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  1. the solar gen rotates while tracking the star. this gradually causes it to roll off its stem. this occurs if its worn on the player or applied to the buggy. over several solar passes it will eventually migrate completely off some times up to several meters ... there is no way to reset its position within the game as of yet. bug first appeared in alpha. early access... still present as of 1.13.11.0 in attached video at apox 0:27 the rotation occurs. Astroneer Bugged Small Solar.mp4
  2. Would be awesome to have huge solar panels use this design for mad power generation!
  3. Since i last played there were many new changes to the game. About 90% of which made the game much more fun to play. But there are still some small issues (possible pun) that i think need to be addressed in some way: In particular Large and X-Large versions of some structures and items. First off i have some ideas for some new T-3/T-4 structures *Note: units/s pertain to power units per second* 1. Windmill (Large Wind turbines) The large version of the "Wind Turbine". Wind driven power source. A larger unit to gather more power from the wind thus producing more power then a si
  4. Hey everyone, second post here, still loving the game and the new patch to Astroneer has definitely helped with performance and a little bit of the jitter gun issue. The current issue I'm having even before the latest patch was spotty Solar Power on Desolo. Many times the panels would be open and wouldn't be getting any power during broad daylight, or they would be closed at night and yet somehow still give me power. Not sure if anyone else has been having these same issues, but any light that can be shed on this would be greatly appreciated.
  5. Hello, the solar panels on my rover-train turn on while stopped in a cavern. I waited until it happened again then captured this. Also when I connected it to the outpost the power loop began and I could smelt and research for free. Power loop: https://youtu.be/P3c9bXLnSig Small solar panel: https://youtu.be/6MR5YlY3hOg Medium solar panel: https://youtu.be/Z7pNBvMJmME I love the game btw
  6. First off well talk about the Recycling center/station. Essentially its a means to get rid of any unwanted platforms vehicles and modules (as well as their permanent attachments) The way it would work would be similar to how the vehicle bay "detects" an empty vehicle slot in front of it. When a large item (such as a platform, vehicle, or module) is in front of the station, it will allow you to do one of two things: Recycle - This will destroy the item and return half of the materials (a minimum of 1 per item recycled) used to create the item(s). This will recycle and return at least
  7. Entire base no longer works. All power has stopped flowing from any source. All machines are dead. Recently built items were a worklight(which worked fine) and the terrain analyzer(which drained all power within 3 seconds or less.) I think that the terrain analyzer is the culprit here. Not going to start my base over for a 5th time. Second Bug. Getting in and out of Vehicles almost never works. Easiest workaround is to remove seat and place it down again. Third Bug Power extenders want to place new extenders down instead of stretch from the outlet. I
  8. My friends and I have been thinking that there are lots of items with "small", "medium", and "large" in their titles, but there aren't always all three of the same thing. There's a small solar and a solar panel, but it would be helpful, more comprehensive, and more consistent if there was a large solar as well. Other examples: Large Storage and Medium storage but no small storage(could have 4 slots instead of 8) Small fabricator and medium fabricator but no large fabricator(could make a large hab like the one starting on terran) Small battery and Medium battery but no large bat
  9. The change in the power slots on the vehicles seems to have caused a problem with using the small solar panel in those slots. The small solar will still connect but does not generate power in either the front or rear slots of the small rover. This is a problem if the rover is being used to carry research or resources.
  10. The frequency of Storms seems to be way too often, 3 or more everyday is annoying and it takes up most of the daylight hours. Beacons should also be able to be seen over greater distances, maybe through mountains? The research module seems to draw a lot more power than can be stored, they are almost useless at night.
  11. After playing for a few hours the rover started to display odd behaviour. First the small solar I had attached to the front of my rover decided that it wanted to be in my back pack when astroneer was sat in the rover. The animation would cycle around the solar being attached to the rover node and moving to my backpack. When I jumped out of the rover the solar would become detached. You can see it mid-flight in the image below. A few minutes later, stranger behaviour again. The rover started to buck when I exited, something I've seen before but not for some time. Then, when entering
  12. The thruster has 4 spots that you can put a small item on each one of those spots for storage (I'm assuming). It would be nice if when you attach say: a battery, small solar panel, small wind turbine to those spots and attach it to the back of your larger vehicle (and possibly anything else the thruster may attach to, I'm not that far in the game I don't know if it does yet) that it would charge your car from where it sits on the thruster. The design of this game is so intelligent that when I did it I assumed it would work and was surprised that is didn't. So I just thought It'd be nice to see
  13. I have over 6,000 bytes of research credit. I have unlocked the small solar panel and small wind turbine, as well as other items. However, my backpack research PDA is NOT showing the medium solar panel to unlock for research. ??! I have toggled through every button on the device, and looked at everything, but no medium solar panel. Is there a prerequisite item that I need to unlock before the panel will show up? This is kind of frustrating, so any help would be greatly appreciated.
  14. I truly believe this game will thrive with more than the current planets we have. It would be amazing to see new planets/systems you could travel to. This would obviously require a top-tier rocket but I believe that it will improve the core gameplay and bring in more players.
  15. Okay so in my game, I just hauled 2 solar arrays back to my base, but I can't get them to stay put. I looked it up and they're supposed to be unmovable once you exit and re-enter the game, I did that multiple times and it isn't working. Has this been changed or is there something else I need to do?
  16. So I know I've seen this in comments on threads, but couldn't find a dedicated thread for it. If it's been suggested already, lmk and I'll remove this if I can for clutter reasons. But basically, weather should affect solar panels and wind turbines. Just now I had a storm roll through where my turbines were off but my solar panels were still running as if it were noon. Hopefully this can be changed in the future, because currently how storms interact with these modules doesn't make sense.
  17. After digging up and dragging one of the giant crashed solar panels to my base, I had to save and restart before I could place it and connect it to my base for power. Once back in the game I found the panel stuck in the position I left it in without any way to move it. There is no terrain that I can remove to release it from it's position. Terra-forming (adding terrain) under or around it results in it being covered and although the winch will attach, it will not drag it. Unfortunately, the giant panel is laying right on top of my base... I have reproduced this bug by simply doing the sam
  18. Summary: When using Small Solar units, I've noticed they behave differently depending on if they're attached to the Astroneer's pack or the Hab (for example). Specifically, when the sun comes up, a Small Solar unit on the pack will "notice the sun is up" much sooner than the unit attached to the Hab. Testing Procedure: Construct two Small Solar units, and attach one to the Hab, and the other to the Astroneer's backpack. Stand parallel to the Hab in relation to the sun (so that both panels should begin charging at the same time). Note that the panel on the backpack begins chargin
  19. I don't know if this is necessarily a bug, but it is quite annoying. I have two small solar panels on the front and back of my rover. Whenever I am driving by my base and a connection from the rover to the base is shown, it pops off the solar panel where it would connect. [how do I embed an image?] This should probably only happen once you actually try to solidify the connection between the rover and the base.
  20. After the 158 patch I can't seem to get the research for the large solar panel. I get nearly everything but the solar panel. I can make a crane, a drill, I can sit in a 3 person enclosed seat but I have no research for either spaceship. It seams there should be some researches that take a top priority, the solar panel being the most important. Also, why give the spaceship seats research before the spaceship research? PC via steam
  21. Found a massive scrap solar panel, and pushed it back to my base! I was able to hook it up with a car. Tons of power!
  22. Running Patch 131 via Steam... Backpack printed solar panel, mounted to large storage on a truck. Panel charges truck until sunset. At sunrise, panel follows sun, but does not charge. Dismounting the panel and remounting fixes issue.
  23. I believe a nice feature is that you could build a solar plant or wind turbine at some great distance from your base. You could have your base in a cave and build a type of power plant with solar or wind power and transfer the energy back to base with tether-like connectors. You could place a wind turbine on the top of a mountain where it is always windy and connect it to your base directly.
  24. Hey guys, here I'm gonna talk about a few ideas on potential storms and other atmospheric events, as well as possible modules to combat them! I know that some of these have already been discussed at length, but I wanted to collect these concepts together and add some of my own ideas on the matter GEOMAGNETIC STORMS (SOLAR FLARES): Solar flare events would be relatively rare overall, however their effects can be felt on all the planets at varying degrees, perhaps according to their distance from the sun. When they do occur however, they would be one of the most dangerous of the