2nd one to it, this one bounces around like a ball on free rope. on the moon this becomes even worst, so that you cannot drive continuesly, you have to tap forward, wait till it stop tap again etc. when the terrain is uneven the 2ndary truck swings like a pendulum and sometimes it even turns over. when you eject the astroneer and try to turn the truck over, it floats through the air like a balloon and it gets even harder to get it back on the wheels. this also caused the game to crash on a certain point, when you try multiple times to turn truck over.
  18. In the loading sequence, there are three planets orbiting -- presumably -- some star. Objects orbiting a large central mass like this should follow Kepler's 3rd Law: P^2 / a^3 = constant The period, P, squared, divided by the semi-major axis, a, cubed, should be constant. Since the semi-major axis of a circular orbit is the radius, and the radii of the three planets in the load sequence seem to be multiples of the smallest orbit radius, we can say the orbit radii are 1, 2, and 3 units in size. The planets appear to orbit in a 5-2-1 resonance, with the planet nearest the star orbiting 5 times for each orbit of the furthest planet. These radii and periods: a1 = 1, a2 = 2, a3 = 3; P1 = 1/5, P2 = 1/2, P3 = 1 do appear to obey Kepler's 3rd Law: (1/5)^2 / (1)^3 = 1/25; (1/2)^2 / (2)^3 = 1/32; (1)^2 / (3)^3 = 1/27 Please fix to make Kepler's ghost happy!
  19. If you move your camera fast enough while holding a research item from one point to another then quickly let go, the research item doesn't have enough time to get to your pointer so some parts of it may have been going through the ground the, making whole research go through the ground and get stuck in deep caves out of reach, or the center of the planet. This happened to me a lot of times while playing on pc(steam), with mouse and keyboard at version 153. Tons of people probably wrote about this already, so sorry if i wasted your time
  20. I have a link to an xboxdvr recording of what happened, I basically got stuck on the world, and then mined myself out, only to get launched, and die from fall damage.
  21. after loading a new game from savegame and you enter and leave the vehicle the vehicle bounces around only, when you have changed the level of the terrain the vehicle is currently standing on before you save/quit the game. in such cases simply drive out of the changed terrain and leave and re-enter the truck/rover one more time (new savegame). after this step the bouncing of the vehicle stops and behaves normal still one issue is present. driving a truck with another truck to it, the connected truck behaves like a loose horse on a leash, even small stones causes still a sudden pull back effect.
  22. Hello people of ASTRONEER, as I am sure the more obsessive scientist and astronomer in you would all know.... WE WANT MULTI-STAR SYSTEMS! In real life, Multi-star systems are quite common, including not only two, but up to three stars each orbiting each other. While us humans live in a uni-star system, systems like Sirius, Procyon and Cygnus X-1 exist, the last of which probably consists of a star and a black hole!!!! Does this not sound AWESOME!?!?!? This could allow for multiple suns like in Star Wars on the planet Tatooine! Also, adding things like black holes could allow for spacetime deviation, and interstellar gravity slingshots: While adding the slower moving planet might mess up game physics (that part might need to be left out), the increase in travel time and the decrease in fuel usage would be a great way to challenge players to use their brain muscles. Tell me what you think! May the force be with you. //Sidegamer
  23. When you get back to a previously visited point that has items or vehicles laying on the ground, those items will spawn back in as soon as you enter the render distance. This causes you to see for example a truck or researchable material that was standing/laying on the ground pop in on your screen and jump up and fall back down. The annoying thing is that when I got back to my base, I saw my spaceship jumping up on its own because of this. It flew for a couple of seconds to then crash into the ground head first. It was still stationed at my vehicle bay but now I can't do anything with it anymore. This issue can also be annoying when objects are laying still on a slope/ not a flat surface, because after the popping they will roll down and you might lose track of where they are. Reloading game objects in a different way or saving more parameters in memory may solve this issue. I am playing the Steam version.
  24. PC Steam beta build It seems like when I drop a Research item off the mountain summit, I watch it stumble down and then it stops in its track. I walk toward that object, and it starts moving again, then stop in its track. It will depend on where I am standing, so I would have to walk after that Research item to help it complete its fall.
  25. A pretty fast and, I guess, simple request: better vehicles suspension, or vehicles ignore rocks, 'cause actually it's almost irritating to drive around the planet bumping and get upside-down 'cause the too much rigid suspension. I guess vehicles should at least act like Mass Effect's Mako