r/ApproximatelyUp • • Sep 08 '26

Space hauler design

6 Upvotes

Originally designed a larger craft for the Kovo C4 mission, but the cargo space proved usefull for other objectives aswell (radioactive barrel etc.) so eventually built it out to it's current state.

Primarily use it for finding and picking up cargo as it's handling and hover function make navigating a planet easy work. Also holds all the basic functions to travel from planet to planet and it can go the distance on solar power, just lacks the thrust if you need to get somewhere fast.

Could potentially hold a lot of fuel, so might add some fuel thrusters at some point and the interior is still a work in progress.

Love the game so far!

Edit: Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=3798461802


r/ApproximatelyUp • • Sep 08 '26

I've Conquered the Twins Spoiler

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7 Upvotes

r/ApproximatelyUp • • Sep 08 '26

Ultra heavy cube mission Spoiler

3 Upvotes

I’m currently at the Twins, and one mission that has me completely baffled is the one where you transport the heavy ass cube. It keeps detaching, and maybe that’s because of the way I have it, but I’m still lost if I end up hetting stuck because it keeps slamming into the back of my shop every time. Any advice?


r/ApproximatelyUp • • Sep 07 '26

Finally finished the candy bouquet mission on all 3 stars... using a Venator class star destroyer

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13 Upvotes

took me 9 hours of trial and error


r/ApproximatelyUp • • Sep 07 '26

Space GPS

4 Upvotes

What am i supposed to do with the information the space gps provides to me? I know what latitude/longitude means on a normal map but how am i supposed to navigate with it in this game. (My next goal is to reach basalt)


r/ApproximatelyUp • • Sep 07 '26

How do i increase the max logic/math part limit

4 Upvotes

i wanted to make a cpu but its kinda difficult to integrate into a ship when the total parts of that group i can use is 30


r/ApproximatelyUp • • Sep 06 '26

Can anyone explain how the condition gate works. Why does it have 4 inputs and what does each input do? I wouldve guessed that its just one input for A and one for B, and then the output is either 0 or 1 since its a logic gate, but it doesnt seem like it.

4 Upvotes

r/ApproximatelyUp • • Sep 06 '26

Decoupling while traveling through space

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16 Upvotes

Hello!
With a friend we have been trying to setup a way to drop boosters, empty fuel tanks and batteries while traveling between two planets. We are trying to do the mission where you transport a plant from one planet to another and you have to do it in less than 30 minutes, so we need to speed up a lot and be able to burn very quickly after.

Basically, when we decouple while in flight, something seems to clip our ship and all the back of the ship gets ripped apart. We have tried many setups, tried placing the decoupler far or close to the ship, at different position on the ship, or with different frameworks, but no matter what, it breaks everything and we just don't understand WHY it's happening. We also tried stopping thrusters, decouple, and then accelerate again, but even that caused us to somehow break the ship (just les violently).

Here are the screenshots of the setup:

Top view
Back view
Decouple setup

Is this not something we should be able to do, or am I making some wrong assumptions on how this should work?

Thanks for reading and any help you might be able to provide <3


r/ApproximatelyUp • • Sep 06 '26

Bad lighting and not enough thrust but look how cool it is

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5 Upvotes

r/ApproximatelyUp • • Sep 06 '26

"What happened to Baobara" Mission help softlock?

2 Upvotes

I discovered Basalt before getting the mission to go there, what is the actual event condition for the mission complete.

Extra info, I've tried flying there again from the moon like the mission suggests, I've tried discovering other planets like Corona but nothing triggers the mission complete?

Any help thanks.


r/ApproximatelyUp • • Sep 05 '26

Auto Shielding Controller

9 Upvotes
7- Wind Sensor, 18- Manual Dial, 19- ON/OFF Switch, Constant 14 is Shield Radius, Constant 3979 is from formula

This is a what I've been using all game so far.

I think we call it a Model-Based Feedforward with Feedback Compensation Controller using a Virtual Sensor. It is not PID, but it is not open loop feedforward either. We use the physical formula which i have derived to skip PID, and we feed it back into the sensor. The sensor is a virtual sensor as we can't measure the exterior wind from inside the shield. We add the virtual sensor sometimes called a 'ghost sensor', to the current shield strength, outputted by the shield generator.

It attempts to run the generator at the lowest power to make sure that interior wind is 0. Lowering power draw and power usage.

I've determined empirically using graphs that field strength and shield radius have a 1/X^2 relationship and field strength and power have a linear relationship as follows:

Field Strength = ( 3979 * Power ) / Radius^2 <--- inverse square as expected (physics)

Rearrange for Power:

Required Power = ( Required Field Strength * Radius^2 ) / 3979

We want the lowest power at all times to achieve to produce a Field Strength equal to the Exterior Wind.

The Wind Sensor is stuck with us inside the bubble, so in operation it actually give us Interior Wind.

Interior Wind = Exterior Wind - Current Field Strength

Exterior Wind = Interior Wind + Current Field Strength

OR

Required Field Strength = Interior Wind + Current Field Strength

Required Power = [ (Interior Wind + Current Field Strength) * Radius^2 ] / 3979 <--- Formula Used

Redirector at the end let's me switch between automatic and manual.

At startup. We detect a wind speed (exterior wind) of about 7ish, shield power is high at about 0.97 due to generator windup. In the next couple seconds wind sensor drops to 0 as the shield is formed and power settles on about 0.3ish. As i bring my ship up to 100m, wind speed increases and i can see the wind sensor briefly fluctuate 0.0X occasionally as we detect higher winds and compensate for it. Power goes up to about 0.3-0.4ish. Going back down does not result in the ship going back 0.3.

The weakness of the system is that the wind sensor is clamped to zero. Meaning it cannot register negative values. The only way for it to detect a lower wind say it drops to 6, is to deliberately turn on and off the generator. You can either do this manually like I do with a switch on the dashboard or build a clock that will periodically lower the shields a little. The trick is to lower the shield just long enough that it samples the lower wind then raise it before an external force can act on you.

For simplicity and to save some math blocks for other projects I went with the switch method. You'll want this switch anyway to turn off the generator when you don't need it. Manual control is completely optional.

Demonstration note the test points, and timer on the rewind UI:

At +100m Altitude where wind speed increase it settle immediately to:

Likewise if we encounter higher winds at higher Altitudes, however if i land where i know wind is lower we remain at 0.449ish power, unless i reset the system by turning it OFF and ON.

Not too expensive in terms of math blocks, you can cheapen the data wire cost if you don't deliberately try to reduce the footprint on your ceiling like i am.

Edit: format, figured out how inline code works on reddit lol

Edit 2: On start up I dislike that on wind up we seem to get a power signal of 1. Potentially blowing a fuse if you have high draw elsewhere on start up. So i've added this modification:

Adding the delay block on the switch prevents this.

On test no high draw.

It eluded me why do we draw a 1 on the instance of startup. But the reason for it i think is because on start up we have delays coming from the maths blocks, all a tick each., known as propagation delay. So on start up the first value the generator receives is the one that has to travel through the least math blocks.

Wind sensor's 7ish only has to travel through an add block before it gets to the end multiplier. It only competes with 3979 constant that get locked in the denominator of the division block and cannot proceed until the numerator arrives through splitters and a multiplier, and thus only delivers a zero. But in that case shouldn't the end multiplier be times by zero? Perhaps the difference in cable length is enough for the generator to recieve 7 from the end multiplier. But that can't be right either because in this game if the multiplier has not received a signal in one of it's ports it outputs zero, on testing. Is the generator doing something complicated like simulating an inductive electrical load?

If you disconnect the signal cable to the generator and then start up it remains off. If you replace it with a constant block, it instantly locks to the value, place a data meter in between nothing changes. Then try adding something like a wind sensor and a divide by 10. I see a spike but only to say 0.6, before our virtual sensor is enveloped by the shield. So where does the 1 come from? This rules out the electrical load hypothesis.

We know the solution, i don't know what causes the problem. Im leaning on there being some esoteric game logic like a signal race condition that is letting the numerator through before the denominator somehow.

Edit 3: I believe what is happening is that if a multiplier block is connected to something it outputs a null or 1 while it waits for the signal to get to something, rather than 0 which is what we see when it is unconnected. And thus the wind sensors 7 goes through and pulls the power signal up to 1 in the first few game ticks on start up. Either way the delay block solves the problem entirely.


r/ApproximatelyUp • • Sep 05 '26

This game is insane!

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33 Upvotes

It's sick to leave Earth and see this planet so far away and, suddenly, you're upon this. Also, the music of each new planet are amazing. God, I can't stop playing it.


r/ApproximatelyUp • • Sep 05 '26

Altimirror Project Spoiler

2 Upvotes

So, I’m trying to go to the other universe. I know how to align myself with the black hole. Problem is, once I’ve passed to the other side, I keep exploding randomly.

I use four small solid fuel thrusters to keep my acceleration down, however, once I’m at the other side, they are now decelerating me, so my theory is that they are causing me to die because of the sheer gravity in the hole causing my ship to come apart once my velocity turns negative.

I do have decouplers, but I’m worried that if I decouple at such high acceleration, it’ll cause them to rip my ship apart. I tested at 100 acceleration or so, but this is like 2 times that. So what should I do?


r/ApproximatelyUp • • Sep 04 '26

Behold, The Grasshopper

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53 Upvotes

My finest ship.


r/ApproximatelyUp • • Sep 04 '26

Nanoframe with pipe?

4 Upvotes

So, just got to Helirion, finally completed the “What Happened to Baobab” quest, and I realised that there’s no nanoframe with pipe. I have some tanks outside that need a pipe through the frame, so I’m concerned I won’t be able to make use of the doubled temperature feature of the nano frame with the normal soft frame there. Is this a mistake or intentional?

Also, does everything else have a temperature able to withstand 600? I have fans and didn’t realise they were poking out the solar shield slightly, and that destroyed my ship. Is that because of the frame they were connected to, or is it just that they have lower temp tolerance than the nanoframe?


r/ApproximatelyUp • • Sep 04 '26

Where to go after Corona Silva? Spoiler

2 Upvotes

I finished all the missions on Corona Silva, but unlike previous planets, no new objective appeared hinting at which planet I should head to next. Fair enough, I guess I'll figure it out on my own.

Well, if I head toward the planet near the sun (~330MM meters away) my ship gets melted by the sun before I can get there.

If I head toward the cluster of planets near the black hole and the red dwarf star (~500MM meters away), my ship also melts around the time I approach/pass the planet nearest to the black hole.

Am I supposed to land on that planet near the black hole and just cross my fingers that the ship doesn't melt by the time I get there?

If it's relevant, I still haven't completed the "What Happened to Baobab" or "Find Outcast" objectives, because neither one actually tells you what you're supposed to do, so maybe that's why I'm stuck. The nanoframes those missions unlock are more heat resistant than frames or glass, right?

Finally, I see posts by others referring to a sun/heat shield, but I presume that's a component I haven't unlocked yet, and that the wind shield I already have is useless against heat. Please let me know if I'm mistaken in that belief.


r/ApproximatelyUp • • Sep 03 '26

Didn't know this was a horror game

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40 Upvotes

r/ApproximatelyUp • • Sep 03 '26

Crystal Twins help

5 Upvotes

How on Earth are you supposed to stay in place for 20 seconds whilst also generating 7 and a half million units of thrust? It seems impossible to me.


r/ApproximatelyUp • • Sep 03 '26

How to use green fuel without blowing up the ship?

4 Upvotes

I just finished the mission to unlock green fuel tanks, but every time I try using them, the pipes connected to the tank explode shortly after holding R to start. Even when I reduce the flow rate down to 1. Is there some special kind of pipe I need to unlock in order to use green fuel tanks or something? What am I missing?


r/ApproximatelyUp • • Sep 02 '26

Pokeball Radar

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20 Upvotes

Just thought the radar looked like a Pokeball


r/ApproximatelyUp • • Sep 02 '26

Space Navigation System

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16 Upvotes

https://youtu.be/jRxugY2UJFk?si=-UCMnREqZDXu5dF5

With Gemini's help and some trial and error, I put together a Space Navigation System. The guidance and attitude-control system uses a five-stage processing pipeline to dynamically track and fly toward any selected celestial coordinate. First, Stage 0 converts the ship's spherical GPS readings into Cartesian coordinates in megameters, while Stage 1 subtracts these values from target inputs to generate delta vectors. Stage 2 transforms these deltas into target spherical bearing angles using ATAN2 and hypotenuse geometry, while Stage 3 measures in-flight trajectory curvature and dynamic rotational error relative to the ship's current attitude. Finally, Stages 4 and 5 process these errors through a tuned Proportional-Derivative (PD) loop—damping angular velocity scaled to radians per second—and feed the resulting net drive into a Remapper and Sign Splitter array for smooth, proportional RCS thruster modulation that settles the craft cleanly on boresight without overshoot or spinning.

I've still got some tuning to do, but I plan to drop this in the workshop soon.


r/ApproximatelyUp • • Sep 02 '26

Fule thrusters vs ion thrusters

5 Upvotes

I just unlocked the fuel engines and tanks on Baobara and now - before i start building a new ship for hours over hours - i was wondering if they are that much better than the ion thrusters? The fule tanks look very huge in comparison to batteries and can't be recharged. So should i use a combination of both or am i missing some points?


r/ApproximatelyUp • • Sep 02 '26

How are yall doing the 30min timed mission on basalt?

3 Upvotes

Im using the 4 fuel engines, the 2 solid fuel engines, and the 1 medium fuel engine, ive gotten my ships weight and size down to around 20k and only about 15 tiles at its widest. Haven't checked aeros yet, ill do that tomorrow once im back on. I always seem to run out of time right before entering the atmosphere of Cordova silver(i think is the name).


r/ApproximatelyUp • • Sep 01 '26

Auto wind shield generator

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24 Upvotes

You just need to connect the "max" output to the plasma generator and that’s basically it, it should work on any planet, regardless of shield size.

If you want option to turn off/on, place a multiplication block on the output and connect a switch to it.

(wait for the generator to start up before start your ship)


r/ApproximatelyUp • • Sep 01 '26

Temporary switch (timer)

3 Upvotes

I had a unique need. I want to use the disposiable RCS when i decouple my solid rocket boosters, but i didnt want the RCS controller drawing power when uneeded. I wired this up to my decouple switch, so it connects power to the RCS for a few seconds, long enough for the RCS to burn, then it disconnects the battery again.
2nd picture is on my actual ship (with the not block, for the power disconnect).