Why will my ship not hover?
Check Power and Data paths, thruster orientation, velocity meter direction, and whether atmospheric thrusters are usable in your current environment.
Approximately Up hover guide: vertical thrusters, velocity meters, and logic blocks for stable altitude — pad-test before missions. Verified August 2026.
Vertical thrusters and automation FAQ.
~9 min read
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This Approximately Up hover page separates the confirmed build → wire → fly → land loop from details that still need a current-build check. Approximately Up starts on Earth. Build modular ships in the garage, route Power and Data cables, fly first-person from inside your craft, land on Planet Stations to unlock permanent launch points, and complete delivery missions to unlock new components. Solo or up to four-player co-op on Steam. Use it as a garage-side reference, not as a promise that every unlisted binding, wattage, or thruster limit matches every patch.
The practical goal is simple: make one safer ship decision at a time, keep Power and Data intact after a crash, and turn a successful landing into a permanent Planet Station unlock. When a result is uncertain, rebuild near Earth and compare notes after you recover.
| Fact | Detail |
|---|---|
| Platform | Steam PC |
| Mode | Solo or up to 4-player co-op |
| Core setting | Earth start · ~15 unique planets · Planet Stations |
| Topic | Hover |
| Intent | Stabilize vertical thrust / altitude hold |
| Source | One common community tutorial pattern — not an official recipe |
| Parts often used | Velocity meter · data router · accumulator · remapper · adder · multiplier · NOT gate · switch · data cable |
| Port reminder | Blue commonly output · yellow commonly input — confirm in-game |
| Source boundary | Steam listing and current player-observed guidance; unconfirmed details are marked TBA |
Start with a manual lift bank: vertical thrusters or fans on one lever so fly mode already goes up and down. The steps below follow one widely shared community hover pattern (velocity meter into logic blocks, then merged back with the lever). Other working layouts exist — treat numbers and block order as a starting example, then retune for your thruster count and mass.
The reliable foundation is the same whether you fly solo or with a crew: start on Earth, bolt modular frames and thrusters, route Power cables for energy and Data cables for control signals, then pilot first-person from the deck. A ship that looks finished but has a dead battery or a missing Data path will not fly the way you designed it. That is why hover advice should start with ports, orientation, and a recoverable garage test rather than with a supposed optimal mega-build.

A useful first flight tells you what failed: an unpowered thruster, a reversed Data port, an atmospheric thruster used in vacuum, or an RCS battery that died mid-roll. It does not automatically tell you to enlarge the hull. Pause long enough to name the failure, fix the circuit, and decide whether the next test can stay near the pad.
This avoids a common early failure: the crew launches a huge Workshop import, crashes far from Earth, and then cannot tell whether the problem was mass, wiring, or thruster type. If the current craft becomes confusing, a smaller rebuild that lands once is a successful session rather than a wasted attempt.
In co-op, say the subsystem, the symptom, and the intended fix: “RCS pitch dead, battery empty, swap cell,” is more useful than a long description. Solo players can apply the same discipline as a mental checklist. The game rewards decisions that leave you a second option when the first thruster bank fails.
With that baseline in place, the next question is not “can we fly farther?” but “what does continuing cost if the circuit fails again?”
Hover decisions should keep a manual override. Automation that you cannot defeat with the lever is harder to debug than a simple fall.
Use the table as a decision aid, not a hidden-stat calculator. Approximately Up has large modular ships and evolving community knowledge, so a precise number without an in-game check is less useful than a conservative threshold: protect a working circuit when recovery is uncertain, and test risky ideas only when you can still rebuild from a known station.

| Situation | Action | Why it is safer |
|---|---|---|
| Ship falls with lever at zero | Recheck velocity meter direction, Power on fans, and Data port colours | Most “broken hover” cases are orientation or cable mistakes |
| Ship climbs forever | Reduce remapper/multiplier gain and retest near the pad | Over-gained loops fight landings |
| Logic blocks are dark | Confirm Data cables and any required Power on powered blocks | A pretty circuit with no signal does nothing |
| You need a mission landing | Keep the manual lever in the merge so you can still descend on purpose | Pure auto-hold without a down command strands approaches |
Deleting a long cable run, launching with disposable batteries near empty, or committing to a Moon approach with no RCS reserve can remove options. Before doing any of those, confirm what the ship keeps if the attempt fails. If the answer is “a dead hull with no station unlock,” choose the reversible option first: rewire, test hover near the pad, or land at a closer Planet Station.
That same habit makes progress steadier. One secure station unlock can change every later rebuild; a speculative crash often repeats the same first minutes with no new parts.
Matched by build plan, shared topics, and guide progression — not random related links.
One common beginner tutorial hotbar uses a switch, velocity meter, data router, accumulator, remapper, adder, multiplier, NOT gate, and data cable. That set is a community example, not a complete official parts list. Exact remapper numbers in any video are starting points — read tooltips in-game and tune for your thruster count and mass.
Avoid turning a single player report into a universal rule. A report can be valuable evidence of a wiring pattern, yet it may come from a particular unlock state, thruster mix, or patch. Record the context before copying it: which planet, which thruster types, whether Power and Data both reached the block, and whether the result was repeated after a rebuild.
A meter that does not face the vertical axis you care about will automate the wrong motion — fix orientation before blaming the recipe.
The useful follow-up is to connect this observation to the broader loop: does it make launch safer, reduce wiring confusion, change the Moon approach, or simply create a new risk? If it does not answer one of those questions, do not let it pull you into a larger hull before the current circuit works.
In that community pattern, the lever signal is added back so hover assists instead of replacing the pilot entirely.
The useful follow-up is to connect this observation to the broader loop: does it make launch safer, reduce wiring confusion, change the Moon approach, or simply create a new risk? If it does not answer one of those questions, do not let it pull you into a larger hull before the current circuit works.
Copies of a community pattern fail when thrusters lack Power, when atmospheric fans are used outside usable atmosphere, when Data input/output sides are swapped, or when remapper ranges do not match your craft. Treat the pad as the laboratory — do not debug hover for the first time on a Moon descent.
A conservative guide is especially important while the live knowledge base is still growing. The Steam description confirms the broad systems—modular frames, Power and Data cables, atmospheric and electric thrusters, Planet Stations, missions that unlock parts, and up to four-player co-op—but it does not publish a complete numerical database for every block. Tables on this site therefore distinguish a confirmed loop from TBA details instead of filling gaps with invented wattages.
If the lever cannot lift the ship alone, no copied automation chain can invent thrust.
If the observed result matters to your next flight, verify it again after a patch or compare it with a concise report in the community. Keep the claim narrow: “this happened with this thruster layout” is more useful and more durable than a broad claim about every ship.
Specific remapper constants from one tutorial craft are not a universal law; retune and label uncertain values TBA.
If the observed result matters to your next flight, verify it again after a patch or compare it with a concise report in the community. Keep the claim narrow: “this happened with this thruster layout” is more useful and more durable than a broad claim about every ship.
Check the current build before treating a named binding, numerical power draw, channel name, exact thruster limit, or complete part roster as settled. The official Steam page is the source for the game’s core premise and player count; the verified Discord is the best route for patch-sensitive questions. Do not use copied invite links or anonymous “full databases” as authority.
Check Power and Data paths, thruster orientation, velocity meter direction, and whether atmospheric thrusters are usable in your current environment.
No. This page documents one common community pattern. Confirm unlocks and retune gains for your ship.
No. Keep a merged manual input so you can still climb or descend on command.
No. This guide labels build-specific values, full part rosters, and unverified names as TBA rather than guessing.
Next: Moon landing guide. It continues the decision from this page into the part of the loop that keeps your next flight recoverable.
Matched by build plan, shared topics, and guide progression — not random related links.