0
Fixed

Interacting with system slots does not lock movement

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

When you interact with component slots (including solar panel mounts) or the status display of a hab system, you can still look and move, being able to walk away from the system with the Datapad left open and remove/replace the component or repair the slot from any distance.


As I recall, previously (prior to 0.61.1) you got locked in place while interacting with anything that cause the Datapad to come up.

0
Planned

Hab status display has repeating lines that fill the screen

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

The hab status display issue is still present in the public 0.61 version. At one time when I interacted with the status console inside the hab, the status screen came up with the heater's power status line filling the entire screen for a few seconds, then it went back to normal.

0
Fixed

Weather app resets map zoom

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 7

When the map is left zoomed in, opening the weather app screen at any time resets it to the default full view.

0
Planned

Dust devils pass through habitats

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

Dust devils can enter the area/volume occupied by the habitat model and even stay inside the model for a long while before moving on. While this is likely an extremely rare thing to happen, it still doesn't look right when it does happen.


I don't know if there is an animation or effect for when the dust devils appear and disappear or they are always spawned out of sight to avoid the need for such thing. If there is, they could simply dissolve when getting closer than a few meters to a habitat, and if there isn't, they could temporarily get a specific movement direction away from the habitat location when they get into the vicinity of one (in a radius large enough so that they can't touch the systems and the solar panel mounts either) instead of the normal random wandering behaviour.


This is probably an issue with anything else large enough for a dust devil to visibly pass through it, such as the PRT model.

0
Fixed

Discovery issue with landing pod

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years 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.

0
Fixed

Indoors walk speed while outside

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years 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.

0
Fixed

Why only 4 out 6 lights are lit in the airlock when depressurized?

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 3

Is there a reason why only 4 out of the 6 lights are lit in the airlock room when it's depressurized?


The difference in color and light level, compared to how they look like (all 6 of them) when the airlock is pressurized seems to hint at that they may be in a lower power mode, so turning 2 of them off on top of that feels a bit unnecessary.


And if it is the reason, I think the pattern is not the best, since the middle and one of the side pairs are lit. If the two side pairs were lit instead, they'd better illuminate the equipment lockers along the sides of the room, or if only the center pair would be lit, it would save even more power and provide even lighting to the whole room.


(In case they are different, I noticed this at the South-West habitat location.)

0
Completed

Photos taken can become (cheaty) glimpses into the future

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 5

Since the photos taken during a game session are stored independently from the save file itself, if progress is lost for any reason (crash, quitting, death), then any photo that was taken between the last save and the time the progress was lost will still be available the next time the player continues from the last save, effectively showing things and places the player did not encounter yet in this restrored/continued game session.


While this can even be kind of a good thing when, for example, a crash occurred, allowing the players to retrace some of their steps, but if it was a "proper" loss of progress, eg. an in game death, then it can be used for cheating to quickly rediscover locations the player isn't supposed to know about as not having discovered yet at the point the save was made.


Maybe when a game is restored/continued from a save, before the gameplay starts, the game should check the sol and time stamp on each photo belonging to the current game and delete any which was "taken in the future" compared to the sol and time of the save that is currently being loaded.

0
Under review

Exterior version of airlock room much brighter than interior

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

When hab power is off and thus the internal lights are off, there's a very visible difference between the light level of the exterior and the interior version of the airlock room, whereas it shold be practically the same. The exterior version has a rather bright indirect ablient light level coming from nowhere even when the door is closed (at night it almost feels like being brighter than outside), while the interior version is pitch black, save for the red emergency light.

0
Fixed

Sprint breathing sound missing when continuing from a pop tent save

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

When continuing from a save made by resting in a remote outpost / pop tent, the breathing sound when sprinting will be missing until entering then exiting a habitat for the first time in that game session.


There was a similar issue a while back when starting a new game, something about certain sounds being initialized only when going through the airlock cycle to exit a hab; this probably has the same cause.