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Showing results for tags 'vehicles'.
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The auto arm has been a much welcomed addition to the game but is very restricted in flexability with the pick up and drop off points imo, Would it be possible to add a feature to change the arm from the current area in front to something like a 180 degree arc for both pick-up and drop-off as this would increase its uses for me and proably others too. The vehicles again are great, a good way to transport items, equipment and mobile bases, what i would like to see is flat platorms that extend the felxibility of the vehicles for example a platform with a large connector plate and a small connector plate on the top and a large connector plate under for attachement to 1 side of the big rover so it extends over the wheels, this could be used to mount various pieces of equipment/items for either transort or use, said platorms vould also be used on base platforms like the large storage pyramid and the silos. An idea i had was to attach wide arc auto arms to the extended vehicle platorms facing out to collect things like the small research growths and or the small debris, in the centre point would be either storage silos or the appropriate equipment scrapper/research station. Its still a thought in progress like a big 6 wheeled spider collecting resources as you drive, seeing all those auto arms busy at work would be a cool industrial looks.
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currently, the tractor costs 1000 to research costs 2 aluminum, an requires a small printer to make. The Tractor has a medium slot, allowing it to use 2 small, mount a small storage giving you 8 slots. Plus it has the ability to act as an external power for other vehicles, trailers, or even table/platforms. Since it only requires a small printer, you can drop a small printer, a small generator hook them up and build a rover if you have 2 alum anywhere. The rover costs 1500 to research, costs 1 aluminum + 1 composite, requires a chair that takes 2 comp. And requires a medium printer, meaning you need a platform to make it. As it is, the rover seems to lack any of the flexibility of the tractor, but costs more, is harder to make, requires more infrastructure to make. Given this i've never seen a reason to build or use the rover usually... just built a tractor and scout with it. IF you change the manufacturing costs of the rover to 2 compound, 1 resin, or some combination there, such that you don't need a smelter to and aluminum. It might become a lot more appealing as, even at 1500 research, starting players COULD do it, an it would be come a more interesting default starting vehicle for players.
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My vehicle got stuck in a ditch so i tried creating ground underneath it but all this did was burry my vehicle in the terrain causing it to fall out of the map. could you please look into this as soon as possible?
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It would be really cool if you guys added a rover similar to the Opportunity rover! I would love to have it roam around for me and send messages, or you guys can put an easter egg in Calidor referencing the opportunity rover
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--------------------------------------------------------------------------------------------------------------------- Summary: Camera angles and auto adjustment (Mostly vehicle related) Description: Driving up a very steep narrow slow some times causes the camera to auto adjust constantly Driving with large items beside / behind you can making driving blind. Walking in very tight areas can cause the camera to 180, or clip trough terrain Suggestion: This is mainly directed at vehicle usage. A first person camera angle in vehicles would be very helpful in tight areas or at the very least make it so you can so when driving. Also allowing the camera to be zoomed out farther in vehicles so the terrain is visible. --------------------------------------------------------------------------------------------------------------------- Summary: Auto arms don't work Description: Having more auto arms increases the rate that problem occurs. Even more so with filtered arms. Turning all arms off and back on with a timer is just a horrid way to solve this problem but it does work. Reloading the game also fixes the problem until it happens again. Kinda stopped playing after my auto arms no longer functioned. --------------------------------------------------------------------------------------------------------------------- Summary: resource canister fills a one spot with all its items / tier 1 slots Description: I've had it happen a few times where a resource canister with output turned on will spit its items out but they don't go to different locations, instead fills a tier one slot with 32 iron etc Thou I have seen a tier 1 slot being occupied by two things before. quickly moving tier 2 storage and putting another down while and auto arm or anything that denseness items can recreate the canister problem, thou it seems to only 1 item and a tier 2 item in same spot. while resource canister can do 32. --------------------------------------------------------------------------------------------------------------------- Summary: Walking forward seems to stop at some what random times Description: While walking forward all the character halts suddenly, releasing and repressing the key to move seems to fix the problem. I have mostly encountered this on terrain that has been created by the terrain tool. --------------------------------------------------------------------------------------------------------------------- Summary: Noise, anchored, and object state changing with terrain tool Description: Using terrain tool to level, or modify terrain under structures causes noise from the structure, it also no longer anchored to the ground and can be pushed even by the player. Tethers that have had terrain modified below them become solid objects that prevent vehicles from driving trough them. --------------------------------------------------------------------------------------------------------------------- Summary: Object Snapping Description: The center of the screen is directly where I would expect the item to snap to, in most cases it seems I need to move the dot above / below what I am trying to snap to. Other times with snapping it just makes no sense why It has chosen its location and getting it from that chosen location requires player / camera moment. --------------------------------------------------------------------------------------------------------------------- Summary: Website (https://forum.systemera.net/) - search box Description: Using Google chrome (Version 83.0.4103.116 (Official Build) (64-bit)) / Microsoft edge (Version 84.0.522.40 (Official build) (64-bit)) the "h..." is not behind the grey background, Seems to be that way under many different screen resolutions. The search query also overlaps the search button itself. Suggestion: Separate the search button from the text field as there is overlapping. Expand the light grey area to fully cover the entire search field. --------------------------------------------------------------------------------------------------------------------- Summfary: Website (https://forum.systemera.net/) - forum submission field editing Description: Limited amount of undo / redo. Some words changing to the color red and keeping their underlined state when using the right click word suggest for typos. Underline / bold seem to be very inconstant in staying in their state after editing a line of text. Typing new lines of text does not cause this issue. Suggestion: Separate the search button from the text field as there is overlapping. Expand the light grey area to fully cover the entire search field. --------------------------------------------------------------------------------------------------------------------- Platform: Steam / XBox One / Windows 10 Store Version / Build Number: 1.13.126.0 Specifications: Windows 10 (64 bit) CPU: Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz GPU: AMD Radeon R7 240 / NVIDIA GeForce GTX 1050 Ti RAM: G.SKILL Value Series 4x8GB 288-Pin DDR4 SDRAM Drive: Kingston Digital 120GB UV400 SSD C2C 2.5" SUV400S37/120G x6 Hardware Raid 5 -----------------------------------------------------------------------
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Summary: All of my vehicles (anything with a rover seat) are stuck in reverse whenever I enter them. Description: When given no input, my rovers just want to go backward. Holding w only causes the rover to stop going backward. Have tried multiple sized rovers, and different combinations of attachments and different seats. Persists through quits and restarts. Platform: Steam Version / Build Number: 1.12.95.0 Specifications: OS: Windows 10 CPU: Core i5 6500 GPU: GeForce GTX 1070
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Hovers Pros Ability to manoeuvre terrain better Slightly faster speed than rovers A little bit more storage Cons Higher power usage Can’t reach ground to use drill or winch, (Unless has a crane) Can’t connect to other hovers
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Not sure what direction the game is taking. Like many new developers, they seem to take their cue from core players. Also like many new developers, they begin changing the very things that made it Unique and enjoyable to the core players. I would offer this penny wisdom. When you hear that your core players want things to be "harder" or "more challenging" you are making it that way for everyone, including brand new players. Many of the same players who ask for the difficulty and challenges will later ask for “quality of life" items. In terms of development hours, you are making it hard, then creating all new "and a growing" lists of artifacts to offset the grind or Difficulty. Every time these changes are made, you'll hear "well that's great, but still not quite right" or "they did this, but what about that?" By far the very worst requested additions or outright changes are just plaguing games. I term them these requests as, "gamers who want to play dress up in their barbie house on the farm, while being far, far away from the west side trolls, who want to overly engineer their lair full of stolen items." Commonly referring to more skins / appearance controls, base building, farming and pvp. There is an expectation of restarting a game during Alpha and Beta play. Core game players knows this. The game is Under development, which includes testing, breaking, and fine-tuning items and mechanics. The core players are acting as debuggers first, giving feedback second, and in some cases may make suggestions May make it into the game. Once released, out of beta into full release the game is done. New players in Full release are not debuggers. Development that continues on a full release should not occur, unless the full release has bugs not reported before, due to a larger audience. By continuing to develop and making major changes and additions to a game, puts the game Squarely Back in Beta. It is Not a Full Release. The concept of working on a full release game with patches to fix issues was not meant to become a way of life in our games. Introducing any of this into the Original completion line messes up the new player base. Players who came to the game to explore, discover, and accomplish needed tasks deserve to revel in the same atmosphere, learn the process, and enjoy uncovering the mystery. This is not only off-putting and grindy, it's downright unfair to those who are using what free time they have, to attempt to get to the end game, That's the Gift. It is not a gift to lose progress because of updates and game breaking mechanics. Forgive me if catering to the current players and their revenue stream is the priority. Please understand, as I approach 1200 hours, that I include myself, even as I have created multiple ways of playing, but do not stream. What makes things worse are the requests made by players that are not Playing the game. They are done with the game, some never played the game, or they are in exile from other games. They ruin games by cutting off the legs of great concepts. Allow me to repeat, THEY ARE NOT PLAYING THE GAME. These players are intent on building a McMansion or the Scariest Armed Private Settlement. Including but not limited to, furniture, decorations, windows, flooring, etc. By and by the requests lead to "creative mode". It's not cheating, because they Don't want to play the game.” Other players chime in with "we just want to get our stuff back." Playing multiplayer with the creative McMansion players is not a game. Instead they bring other member players in to fetch them things while they create something inside a game that already has a quest line. On the other end of the spectrum, the adversarial players who brings in a small group of like-minded antagonists, hell bent on demoralizing and burning down everything outside their territory.Was that part of the game? Playing through the challenges and surprises to get to the end, only as long as we didnt have to lose anything? Or is it more a consequence of making too many changes. To be fair, the Original game quest line was not overtly difficult, so this mode is not about the game being hard. If there was no clear idea of How to expand on the Original concept, and development is still taking place, then take more time to consider how to keep it Unique and less time Morphing the game into a clone of another game, “ It sort of reminds me of InsertGame a little. I wish it had xxx”. Having said that, if I may offer some examples that I feel emulate the Unique concept and still manages to grant the non-players a way enjoy gaming their way. Old suggestions always return for a reason. The Origin end game should allow the player to enter a new universe, with new planets. Not Additional Planets in the Same Core Completion line. Not the same planets with a new look. (At least not so similar that it's an obvious reskin) This would give long time players the difficulty and challenges. If it cannot be implemented because it is so much work that it's really another game, and no sarcasm intended here, perhaps stop working on the finished game. The completion of one area Without bringing in items from another completion line offers a new challenge for players and less coding. Being brought to or landing in a new quadrant or universe without old objects also allows for greater stability and all new dynamics. (If time and code permitted, wormholes for travel would stay in concept, if connecting these places ever took place.) Challenges do not necessarily involve making every planet and place more and more hostile, but could offer more realistic challenges. Non rotational gravity gradient moons and asteroids etc.. Abandoned space stations objects and satellites to investigate, scavenge, repair or destroy. Occasionally finding meteorites. Meteors, asteroids and other celestial debris offer many different things in terms of craftable materials as well. New objects, "including appearance related" outfits and or uniforms with specific equipment attached to each that is needed to even go to a planet. Like any new environment, many things that works on an M class planet do not work everywhere. With new quadrants or a new universe come new travel. This would allow a Defense Force Astroneer a PVP system of their own with molten ground areas, heavy gravity, habitable and inhabitable zones and radiation. Terrain tools that can be modded to spray say, cataplant like orbs. Larger ships to carry more people. Some of these environmentals and objects can cross over to the New quadrant or universe as well for quest line players. Having One M class planet with a stable atmosphere, would be a surprise and welcome change for a Farming Astroneer, that can plant and grow a variety of space plants, both eatable and craftable. It would however carry with it a metric for depleting health on such a world. Using seeds and spores found throughout the system give them a quest line as well. Planting eatables and fiberlike plants that produce other crafting materials. They could create potted, vertical and full in ground farms. Sharing such crafting objects with a Terraforming Astroneer, who can do the same thing within a portable atmospheric field and mini hydroponics. These players could be working toward terraforming specific planets or moon types. Items that can extract water vapor from propellants. Upgrading a portable atmospheric field to create a large artificial atmosphere by recycling gases locked in sediment, up to a cyclotron, inside a Bio-dome like structure. These challenges include getting to another planet just like now. However, rockets may not work for some explorations. Realistically, not every place would permit large ships. Some places are truly made up of liquid while others or too hot or have zero gravity. Taking a Shuttle for small hops, or deployment craft from an orbiting mass may be the only way to get there. There will also be a need for Specialized vehicles, tailored to those environments. Again, realistically, some places cannot use a buggy, or rover, but a hovercraft, or subterranean craft is needed. With ancient knowledge, scattered throughout the system in various forms, is the information on How to reach some places otherwise inaccessible. These objects may contain some specialized material or item that is needed to get there. Creating a forward base, having telescopes, specialized life support, a compass or GPS, a communication relay, energy beams. All this would be a great adventure for an Explorer Astroneer. Creating Hydrogen cells, Solar cells, and Methane cells, for energy. Or all new forms of energy never heard of, for a system that is not like our own. Jump drives, Hyper drives, Warp drives, The aforementioned worm holes, black holes and Einstein-Rosen Bridge seeing what a place looked like before. To me, this is so much more awesome than making it harder, adding quality of life items, making surfaces perfect, playing games with the game, adding more, bigger, or additional controls on already existing items. Save it for the bigger game. This game is a wonderful experience, and I truly appreciate all the work that has gone into it.
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Follow up idea electric space shuttle like the small shuttle but instead of rocket fuel power Ok personally I want a land crawler kind of vehicle where its on tank treads or something and sticks to surfaces using said treads so it can be a perfect exploration vehicle. Like room for a seat and an RTG and that’s it for balancing but I think that would be a super fun vehicle
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I used the Glacio surface color to make some parking spaces for all my vehicles. Can't wait til they add planes or something like that.
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I think that this game could use a few more space vehicles for travelling to other worlds. One idea I had that I thought would be really cool is maybe 'Star Wars' style space ships (take away the weapons though) that can be manually controlled. Another idea that would be pretty cool would be space stations that you could use to gain bytes or something.
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Im thinking of More futuristic transport on planets. Currently we have rovers in all sizes, a tractor and a buggy. But i think it would be fun to have a flying *car/plane/Craft/vehicle* . Mabye having flying cars.. or rather hovercrafts in the game will make it to futuristic, but mabye just a car looking thing that flyes only like 1-3m over the ground that is'nt affected by the terrain under it. mabye it seems useless or rather unnecesserry*** but many times have i had 2 bases on other sides of the planet and would either have to rocket there… or rover there, and both are inconvenient. since the rocket is for longer runs. Its more expensive to use… and since the rover is made for Shorter runs... it takes longer and the tarrain is enoying to pass the land With... mabye if you comment possible problems or questions i will have more spesific idea for Craft.. i have other ideas like Trains/conveyors and HUGE Space Crafts. Btw if you arent sure of the design, just think of some sci-fi starwars at the sice of a medium rover... please comment
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I think that it is time we build the vehicle part by part ,like think about it how can we simply build a whole rover with few resources ,the follows are some of the ideas that I would love to see in the game- This is for the medium and large rovers only as these need late game resources- The Wheel - made out of rubber The batteries on the sides of the vehicles - Lithium The axles of the wheels - compound Flood lights or the work light should also be inbuilt into the rover instead of attaching them later as headlights. Aluminium alloy is required as it gives the basic structure of the rover and maybe it could also include plastic. Next for the buggies ,the trailer and the tractor- Since these are used in the early game these would require early game resources an di think the current reciepie is good enough. I think that this would not be that hard to implement into the game since we actually find some of these as broken parts as scrap, they can use the same version to attach them to the rover and build the complete part by part rover. What do you guys think about this idea?
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Description: When you load a save game, I often see my Buggy wheel stuck in the terrain which slows the buggy down when driving. This happens almost every time the save game is loaded (though not recreated on multiple saves). Does tend to fix itself after a couple of minutes driving. Minor bug, but annoying! Platform: Xbox Version: 1.2.9.0
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Can someone add the ability to change from wheels to tracks, to hover engines (very costly and end game). Applies to all vehicles. Printing out tracks as wheels suck tbh.
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Could we possibly get boats in Astroneer? I love the idea of traversing lakes or something like that using a boat. Also could it be possible for us to get a dock for the boat? I figure that would be awesome.
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I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something 1. ocean underwater sort of biome or environments 2. Jet packs (cause who doesn't like jetpacks) 3. drones (for exploration, surveillance, protection, as pets or, just for plain fun) 4. Alien animals 5. More suits and characters 6. exo suits 7. underwater exploration: vehicles, tool, characters, lifeforms, and tools (if we do ever get underwater environments) 8. satelites 9. NPC's (alien, animal or, human) 10. rooms, buildings or space stations you could enter and customize again I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something
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I love the convenience of strapping a drill onto my large rover and digging a massive tunnel, but this quickly becomes an hour of me trying to get back to the surface after falling through three cave layers. So I have two item ideas to improve the vehicle drill functionality. Both could be attached directly to the drill head just like how terrain tool augments are attached directly to the terrain tool. 1. A ram or plow or grinder or anything to allow trees, boulders, and other stationary items that are not broken the same as terrain deformation to be moved or destroyed. 2. A bridge/ramp builder to add terrain under the vehicle the same way the flatten function on the terrain tool works. Having a giant vehicle drill is very dissatisfying when I still have to get out to build every giant ramp by hand. This should still require a canister to be attached on top of the builder augment, allowing the terrain drilled to be collected by the drill, then used to build roads/bridges/ramps. Thanks in advance for any criticism and feedback.
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Ok first post here, so let me know if I'm doing something wrong: First of all: There would be two types of vehicles added: one for land (similar to a car hauler), and one for space. Second thing: All 'prices' I state are just ideas for what I think would be fair and/or balanced. Land: Small Vehicle Carrier: Can transport 2 tractors(with 3 trailers each),4 small rovers, or 2 medium rovers. Would cost similar to a large rover. Medium Vehicle Carrier: Can transport 4 tractors(with 3 trailers each), 8 small rovers, or 4 medium rovers. Would cost 2-4x as much as the large rover. Large Vehicle Carrier: Can transport 8 medium rovers or 4 large rovers. Would cost 4-8x as much as a large rover. Air/Spacecraft: Small Vehicle Shuttle: Can transport 1 tractor with 3 trailers, or 2 small rovers. Would cost similar to medium space shuttle. Medium Vehicle Shuttle: Can transport 2 tractors with 3 trailers each, or 4 small rovers, or 2 medium rovers. Would cost similar to large space shuttle. Large Vehicle Shuttle: Can transport 4 tractors with 3 trailers each, 8 small rovers, 4 medium rovers, or one large rover. Would cost 2-4x as much as large space shuttle. Suggestions on how this could be changed or added? Leave them below Hopefully this is in the right format, let me know :D
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My buggy just disappeared in the ground
Kaxzibri le Télépathe posted a topic in Bug Reports, Crashes
Hi, I'm a bit upset cause the buggy I used to go into a mountain just disappeared in the ground when I got off it -
I play on Xbox... Me and a couple other friends got ourselves stuck on Desolo. I had another bud come in and save us with thrusters, and when we all lifted off together, the game totally glitched, froze, and eventually crashed altogether. This also happens when one or two players are on another planet, and everyone gets into vehicles of any type. I think it might be something wit saving the game like 3 times in a fraction of a second. Another example, Chum one is exploring Sylva. Chum two is somewhere on Glacio powering on a Gateway chamber. Chum three is trying to smelt stuff at the base. All three of these chums are lagging very severely, and our man out in the Sylva wilderness gets in our tractor. the game spasms as before, and the save is lost after Chum three forgot his oxygenator and got in his shuttle. I love this game and hope these Xbox issues are put to rest.
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Please bring vehicle beacons back. It's baffling why these were removed, but they make it significantly easier to find your rover again if you happen to get separated from it. Possibly due to bugs, as happened to me a few times. Die in the middle of nowhere, spawn back at base. Well crap, where's my rover? Too bad it doesn't have a built in beacon like it used to. Well, maybe it should. That was a good idea I wish you hadn't discarded for some reason.
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it appears that when I am using the rovers all tire sounds will only come from the East on a planet. an echoing sound accompanies this phenomena and is extremely jarirng because when one is traveling north or south the tire sound effects are only in the left ear when going south and the right ear when going north. I am primarily using Razer Surround Via optical cable But i have found other audio environment are affected as well listed below: Dolby atmos Dolby 7.1 windows sonic Nahimic DTS:X DTS ver 2.0 This audio issue also continues when using USB instead of optical. OS: Windows 10 64 bit pro ver 1803CPU: Threadripper 1950X @ 4.0Ghz 1.325vGPU: 2x GTX 1080 (SLI)RAM: 64GB Corsair Vengance @ 2667Mhz 1.20vOS SSD: 250GB Samsung Evo 970 NVMe Storage 1: 2TB Seagate Baracuda 7200RPMStorage 2: 4TB Seagate Baracuda 7200RPM (game installed here)
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The driver seat will only control a total of two large rover segments unless it is placed in the middle or near the middle of the rover chain. Unless you park the Rover in a "U" shape the third segment of the rover chain will not respond to any driving instructions. Through experimentation and input from other users it appears to be a signal range issue of the driver seat. This is incredibly infuriating as the wiki says the max chain is 4 but I cant even use 3 properly. OS: Windows 10 64 bit pro ver 1803 CPU: Threadripper 1950X @ 4.0Ghz 1.325v GPU: 2x GTX 1080 (SLI) RAM: 64GB Corsair Vengance @ 2667Mhz 1.20v OS SSD: 250GB Samsung Evo 970 NVMe Storage 1: 2TB Seagate Baracuda 7200RPM Storage 2: 4TB Seagate Baracuda 7200RPM (game installed here)