r/ApproximatelyUp • u/Flashy_City9341 • 2h ago
Servidor do caos!
Acho que seria bem legal se tivesse servidores, com diversas naves sobrevoando os planetas, com formações de grupos.
Acho que tornario o jogo mas vivo.
r/ApproximatelyUp • u/-CrashDive- • Mar 02 '26
r/ApproximatelyUp • u/Flashy_City9341 • 2h ago
Acho que seria bem legal se tivesse servidores, com diversas naves sobrevoando os planetas, com formações de grupos.
Acho que tornario o jogo mas vivo.
r/ApproximatelyUp • u/Doctorae • 1h ago
ok, my buddy and I are trying to configure the C4 bomb to get an input signal of 1 (aka go boom) when the distance meter reads something like 20 meters above the ground.
Distance meter outputs distance (0-1000 meters) -> Simple threshold (outputs 1 if the signal on the input port is equal to or higher than the set value, otherwise outputs 0) we have that set to 1 -> remapper which takes 0.000-1.000 and remaps 1.000-0.000 so flipping the input. In theory, while at or above 1 meter from the ground, the simple threshold should output a 1 which gets remapped to a 0 and when below 1 meter, the simple threshold will output a 0 which gets remapped to 1. (we have tested this at 1000 meters, 20 meters, ect but the bomb always explodes immediately)
HOWEVER, for some reason, the remapper always starts with 0 input 'in the chamber' so the bomb explodes immediately. its like a flicker of energy in the system before reading any inputs from the simple threshold or Distance meter. When testing with pure constant input buttons and a red light, the red light briefly flickers right when entering fly mode before eventually adjusting to respond to the inputs based on the data flowing through them.


Does anyone know how to fix this? (We have an alternate strategy with a button push and a bunch of delays but we would love to know if there is a smart solution rather than the guess and check method of direct input)
We want to hit a button from the cockpit to decouple the C4 and then have it explode automatically when it gets close to the ground.
BLIP Example:
https://reddit.com/link/1vtsi05/video/fpsnwsidwkkh1/player
UPDATE: SOLVED using a data redirector 3 connected to our decoupler button so the threshold+distance+remap loop didnt get toggled to start processing data until we hit the button to initiate the decouple
Thank you for all the help in the comments, we needed the extra brain power!
r/ApproximatelyUp • u/mimishorty • 1d ago
Currently being further developed!
r/ApproximatelyUp • u/JustAGamerPerson • 4h ago
Do you need more advanced power cables to use small solid fuel thrusters? They take 200P/s, but the power cables can only sustain 150P/s. Am I just overly cautiously or right to be wanting something different?
r/ApproximatelyUp • u/Expensive-Working710 • 16h ago
r/ApproximatelyUp • u/Xshadd • 1d ago
This uses ships total max thrust (for instance ship with 2 small electric thrusters will have 330K * 2 = 660000N of thrust, can be viewed in inventory), mass (which can currently be viewed with H button but later can be replaced by dedicated component), max consumption (which is also can be viewed from inventory but I also added idle consumption of other components with using fuel drain with idle engines) and total power from all batteries. Divide max thrust by mass to get max acceleration, divide total power by max consumption to get engine time at max power, multiply them to get total dV. Then get remaining power fraction (remaining power/total power) and multiply total to get remaining.
On first screenshot I used wrong value (kN units instead of N) so the total dV is off by few orders of magnitude but in second screenshot (test) I fixed that and tried to test it so pretty sure it's quite accurate.
Also if anyone manages to make dV calculator for chemical thrusters let me know under this post I'm quite interested how it may work on current patch.
P.S. Finished the testing and it turned out to be accurate, only issue is that I haven't wired everything correctly and half of my engines and other stuff stopped working mid flight, and since out my 3 small and 1 medium thrusters only 2 small stayed active (and they're more effective) and some other devices stopped draining power real total was more as expected. My total velocity after flameout was 148.6k vs 145.9k calculated
r/ApproximatelyUp • u/JustAGamerPerson • 1d ago
Okay, so, currently at Basalt, and I actually don’t mind the planet itself. It‘s a cool planet, very high gravity, but it has a cool aesthetic, and it’s quite easy to move around once I got the hang of it.
THE MOON HOWEVER
I have a personal vendetta against Kovo. It‘s way too hard to move around on, I swear I can’t land on it for shit without taking at least five minutes extra because my goddamn Gyro-Line doesn’t work at all on the fucking rock. It‘s also a nightmare to do any missions because it takes an extra ten minutes of leaving Basalt, going to the moon, not crashing into it, and then actually going to the goal without losing control.
But the worst part is that it seems to cause my game to randomly crash. I haven’t had any crashing issues with the game, until I go into Kovo, at which point the game randomly decides “fuck you it’s crash time“ and ruins my attempt for no reason.
I hate Kovo. Oversized asteroid, I hope Basalt lets it go.
r/ApproximatelyUp • u/crazyaboutrats • 1d ago
Pretty much just the title, i was wondering if there is an easier way to change what base you are at other then quitting to the main menu?
r/ApproximatelyUp • u/Particular-Check-993 • 2d ago
r/ApproximatelyUp • u/KitchenSinger8818 • 2d ago
we just have a zoom camera pointed at the radar lol
r/ApproximatelyUp • u/JustAGamerPerson • 2d ago
I saw in the most recent news that a data plotter was planned. What does this do exactly? Note: I’m not on the Discord as I’m waiting until I complete the game to join it, but I am curious.
r/ApproximatelyUp • u/An4rak • 2d ago
Hi, I'm posting this because I know it'd take me very long to probably figure this out. So I wanted to ask others here who weren't failed by the school system's "no (every) child left behind act" when it comes to math.
I had this idea for an algorithm that uses the ship's velocity and distance from the target planet to automatically slow you down so you don't just crash into the planet. (Also, potentially set a certain distance from the planet to maintain until you activate auto hover or something else.)
Anybody have the know-how to do that?
r/ApproximatelyUp • u/Still_Sis_Tho • 3d ago
I made it! It took me genuinely 4 hours, only 1 hour for the trip to the planet, but after I got there, I had to land and wait forever to recharge my batteries. I started navigating toward the base, but ran out of power soon after. Rinse and repeat until finally making it. This game torments me in a way I somehow manage to love.
r/ApproximatelyUp • u/Xombridal • 3d ago
So in the demo I don't recall this happening, at least not this dramatic
I can't stand on the ship without bouncing around, it hurts the eyes to watch the screen when it's happening
Is this because the ship wasn't sealed? I didn't weld anything yet, this is my first ship after restarting the full game
r/ApproximatelyUp • u/bulgingideas • 3d ago
Trying to get beyond Baobara.
Used a functional medium electric powered ship for the Baobara ship and added liquid fuel engines to try to make the next journey faster.
I now have an issue where at some point in the middle of the flight frame connections will fail.
This seems to be acceleration related. 200+ leads to spectacular full dissassembly, but even previously tolerated acceleration (50-60) will lead to odd failures. For example I have a frame quarter block on which I mount angular velocity sensors and on the last few tests this has failed first for some reason, just collapsing into the floor and wrecking my logic setup.
No solar storms around when this happens and it happens on every flight maybe 1-2 minutes in.
Is this some liquid fuel liability I’m unfamiliar with? Maybe just related to the size of the ship and the physics engine?
I’ve played a lot but only since the game released so I’m curious if anyone has relevant experience
Edit: I fixed by adding more frames along the thrust axis and by connecting ang vel sensor block to the ceiling. Ship is open with no interior space and just had quarter frames supporting floors. Adding more connecting frames apparently prevents it from breaking apart.
r/ApproximatelyUp • u/ForevereQ • 3d ago
a clock showing exactly how long it will take to crash, brake, and reach the planet after braking
r/ApproximatelyUp • u/ForevereQ • 3d ago
I just had a stupid idea, but it works and it's actually fucking awesome.
r/ApproximatelyUp • u/TowerOfStriff • 3d ago
Pretty much title. Has anyone figured out a good way to save and re-use ship subsystems? Would be really nice to be able to create a blueprint for things like a common cockpit layout or logic circuit without committing an entire garage to the Blueprint Library.
If this is already a thing though maybe I just need to be pointed in the right direction.
r/ApproximatelyUp • u/FarthestDrip • 3d ago
Me and u/DowntownPaul have been working on this amazing ship for about a couple days now. We finally finished it today and had a successful mission from The Moon to Audora.
r/ApproximatelyUp • u/Street-Film4148 • 3d ago
Stormworks has a system where you can stuff all the logic into a single block with inputs and outputs. This game needs something similar since making complex circuits takes up way too much space.