Currently Hab Alpha (and most likely the others too, but they will cool down by the time you find them) appears to start with an above zero internal temperature (possibly +20 C ?), and then temperature slowly drops from there (usually still being well above zero by the time the player finds it). Since it has been offline for an uknown, but probably long period of time when the player finds it, it should've equalized to close to external ambient temperature typical at that time of day (minus maybe a dampening effect of the insulation, combined with external temp fluctuation between -80 at night and -10 or so at day which would probably average out inside at slightly higher during the night and slighly lower during the day).
The Electrical unit behaves as if it was on regradless of the state of its power switch: its own dispay and the status screens in the airlock report it as "Operational" all the time and the reserve battery is constantly charged even when the unit is turned off with the power switch. Turning it on/of only affects Hab lighting (and the power drain resulting from that).
The unit will go effecvtively offline only if required components are removed (for example, all fuses are removed), but will resume charging once they are put back, without having to turn the unit on.
Some of the white circles which mark various things during the "intro" part of a new game may be visible right from the start, even from inside the still closed escape pod. Out of 4 new game attempts in a row with the Big Storm scenario (between which I've completely exited the game then restarted it) they were visible in 3, marking the Heater, Reoxygenator and Water Reclaimer units before the "intro" has progressed to the point where they should actually appear.
When it this state, the intro will not progress from the "check the status of the systems at the airlock consoles" stage when interacting with the status consoles; the white circles marking the two consoles will disappear but the message will stay on the screen until either of the 3 marked systems (but not Electrical) are turned on, and only then progress to the "turn on the <list of remaining systems>" messages.
This may have something to do with Electrical currently being effectively in "on" state even when turned off: it reports operational state and charges the reserve battery while being turned off (posted as separate report).
1. My HAB was not charged at all and so I slept in my suit, which had enough power and O2, I thought. I only slept for 3 hours and immediately die as soon as I wake up. The "save" should be "before" you sleep, not after you wake up and there should be some kind of warning stating that your suit will not keep you alive if you sleep X long.
2. Also, I came back into a fully functioning HAB, but placed all my O2 and Power into the HAB from the suit while still in the airlock. I immediately go into the HAB, and it says that my suit is not on, but I die of asphyxiation in like 30 seconds. I'm assuming, because it's still reading me as in the suit, with no power and air. I started just leaving a little power and air in the suit when I come in the HABs and haven't had this problem since.
Within the first 6 sols I've had about 7 or 8 fuses fry instantly upon installing and 3 in a row for a way station where I was on a time crunch and didn't have time to now repair a slot at zero integrity. I only wanted to install one at the way station. Is this the norm now? Or is it just my bad luck?
Now that weather stations work I don't see how I can put fuses in them and keep the habitats up and running. If I hang around one habitat too long the others fall into disrepair and I end up using up a lot of components to get them back up and running again. It's like whack a mole. I still feel like things breakdown too fast. Anyway it would be nice to have more fuses, heating elements and wires.
I am pretty sure i found the drill rover and the temporary outpost but i didn't get the achievement.
In the previous version (0.57) there were some drill rover locations that worked and some that did not. I got the achievement when I found a drill rover that actually worked. In the current version they should be fixed so any and all of them should trigger the achievement correctly when discovered for the first time.
There are two kinds of "outposts", the remote and the temporary. Remote Outpost is the one with the pop tent, light stand and possibly some storage crates, and seems to be the more common of the two (I found at least 4 in my latest playthrough). I think I did find a Temporary Outpost in a pre-achievement game, but not yet since then so I'm not sure what that one looks like.
I'd guess what you actually found was a Remote Outpost (for which the achievemenet works, at least did for me) but not any temporary ones yet, just like me.
I was on a really long EVA 10k round trip and i got to the point of dangerous fatigue and i tried stopping for an hour between each hour of walking for the last 2k just to see if that improved anything. I don't think it did. It was hard to tell. It would be nice if stopping would help fatigue - it would allow me to stay out longer.
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