Did We Just Get An Update??

MarsWalker 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 1

Steam doesn't tell there was one today but my game is just now telling me I'm playing from an older version. It didn't this afternoon.


Yes. Just a minor bug fix update. Shouldn't cause any issues loading an old save. A larger feature update is due hopefully before Christmas. 


While I'm At It...Anyone?

MarsWalker 5 months ago in Gameplay • updated 5 months ago 4

What does this mean? In this pic I have two working heating elements, but one has the white colored circle. I never knew what that meant. Shouldn't they all be green, if they're in working condition?


Okay, One problem and One Question

MarsWalker 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 10

All of a sudden I can't run anymore. I don't know why. I've checked and rechecked that I am in good condition and also that I have not got the PSP equipped, I don't. I am a bit encumbered though, is that a thing now? Also I am sending a pic and want to know exactly what the part in red means. I'm not 100% sure. I was outside walking back to a habitat.

Edit: Also, I was gone from habitat one for about maybe 3 days and when I got back every wire was burnt out for my electrical and all three heating elements. I know better than to leave them that long but I definitely thought I was back in time to repair any wear and tear. Is this normal? The broken elements were a jab where it hurts, and also the wires. Not finding many wires.


"Switch to Deposit" icon may be missing when opening containers

Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 2

The "Switch to Deposit" icon in a discoverable container's item list is sometimes missing on opening the container the first time, but appears after having closed and reopened the container. Since it's not easy to get a test case for this in regular play and it doesn't seem to happen each and every time a container is opened, I couldn't test which of the below conditions may apply when this actually happens:

  • It's the first container opened since having exited a habitat OR,
  • It's the first container opened in this game session OR,
  • Only happens with certain containers (in the session after which I'm posting this, I got it at a "Downed Satellite" location, but I know I've seen it at other types before).

Not a bug

Portable solar panel charging while inside a pop tent

Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

What the title says. I didn't test if it's the case in both the tent at remote outposts and the self deployed one, but in the self deployed one it does charge.


Discovery issue with landing pod

Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

I can't really tell if it's a global issue as I'm finding landing pods very rarely, but the one at Lat 283.072, Lon -6.5301 doesn't trigger discovery when approached from the rear where the storage container is. I had to circle around and look at its front to get the discovery message.


Indoors walk speed while outside

Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

Occasionally when leaving a habitat, the walking speed doesn't change from the indoors to the outdoors speed after transition and you need to briefly hit the run key to clear this state and get the normal outside walking speed. It can happen randomly any time you leave a habitat, several times during the same game session.


Remote Outpost / Pop Tent interior temp far below zero

Mr. Fusion 6 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

Is the interior temp of the pop tent at remote outposts (and likely self deployed tents too?) supposed to be extremely low (I'd say, maybe half of the current external temperature)? When I entered one at a remote outpost in the middle of the night, the Vitals sceen showed a -45 C temperature while inside, but I was clearly not wearing the EVA suit as most of it was on the ground next to the sleeping bag. So how did I survive sleeping a few hours in -45 C without the suits heater?

Given the presence of the small life support system attached to the remote outpost tents, I'd say its internal temp should be at least somewhat above zero, even if not at +20 C like in the habs.

As for the self deployed tents, I'm yet to be able to make one so I don't know what it comes with. If it also has some kind of life support system (although I'd say that's quite a big piece of machinery to lug about so it shouldn't), then the same should go for that too, and if it doesn't have life support, then the whole EVA suit shouldn't be visibly removed while inside one, only the helmet (and maybe the gloves?) part, and the suit should provide both oxygen and heating. An added feature could be that since the tent is likely well insulated, the temperature could slowly rise and thus the suit heater would have to use less and less power during prolonged stays.


Remote Outpost missing scanner marker

Mr. Fusion 6 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 6 months ago 1

The Remote Outpost at Lat 283.016, Lon -6.5228 doesn't display its white scanner marker from any distance, not even when standing right next to it. The crates around it do display their blue markers properly from about the right distance.

It also had a strange discovery behaviour: it only triggered the "discovered" message when I looked specifically at the entrance area of the pop tent, but it was not actually added to the map at this time. I continued on to the closest WayStat (which was the first one in this game so navigation was offline when I reached the outpost), and when I activated it, the outpost location appeared on the map, but it still didn't have the scanner marker.

(I'm actually not quite sure if locations are added to the map when navigation is offline, but the landing site and the first hab does get added without navigation being online at the beginnign of a game.)


Feedback on the new power system (0.61b)

Mr. Fusion 6 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 5

I played a few hours with the new power system, and in general it appeared to work as expected, but I didn't perform any specific/targeted tests on it, only kept an eye on how it works and if anything seems off.

A few specific issues I've noticed:

  • Systems appear to charge the battery even when they are turned off. I don't think this is how it should work, since it means that all the panel slots effectively belong to Electrical, not to their respective systems. When a system is turned off or has component failures, it should not be able to send charge to the battery, and its charge should be reported as zero on the hab status screen.
  • The Reoxygenator power use line is "stuck", it always reads as 50 even when turned off, and it's added to the total drain on top of the screen. However, it doesn't actually drain power when turned off, only the display shows it all the time.
  • When Electrical is turned off, the charge side of the total charge/drain line should drop to 0, since there's no actual charge happening without Electrical. The systems do produce those units, but at that time, without Electrical, it's not charge as such.
  • There was one time when the hab status display completely broke: most of the text disappeared, and a single line of text (the charge/drain line of the Heater) started to fill the screen first upwards fron where it normally is, then also down to the bottom, and after a few seconds the normal status text returned. It was during a storm, so I'm not sure if it was just some intended but very rare display corruption related to that, but didn't really look like it.

A few notes on balance and possible improvements/changes:

  • The Reoxygenator could switch to the low power state when there's no water available for it (nothing to break down so that part of the system powers down).
  • The water and oxygen production rate is way too high. Since systems are now running constantly, unlike before when they throttled down for the night, they are producing probably close to twice as much as before. Their base production rate should be lowered significantly to compensate for this.
  • Power production vs. use feels a bit high currently (I got about 40% left morning to morning with all systems running and suit charged up), and in part because of that, and in part to make choices between what to turn off a bit more interesting, I think the power use of the three producing systems could be tweaked a little as follows:
    Water Reclaimer: 60/45
    Reoxygenator: 50/40
    Heater: 55/35
    The increase is not as significant as it looks, since the Heater is practically always in low power mode (and the Water Reclaimer is also likely to hit cap after a while and power down, in which case it can even be turned off if you want to save power), so while previously the "nominal" drain from these 3 systems was 50+50+40=140, it would be 60+50+35=145 with these values. I think this would be just enough added drain to make the power budget a bit tighter.
  • Because of the offline systems still providing charge, I coouldn't get really good info on how the power holds up during a storm, but in may be necessary to raise the minimum panel efficiency from 15% to 20%. as changes in the panel efficiency now have a different impact on the power balance than they had with the percentage based implementation.