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Found 8 results

  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. https://steamcommunity.com/app/361420/discussions/1/1776010325130167172/ 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.