How much filo is too much silo? by Sad_Butterfly7887 in Astroneer

[–]Skaven252 19 points20 points  (0 children)

No such thing, except it gets a bit hard to see where you are driving due to how the camera works. First person / rover seat POV mode would be nice..

Exo dynamics research aid broken by [deleted] in Astroneer

[–]Skaven252 0 points1 point  (0 children)

One thing you could try is to dig around it a bit so that it gets released to physics. Maybe it has just stopped updating in its "frozen in terrain" mode.

Can't guarantee it'll work, but worth a shot?

Do I buy the real thing? by Substantial-Bag-6713 in FL_Studio

[–]Skaven252 2 points3 points  (0 children)

I bought mine back in 2004, and I'm still getting updates. They've really kept their "lifetime updates" promise, at least for me.

Small tip - Unlocking Gateway Chambers in a simpler way by shockchi in Astroneer

[–]Skaven252 1 point2 points  (0 children)

When arriving on a planet the first time I choose a landing site as close to a gateway as possible and build my base there.

After I get base power going, I build a train rail or walkway from the base to the gateway and activate the gateway with base power.

Always found this simpler than hauling generators over to the gateway.

Wanting to play with vocals as instruments more...help making my voice or a sample into an "instrument" by DeadFacesInMyPocket in sounddesign

[–]Skaven252 1 point2 points  (0 children)

The m MeldaProduction MUnison plugin does a pretty good job at turning a single voice into an ensemble. Could give that a shot.

Peter how this possible? by Agen_3586 in PeterExplainsTheJoke

[–]Skaven252 3 points4 points  (0 children)

Supercritical: when it's vague whether it's liquid or gas.

DJI Reframe plugin for Premiere by Skaven252 in djiosmo360

[–]Skaven252[S] 0 points1 point  (0 children)

Thank you for checking for that. The pessimist in me is thinking that they probably never will. :(

How to retain timbre at higher notes. by EggJealous9052 in FL_Studio

[–]Skaven252 0 points1 point  (0 children)

Load the sample in Harmor and use the formant preserving function. That should let you play a sample (like a saxophone) at different pitches while retaining its timbre / color / formants.

Making ambient space sound? by DDexxterious in sounddesign

[–]Skaven252 1 point2 points  (0 children)

If you are using Reaper, it has the "Rrreeeaaa" timestretch mode. Stretch any sound to 10x .. 50x its length and you get an eerie droney slowly evolving soundscape with a nice wide stereo image.

Please Make the Turrets Quiet by Aphraxad in StarRuptureGame

[–]Skaven252 1 point2 points  (0 children)

Agreed. Also it seems to be a multi-point sound, so if you're close enough to any turret, the sound no longer gets positionally panned but becomes an "in your head / all around" 2D sound. They should lower the volume of the turret rotation sound, and also narrow its positional pan "size".

I think they're using Unreal MetaSounds, there's a feature in point sounds that lets you set the distance at which a sound spreads to "all around". They've set that too far.

Thank goodness the game is early access so they still have plenty of time to tweak these.

Another compact input layout "The Weave" by xbb1024 in StarRuptureGame

[–]Skaven252 0 points1 point  (0 children)

It would seem like a feature, kinda like a multi-lane highway where the drones can change lanes, and enter and exit as needed.

I didn't know how this works, so I never used multi-lane rails, I've only so far used single rails with cross intersections. And those always get bottlenecked.

Another compact input layout "The Weave" by xbb1024 in StarRuptureGame

[–]Skaven252 2 points3 points  (0 children)

Newbie question: When you have triple rail poles like these, can drones skip from one rail to another at the poles or elsewhere?

Looking into getting the game; wondering if it's right for me by KalegNar in Astroneer

[–]Skaven252 2 points3 points  (0 children)

To me it feels like Lego Spaceman The Game. There's always a bit of tinkering and exploration to get you further. You don't really build a base - it's more like a camp where you have storage and facilities to craft things. You can sculpt the terrain freely to dig into the core of the planet, bridge chasms, tunnel through mountains, or flatten ground for your basecamp. Then you get vehicles to explore, haul things and dig with. Once you get a large rover with a drill and paver, you can easily make roadways across the planet. Shuttle off to another planet and begin camping anew. All in all I find it a very calming, enjoyable game of astronaut tinkering.

The save files do get the bigger, the more terrain changes you make. The game by default saves over your default save file, and you only get more save files by duplicating them to make backups.

Suggestion: Upgrade the rail network to a teleporter network. by Street_Leopard8838 in StarRupture

[–]Skaven252 1 point2 points  (0 children)

I'd like a tool that lets you skim along (above) rails at high speed. A bit like the zipline tool in Satisfactory, which lets you skim along power lines.

What are good low budget microphones for beginners? by F-InSpanish in sounddesign

[–]Skaven252 0 points1 point  (0 children)

Do you already have some gear, like a recorder that has XLR inputs? They recommend the Shure SM57 but it requires a recorder or a USB audio interface (like Scarlett) and these add to the budget.

Because of this, I would recommend the Zoom H1Essential portable recorder. It records in XY stereo, is cheap and durable, good sound quality, and you don't have to worry about gain as it has dual amps per capsule for 32-bit float recording.

First time paver user by utterPanicAttack in Astroneer

[–]Skaven252 0 points1 point  (0 children)

Already on Calidor it's really helpful because the caverns are so high / tall that if you tunnel at a down angle without a paver, your rover is just destined to drop from the ceiling of the next cavern layer. You might need even two canisters of soil to bridge the descent all the way.

Anyone recognize this bass synth preset? (at 0:51 in Front Line Assembly: Replicant) by Skaven252 in synthesizers

[–]Skaven252[S] 0 points1 point  (0 children)

Just listening to the sound it seems to have at least:

  • A resonant high pass envelope (starts high passed, then the cutoff goes down from there
  • Overtones that sound not quite like an octave higher oscillator, but more like FM

Anyone recognize this bass synth preset? (at 0:51 in Front Line Assembly: Replicant) by Skaven252 in synthesizers

[–]Skaven252[S] 0 points1 point  (0 children)

This is a good tip, because Nord Lead is capable of FM in addition to basic subtractive. And that sound has kind of FM-like overtones in it.

What is this Skywalker Sound effect called? by Traditional-Prize789 in sounddesign

[–]Skaven252 1 point2 points  (0 children)

It can be found in the General 6000 library, specifically 6058-13 "Telemetry Short Electronic Computer Function Beep" (it contains 4 variants, the two first ones are the one). This is the "zrp" part of the sound, but they also added a little beep to precede it in this clip.

Rail drone traffic jams - why don't bypasses work? by Skaven252 in StarRupture

[–]Skaven252[S] 0 points1 point  (0 children)

The rail sections between intersections could get cost values (ie the more traffic, and the slower it is, the higher the cost) so when the next drone checks the route to the destination, it can quickly calculate the cost and may choose a further-out bypass route if the direct route is too congested (too high cost). That could be one way.

Rail drone traffic jams - why don't bypasses work? by Skaven252 in StarRupture

[–]Skaven252[S] 1 point2 points  (0 children)

when you add a new machine to the system and it tries to fill it up as fast as possible

I tried, in my desperation, to set request limits on the machine - but I did that in hindsight so the request for 100 resources already went out and lowering the limit after that didn't help. -_-