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Found 12 results

  1. evilmarius

    Single Player FPS drops

    Hi, I'm having this issue for a long time and did not see any other topics. I'm playing the game with High settings and standart cloud settings. When I start a new game I'm having 90 FPS. If I start my saved game which I completed the game, I'm having 35-40 FPS. It does not change FPS rate if I switch to Low settings. Starting a new game still starts above 90 FPS. Same planet, same place, same base. I have 1050 Ti, Ryzen 7 2700x and 8GB of ram. Is this a normal behavior? I mean I can play many other games in very high settings above 60 FPS. This keeps me from playing for a long time. Thanks.
  2. Hey there!! i just got a new idea concerning the mashines and diffenrent modules. What about a system, like a robotic arm or the like, that sorts stuff in stores or in other mashines to process it. So e.g. i want to have a lot of gib rovers, so i go to the new mashine an put in there some laterit (?). It will now get to the melter and finally to the car bay, so lotss of rovers are build while i just have to care to enough laterit. For the "robotic arm" you also can use the clables or whatever....i would appreciate it if you can bring in a kind of this idea. thanks for reading. bye (P.S. the new rovers are still lagging and behaving unreal)
  3. So this is a repost from my earlier post, I just wanted to move it to a more respective forum. Hi Astroneer Team! I was playing today on the new update to see how things have been going. Game is great! so far i love all the updates! I saw on one of the devs twitters that you will be implementing de-rendering systems to de-spawn the items as you go travel away from them to help reduce the load on the system. Well while i was on today i noticed a serious lag causer in multiplayer games (could be single player as well, not tested). Now i don't know how you designed the tether system to work, but from what i can make up is that each tether is independent in the game. Meaning that when you place a tether down it has zero affect on the previous or next one you place. Once placed the game sends an update to update all the tether connections, if two tethers are in range of each other they connect, if not, no connection. I could be wrong with my assumption of your source code ? , but that's my best guess due to the huge lag increase from myself running around the world placing tethers, (i would say i placed around 300 as i walked the world). Every time i placed a tether the game froze for a second, render the new tether, freeze, render the connections. (in this process all my other tethers in the line would de-connect before making the new connection). So time for my fix, If my assumption is correct on your tether system, then if you turn the tethers into separate class arrays instead of single classes. This way you only have to manipulate a single node at a time. when you drop a new tether it doesn't connect to (all) the nearest tethers around, it connects to the nearest in range array of tethers, and all you have to do is add that single tether to the array so that the graphic can update. Also if you take one out, just split the tether array on the value of the removed tether to create two tether arrays. Or i could be completely wrong about this all, i figured if im right this idea could help reduce the amount of calculations on tethers are made so you can use more power for fun stuff.
  4. 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.
  5. 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.
  6. XdiiasXD

    Driving

    Hey everyone, I have played the game for about 5 hours now, what I have to say what a game, just fantastic so let's get to business. One of the things that most annoyed me was the driving system, maybe it wasn´t just me anyway I would like to see a normal driving system were doesn´t matter where your camera is pointing, if you press W your car willgo foward facing the direction of his own. I think I was clear enough if you have questions just ask Thanks for making this game see you soon.
  7. On Windows 7, I have my system language set to English (Control Panel, File Manager, etc.) and my time/date format language to French (dimanche instead of Sunday). Astroneer displays entirely in French because of this, even though every other program uses English by default (because it's my system language). Any ideas? Carpe diem, mañana.
  8. Could you please provide me with some data regarding the planetary system? Specifically, I would like to know the telemetry of the planets with relation to each other and the sun, including relative size and mass as well as orbital speed and distances. I would like to use this data to model the system while we wait for you guys to bring it to life. I could work it out through hours of observation, but it would be far handier if you could provide me with the actual numbers I'll post details of my little project once I get it done of course. Thanks in advance.
  9. I just bought the game today, and thanks to my non-high-speed desktop, it runs at about 10-20 fps on your lowest graphical settings... and while looking at them, I just have to ask: is there a reason you can't toggle things like the stars, planets, moons, and clouds in the sky? Sure, they look pretty, but they're taking up a LOT of computing power to show. And that's not even mentioning the difficulty moving the camera at that low fps, sometimes even switching between forward and reverse y-axis rotation, and even making it spin 360+ with only 1 right click
  10. Desperately needed features: -Map. -Placeable waypoints and Markers (Not just tethers) -Scan Blip Sonar to reveal any nearby Resources. -Numbers going up when upgrading and collecting/ level up system? -A/B Teleporter Cute Stuff: -Monkey Astronaut -Double Jump/-Jet Pack? -Bicycle with a Red Pulley Wagon to Carry Stuff in.
  11. terana15

    Base, Station, Home

    This is a our base, and look on this power system :-D Thanx for this game, and good luck