0
Answered

Hab airlock cycle delay removed?

Mr. Fusion 2 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 month ago 1

I don't know if this is an intended change, but it seems that currently entering/exiting a habitat (going through the airlock cycle) effectively doesn't take any in game time at all, while previously exiting took about 40 minutes and entering about 20, if I recall correctly.

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Completed

Reduced charge rate of Portable Solar Panel

Mr. Fusion 2 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 month ago 3

I'm really not sure about this change, since it means that it's no longer possible to be power positive during EVAs at all, you will only lose charge and thus have to use backup batteries if you want to stay out for longer than about a sol (if even that). And then you might as well not bother with the portable panel at all: it will not charge the suit anyway, but it will make you unable to run, so what's the point?


I agree with that the previous rate which allowed several recharges during the daytime and constantly dumping the excess into the hab battery was cheaty, but the reduction is way too much. I'd say it should be able to restore at least 50% of the suit capacity over a full daytime period when using the scanner only sparingly in that time. This would greatly reduce the cheaty part (since the suit capacity is much smaller than the hab battery, standing around for 30 real time minutes to gain a small amount of extra for the hab is all but efficient) while still keeping the panel useful for actually, if slowly, charging the suit and not just slowing down the depletion during the day.


50% recharged would still barely cover the power use during the night even when scanner and suit light is used very sparingly, and not at all if the light is used through most of the night, so it would still likely promote using a backup battery or two, which on the other hand is not a bad thing.

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Planned

Repairing broken slots may yield intact components

Mr. Fusion 2 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 week ago 3

When I repaired a failed tank slot on a Water Reclaimer which was filled with the large canister (the metal one, not the bladder type, can't remember the exact name at the moment), I got the good version of it which I could immediately put back.


When I repaired a failed fuse slot with a broken fuse in it, however, I got a broken fuse as expected.


Since testing all slots/components in game would be difficult, maybe a thorough review of the functionality would be better to catch any similar mistakes.

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Fixed

Displayed repair time doesn't match actual time taken

Mr. Fusion 2 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 month ago 4

The game time that goes by while repairing system slots appears to be about 4 times as much as the repair message says, eg. 10 minutes being displayed will result about 40 minutes passing.


On a related note, maybe now with the changed time scale there'd be more headroom to set different (maximum) times for repairing different slots, some being simpler (such as fuse slots) while others likely more complex (eg. circuit board slots, RTG cradles etc.), maybe in the 10-60 minutes range or so?

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Thanks

PRT! I Don't Know About Anyone Else But....

MarsWalker 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 2 days ago 10

This game just got SUPER MORE FUN!! I love the PRT! I love it! Perfect speed too! You can use an RTGenerator in them too. Just AWESOME! As soon as I'm better situated I can't wait to take it for a ride around the perimeter. See how long that takes me, and if electrical will be problematic. I've been airborne a few times I know, even though it's hard to tell because of the limited view to the immediate ground, but I had to be! And it never tips over! I LOVE THAT! I hope you never change it. I like it just the way it is. It's a blast, hahaha. I <3 You!

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Under review

Photo Suggestion

MarsWalker 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 1

It would be great if we could take a photo of our Hab's inventory, or a storage container's content, but we can't. Whenever I'm at another hab I forget which items I left at another one. I've taken to taking screenshots of the inventories so I can look at it that way but I have to x out of the game to look at the screenshots and I have to organize outside of the game. It's not a big deal I know. Would just save some time. I'm not going to walk back to another hab just to see if it has what I need only to find out it doesn't, lol. Also, I'm not sure if we can label in-game photos, but I can't figure out how.

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Answered

Small Question

MarsWalker 3 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 months ago 4

Did my suit battery charge up fully upon being in the hab? Or am I imagining that?

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Fixed

PRT Inventory Issues

Molestation Station 4 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 2

PRT inventory becomes unavailable during 100% dust storm. Not very fun, while trying to move from hab to hab. Also, do dust storms cause extra wear and tear to things? A total of four fuses, one circuit board, two wires, a filter, a heating element, and three hoses broke during the time I was just there. 

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Fixed

"Drivable Rover" become airborne!

Molestation Station 4 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 2

The PRT or whatever it's actually called spawns about two meters from the ground for me. Still has beacon, but no collision.

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Planned

Suggestions and Feedback

Molestation Station 4 months ago in Gameplay • updated by Aaron MacDonald 3 months ago 8

I feel like this game is just missing a lot. It's still fun to play, but at times it's just boring.


Many survival games I have tried or followed on steam fall into the trap of having no idea on what to occupy the player with, and just flood you with food and water needs.


This is what this high potential game has started to fall into. It's extremely unrealistic, especially for this high detail realistic simulator. It's disappointing.


We should be be given other things to do. Maybe dust storms posing a bit more danger, perhaps mining, greenhouses, testing soil.


Maybe establish some sort of trade with Earth. Maybe some sort of contract system with private companies back at Earth.


Don’t become the eat and drink simulator I feel this game has already become.

Hopefully I didn’t come off as rude!