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Exocraft suspension testing - A more than 50% speed boost

Exocraft suspension testing - A more than 50% speed boost

I’ve heard people say that suspension only matters for sliding around, or that it doesn’t apply to the nomad since it doesn’t have wheels. Both of these are incorrect.

All of these tests were done with random S class modules, your numbers may vary with maxed X class modules but the point still stands:

Suspension greatly affects both top speed and acceleration of exocrafts. (As well as handling of course)

The pilgrim

Using hi-slide and grip boost at the same time with -50% forward grip each makes the pilgrim accelerate so slowly that it takes significantly longer to reach its max speed than the colossus does. Using one isn’t nearly as bad but it still accelerates slower than having no suspension at all.

Now a fully decked out pilgrim only has 1 slot available for suspension, and using only drift suspension with +200% forward grip it almost instantly hits a max speed of 41.0.

Unfortunately, the adjacency bonus from the suspension matters here: If you remove suspension entirely the max speed drops to 39.3. If you get 2 adjacencies from suspension you get 42.5, and with all 3 suspensions you can hit 44.1.

You could combine drift and grip suspension for increased acceleration and handling over base, and max speed of 42.5 (Which is what I did, because the pilgrim is impossible to handle with just drift) but you’ll have to drop one of the other upgrade modules to fit it. Choose wisely!

The roamer

The roamer has extra slots available and can fit all 3 suspensions without compromise.

With just drift it hits a top speed of 36.3 very quickly. With grip and drift it hits 37.7. With all three it hits 39.0.

While the acceleration with all 3 isn’t super it’s not bad. The roamer’s larger mass makes it maintain top speed more easily over bumps than the pilgrim, so acceleration isn’t as big an issue.

There’s another reason not to just take grip: With only grip on certain inclines the roamer will floor it so hard it does a wheelie and digs its rear end into the ground, leaving you stuck there facing the sky until you let off the pedal.

I can’t measure acceleration accurately enough to know if adjacency affects the suspensions themselves, but make sure hi-slide is the one with less adjacencies just in case.

The colossus

The colossus has enough slots for all the suspensions as well, and you don’t have to worry about controlling it since it’s too heavy to drift to begin with.

Unlike the layout suggested on nomansskyresources.com, instead of placing the hi-slide next to a suspension, you should place the hi-slide next to an upgrade module for more speed from adjacencies. This makes it go from 35.1 to 36.5 max speed

The nomad

The nomad is where this all started. Turns out it’s easier to measure speed when water planets provide a massive runway for free. Unfortunately the nomad is where it gets complicated and I’m pretty sure these issues affect the other vehicles too to a lesser degree, so I’ve placed it last.

Getting the numbers out of the way: Max speed with 3 adjacencies was 40.0, with 2 was 39.9, with 1 was 38.5 and with none was 37.1.

This is of course depending on where the adjacencies are. I got 40.0 with hi-slide adjacent to an upgrade module, but 37.5 adjacent to the engine or not adjacent at all. The engine probably has a lesser strength rating to put it in xaine’s terms

In the nomad in particular, forward grip affects top speed. While I didn’t measure anything close to this on the other vehicles, the lower forward grip from hi-slide and grip suspension lowers the max speed dramatically. This effect is only offset by adjacency bonuses. Swapping out a single drift suspension for a grip one drops speed from 38.5 to 32.0.

In one direction. In the other direction I’m getting 26.3… Huh?!

It appears the perfectly flat runway I’ve been testing things on isn’t perfectly level. (An artifact of the planet being round perhaps?) The game makes it make a huge difference depending on whether I’m on a tiny incline or a tiny decline. While I couldn’t notice any difference in top speed depending on incline on the rest of them, the top speed on a nomad with lowered forward grip is clearly lower uphill than downhill.

Notably, this difference goes away with drift suspension – then it hits 38.5 both ways. Based on this I have to assume that increasing grip will also increase your speed on inclines. (Though I didn’t bother testing that much)

The nomad also has this “Incline behavior” on water, though I didn’t test it enough to know for sure if it occurs everywhere on water, swapping grip for drift makes it go from 26.3 to 38.5.

tl;dr:

  • Drift > Grip > Hi-slide – Apply them in that order
  • More adjacencies can mean more top speed, but grip and hi-slide suspension mean less acceleration
  • Nomad’s top speed in particular is heavily affected by forward grip
  • More forwards grip heavily affects the nomad on slopes, and probably everything else on slopes too (Though I didn’t test this thoroughly)

My builds below:

  • Nomad and pilgrim dropped a cannon upgrade for double adjacency
  • Hi-slide highlighted in red

https://preview.redd.it/lhw0p68dm34c1.png?width=1606&format=png&auto=webp&s=79eeaa4d84987cbfadab6682cb25611e8e87b938

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The repeatability of sandboxing: One game got it right, and NMS could do it too

Hello Gammers, HelloGames … oh well.

Don’t worry, this is constructive. I have over 500h on Permadeath and countless others in other modes and I am soon restarting all over again, I love this game.

These days I was wondering what made me want to actualy play another “open world survival” game that is so much smaller, and I noticed something. That game has somethings very small, easy to implement, but that ends up creating a strange sense of novelty every time you replay. That game is Subnautica.

You see, in Subnautica you have a small dread of the unknown, of finding something … dangerous. Lurking around. So even when you are an experienced player who literally knows where every dangerous area/creature is, it is still thrilling to get near those areas, to enter and dare the big challenge.

I miss that on NMS. The game has none of that, the most danger you get is tame compared to that. And lets face it, in the vastness of the universe, you are just as likelly to find cute rideable unicorn-bears, as something that will eat you – whole.

So why not do this tiny bit change. Some planets can have something powerful, something sinister, either on the depths of the oceans or the high mountains. And they don’t need to be that big, but should be respectable, visible, loud.

The idea is not to put something that will scare users, that will make someone rage quit they lost their progress. The idea is to put something that has fair warning, that tells you “dude, you shouldn’t be here, I hope you know what you are doing”. And if you are up to it, you don’t need rewards, you only need the thrill of slaying that thing, of putting your foot down (because if you add unique rewards to very hard encounters, the more casual players won’t really like it a bit).

Something that I miss in Subnautica (and NMS), is the possibility of large creatures to actually damage your base. Sure, 99.99% of people wouldn’t build a base nowhere near these dangerous creatures, but what if I wanted? what if I want to dare? Build a base with redudancies and extra layers of protection to stand that sandwork, that winged demon? the treachearous boss abomination?

And same in space. From time to time you should bump into something that will scare you. The random encounters right now are silly, you chuckle and go away, mark down one more encounter you hadn’t experienced yet. But what if you encounter something that tells you …. no, not even going to scan it, I’m out of here.

So, a little sense of awe, of dread, not necessarily always leading to death and loss, but to get out of there, or maybe, let’s face this thing!

And its not even hard to do it. Get some big assets, put huge HP, some good damage (but not one-hit kill), and some rules on where it can spawn (planet type, star system type). Maybe even just tweak the already existing random encounters, and then add some 5 new mobs that could even look the same everywhere, but for that reason … you know what it is, and its time to run.

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Are you new player looking for some tips to get you started? Are you a veteran player with some advi...

Here’s some of the FAQ suggestions we received in our previous FAQ thread. Keep in mind that these are opinions from some of our valued OP’s and you may agree or disagree with some of these. We just ask that everyone remains respectful when replying to this thread and we look forward to your contribution! NMSTG Mod Team

You can also drop a quick tip!

Tip #1: Always try to be doing multiple things. Pick up the portable refiner so you can refine something from your inventory while exploring and mining.

Tip #2: Avoid multiplayer until unlocking the anomaly, can be stranded if not.

Tip #3: Exotic worlds only have 1 fauna so it’s easy to scan all of them.

Tip #4: Need glyphs? All 16 are on one planet here

Q- “I was on the Anomaly and a bunch of expensive stuff showed up in my inventory. What do I do with it? A:” Congrats! Another player has bestowed you with a gift. Most likely it is an item to sell for some quick and easy cash. Usually the item description will tell you what it is used for.

Q: “Help, I claimed a broken ship and now I can’t find my starter ship! Is it gone forever?” A:” If you merely selected to “claim” the broken ship and not “swap” it, then your old ship is still around. If you left it with launch fuel in the tank, you can summon it with the quick-menu. If it does not have fuel, it can be summoned on the Anomaly (once you unlock it), your freighter (once you acquire one).

Q- “Are crashed ships worth repairing?” A-” Unless it is an exotic, no. Scrap the ship at the space station, sell the items it gives you, and use those units to buy a better, working version of a ship in that system.

Q- “Any advice for new players?” A-“For new players, make sure you read the guide in-game. It’s an excellent beginner’s guide for traveling, learning about the alien races, building, and etc. Take a look over the catalogue of items too. Also, I’d strongly suggest mining a massive amount of carbon, oxygen, and sodium. These three items will be some of your most used and critical items in the game

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Community

Question weapon technologies with Sentinel Pillars

Probably a dumb question, however I just wanna know how this works before I commit to doing this.

If you find a MT(multi-tool) at a sentinel pillar could you build and upload a base to servers near that pillar for people to grab the MT, or would it be a thing of once someone grabs that multi-tool its just gone and can not be gotten by anyone else? Just wanna know if it’s better to do the base thing or just share the glyph codes for the planet in which I have found a B-Class royal MT.

submitted by /u/Dragon_Blood23
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Any way to get these storage boxes level?

Any way to get these storage boxes level?

So I’m trying to put down the storage boxes. However, no matter what I try, they always end up being slightly misaligned when I use the snapping function. I already excavated the ground away underneath and placed a floor for them to sit on. What am I doing wrong?

https://preview.redd.it/3v4dl9sqtc1d1.jpg?width=2560&format=pjpg&auto=webp&s=a172f6bdf618dafa0bac3b9ac116a19e49ac81a5

submitted by /u/Herefornow211
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I'd really appreciate some kind of "vault" for MTs and ships.

I’m a collector, and I like keeping unique things. I have a couple of expedition ships, as well as the Atlas Staff from the last expedition. The staff and ships are not in my regular use pool of stuff, but getting rid of them appears to mean that I can’t ever get them back. At the expedition rewards vendor, all these things say “previously claimed.” which I’m assuming means they’re one and done. With such a small number of ships and MT’s that we’re able to keep (relative to the massive number of cool looking stuff you can collect.) I feel like a lot of very precious space is getting eaten up by keeping these unique things.

I feel stuck between a rock and hard place. I want to keep the cool looking unique stuff that I don’t think I can get back if I scrap, but I also would like more room.

Even if we can’t keep anything other than the most essential tech on them in “storage” I think it would be great if we had some way to keep more than just 6 MTs and 12 ships. For a game that’s primarily about seeing everything and discovering stuff, we don’t get much in the way of space for the things that matter.

submitted by /u/Misternogo
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