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Under review

Distance measurement to HUD marker

Cris Streetzel 7 years ago updated 7 years ago 4

Knowing the distance to the spot you're looking it is very useful when deciding if you have the O2 to travel there. Add a HUD indicator for the distance to whatever terrain is under the HUD marker.

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Planned

Terrain Sparkles

Cris Streetzel 7 years ago updated 7 years ago 2

The terrain shows intermittent white pixel flashes ('sparkles') as I move. They seem to follow the EW/NS grid, so I assume it is happening on terrain seems. Sparkles are always pure white even at night.

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Under review

Mouse Sensitivity changes with frame rate

Cris Streetzel 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

Mouse sensitivity seems to change depending on my frame rate. It's particularly dramatic when you look at the difference between inside the hab and outside at high resolutions on a low end PC. While the frame rate is acceptable outside (8-9 fps), it takes quite a bit of effort to turn around with the mouse. Inside the hab remains normal with about 15-20 fps.

0
Planned

EVA Suit condition checks and maintenance + field recharge

Ryan Gill 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

Hi, couple of questions, I've played a bit of the sandbox and managed a 15 survive time before realizing I was running out of things to do. It's currently saved and waiting on more stuff to do. It's a lovely game and I like the effects of things. I've actually run myself ragged keeping the supply stocks up so I've had precious little time as a player to actually stop and look at the scenery. 

Anyhow, couple of suggestions:

1. Suit condition and checks. One of the common tropes of hard scifi (and real operations in space or under water) is that you MUST MUST MUST check your suit condition. Condition of seals, abrasions, damage, debris in a seal, etc. Failing to do so is how you EVA yourself to death. Upon re-entry into the HAB, one task would be re-charging/resupplying O2, water and power. So too at the same time would be a check of the condition of the suit and stowage. If we're going to have a possible death due to the Hab Module's Environmental systems failing, then there should possibly be a problem with one's suit as well. Such things should be easily fixed however in most cases. Clean the seals, replace a seal with a semi-consumable part, repair a tear, etc. Spare suits or helmets would also be something one could find to deal with a badly damaged suit that leaks O2....

2. Suit power while performing EVA tasks. I've found my biggest obstacle to field work has been 'my' EVA suit's heater/scanner power and not caloric intake or water/air. If we have the ability to re-charge the air, then we should also have an ability to swap some high current hour batteries in the field too. Some batteries that can be recharged or even built from parts would be useful. Being able to snag power from one of the NAV-points which have their own power would also be handy. Obviously if you draw too much, you may pull it off line until it's power system can re-charge sufficiently. 

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Completed

Calories and ReHydration

cybergrid 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 8

I understand the desire to make the game difficult, but since this is a Mars Simulation and Sandbox at that, the question I have is if we were on Mars would you really be able to only move for a few hours and then your calorie intake and hydration would be that important to were you would die. How long would you really be able to go before you would die of lack of calories and water? Anyway my my suggestion is just a little less punishing in this area. Other than that really enjoying the game.

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Under review

tips for survival needed for the worst astronaut ever

Lee/KLINGON 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

had lots of water bottles then they went :(   was this to up the curve also having trouble with rpg units any hints tips for survival

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Declined

Have stairs on both sides of habitat.

Twilight Sparkle 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

Have stairs on both sides of habitat so that entering and leaving is easier. 

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Not a bug

Spawning / Waking up looking at the floor

StipMister 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 4

When spawning in the habitat and when waking up after going to sleep, the camera is facing the ground. The player has to move the mouse in order to raise the head back up.


I don’t know if this is made on purpose but it would be more practical if the player spawned/woke up facing the opposite wall of the habitat so that he just has to move forward.


Keep up the good work !

Image 53


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Fixed

Navigation Bug | Distance to objectives

StipMister 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 2

When setting up a new objective on the habitat while in still in the habitat, the objective is always measured at about 2000m.


However, when leaving the habitat, the objective distance changes to its normal value (372m or 1065m etc…). In conclusion, when setting objectives in the habitat, the distances seem to be wrong until the habitat is left.