0
Fixed

Datapad may be in incorrect position after loading a "pop tent save"

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 2

Continuing the game from a save made by resting in an outpost / pop tent can cause the Datapad to be in a weird position when brought up, off screen to the right, up, and about 45 deg tilted so only about two thirds of it is visible. It looks somewhat as if it was "frozen" in an offset position which is normally seen when falling off heights/jumping/etc with the Datapad up.


It only happens under specific circumstances:

  1. Make a save by resting in a pop tent.
  2. Exit the pop tent.
  3. Quit to the main menu, then go to Sandbox > Continue to reload the save.
  4. Bring up the datapad by any hotkey while inside the pop tent, and it will be in the incorrect position.
  5. Quit to the main menu again without leaving the pop tent.
  6. Go to Sandbox > Continue to reload the save.
  7. Bring up the datapad by any hotkey while inside the pop tent, now it will be in the correct position.
  8. Leaving the pop tent then quitting and reloading will break the Datapad again, and so on across #2-#7.

Apparently some state data is not purged / reinitialized correctly between game sessions, and when loading a save made on the pop tent map, this leftover something, which is present only while on an exterior map (reloading a save when the previous session was on the pop tent interior map doesn't do this) causes some kind of interference.

0
Planned

Remote Outpost / Pop Tent interior temp far below zero

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

0
Fixed

Remote Outpost missing scanner marker

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

0
Started

Feedback on the new power system (0.61b)

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years 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.
0
Fixed

Discovery issue with specific WayStat

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 2

The WayStat at Lat 283.07, Lon -6.4651 triggers the discovery event only if looked at from certain directions and being very close (a few meters) to it. From any other direction you can walk right up to it and it won't get discovered until you walk around it to find the right spot and distance.


I noticed this at a few times but since it's not possible to test once discovered, I wasn't quite sure about it until now.

0
Fixed

Autowalk disables "strafe"

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

I'm not sure when did this start, in 0.6 or 0.61, but in 0.61 autowalk disables left/right (strafe) movement, while in previous versions it worked.

0
Fixed

East hab location waypoint marker off

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

The waypoint marker of the East hab location is off by approximately 50 meters to the South-West from the habitat entrance.


I've noticed this several times but kept forgetting to actually report it.

0
Planned

Incorrect shadows in "Materials" and "Equipment" storage

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 4

When the Materials and Equipment storage compartments have very few items/boxes in them, some of the shadows the storage elements not currently visible would cast are still visible on the back of the compartments.


In the Materials area there is a very noticeable black area consisting of multiple overlapping rectangles with the rest of the back surface being lit as expected, while the back of the Equipment area is just completely unlit compared to how the back of the Consumables area, or the non-occluded parts of the Materials area look like.

0
Answered

Ya'll got my money, when am I going to get STORY MODE?

SGT Charlie 6 years ago updated by Charlie Schuhart 6 years ago 2

Simple Question. This game's been in development for 5 years now... I think it's time for Story Mode to come out finally!

Answer

Unfortunately I don't have an answer that will satisfy you. It will be released when it's finished, which will probably still be quite a while since I'm currently working on regular updates for the survival mode. I'm only one person and I'm doing what I can. Every mechanic that is being worked on for the survival mode will also benefit the story mode.

0
Fixed

Datapad discards "too fast" keyboard input

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

The datapad seems to not react to keyboard inputs that happen "too fast" (not actually too fast, only fast for what's processing them) after one another (eg. quickly pressing and releasing the same direction arrow more than once), resulting in the selection not moving at all. Previously this wasn't the case: the datapad controls had a small delay, but you cold "queue" keypresses and all of them were effective with that small delay in between them.


Also, after some time datapad controls started to produce several (usually 2-3 per keypress) of the "clicks" that happen when the selection moves for a single keypress, and these clicks are heard even when the selection itself doesn't move for the above reason.