Seems to be different from http://lacunapassage.userecho.com/topics/288-058b-dust-storm-effect-randomly-turns-onoff/ as in my case it definitely doesn't turn completely off (not even close). The storm density does change (that's what causes the flicker), but never does it seem unnaturally clear.
Anyhow, the brightness/density of the sandstorm changes with time, like I imagine it would IRL. However, this happens very fast and looks more like a failed lightning effect than a brightness change. I think it would look very natural if scaled to real time, but in game time (1 RL second per game minute or so?) it looks way too fast if compared to YouTube videos of sandstorms on Earth.
By the way, I really like the sandstorms! Just tried the sandstorm start and I actually felt relief when on sol 4 the storm finally cleared after 2.5 days, with power and oxygen running dangerously low!
On Windows, if the game is set to a different resolution/aspect ratio that the OS desktop, Alt-Tabbing from the game then switching back causes the game to change its resolution to match the desktop. The change isn't only to the rendering surface, it actually changes the resolution value set in Options/Display too.
It's also worth noting that it takes several clicks (2-3) to actually change the resolution value in Options/Display, as if each resolution setting would have several entries in the list to click through before you reach the next setting, except for where the list loops over from highest to lowest resolution or the other way around.
The Water Reclaimer unit of the North Hab is slightly sunk into the ground, to the point where the storage tanks (especially the last one) are hardly visible/interactable. I can't remember if this was the case before (I'd say not), but it is now. While it somewhat looks like as if the unit was partially buried under dust, it probably isn't intentional.
The Sun lens flare is visible (and appears to be at full brightness) even when the Sun itself isn't (unless that small bright spot where the flare originates from is the Sun, but I'm not convinced it should be visible like that at / near the densest part of a storm) due to the density / darkness of a storm.
It's also worth noting that the Sun is still fully reflected on sufficiently reflective surfaces (such as the porthole window and other parts of the airlock door) even when it's not visible at all on the sky due to the dust storm effects fully covering it. It also still casts rather distinct shadows, and the terrain shadow transition (when the Sun goes below a mountain range and the shadow line moves across the terrain) is also much more noticeable than what would feel "right" with the Sun being fully occluded by all the dust.
Some of the dust storm effects, especially the "graining" and the variable density fine dust (that brownish haze which has some "density ripples" in it) is visible in the exterior version of the airlock room. The dust blown particles (the darker, fast moving distinct dots/streaks) seem to disappear correctly once in the airlock room.
Partially related, that the sound of dust hitting the EVA suit (helmet?) also doesn't go away when inside the airlock room even though there should be no wind in there.
The (variably) darkened sky and lowered sight distance during daytime caused by a dust storm tends to turn off/on at random intervals (going to normal, full bright sky) ranging from a short flicker in about a minute to effectively completely turning off indefinitely, while the wind blown particles are still visible flying around.
It also happens with the night time version of the effect, at least I guess that the storm version of the night sky is the deep red haze instead of the usual black sky with starfield. The flickering seems to be of the same frequency as during the day at that specific location.
It may have something to do with how far the player is from the center of the storm inversely, at least the closer I got to the WayStat that was reporting the lowest visibility, the frequency and length of the darkening effect turning off increased until it completely went away. Moving away from the center seemed to cause it to gradually turn back on more and more frequently.
It is also possible that it actually has more to do with where the player is on the map. I seemed to have the effect more consistently on in the North-East area of the map, gradually turning off while moving towards South, and almost completely gone around the location of the East Hab location.
On the bottom part of the inside of the right side maintenance door for the carbon filter compartment, there is a texture which looks something like part of a significantly shrunk texture atlas for the Water Reclaimer model: you can identify the inside and outside texture of the left side door, and other surface features of the Water Reclaimer model.
On the Reoxygenator and Heater systems, there is a sheet of paper in this location, looking like a maintenance log or something. I'm guessing a similar one should be here too instead of what is there now.
When the scanner is active, the location icons produce "visor flare" effects similar to sunlight or other external light sources do. It's the most noticeable at night while a white location icon is currently in the field of view and the field of view is being moved around.
It isn't necessarily a bug, more like an implementation issue: since these icons are projected onto the inside of the helmet visor, they shouldn't create these flare effects as those are the results of external light being scattered on scratches/dust/etc present on the outer surface of the visor.
I'm consistently getting noticeably degraded performance while being in the North-Eastern quadrant of the map, in the general area of the (possible) Hab location there. The most noticeable symptoms:
- Transition time from hab interior to outdoors is about 50% longer than elsewhere, accompanied by constant drive activity for the whole duration insted of a "burst loading" behaviour observed at other locations.
- Outdoors movement is sluggish/choppy.
- Game frequently freezes for 5-20 seconds with constant drive activity for the whole duration. These freezes don't decrease in frequency / severity over time as they would in the case of OS level memory management / paging or background process management.
On one occasion the game also crashed the video driver during a transition attempt from hab interior to exterior at this location, then locked up and had to be terminated manually. I don't recall of having ever had a crash/lock up of any kind before this occurrence.
While my system is just around the minimum requirements of the game, I have no performance issues whatsoever elsewhere in the game world, save for a bit of transient stuttering upon "sector load" (when you get the "loadng" text while moving around outdoors). This is the only area where the game goes from "hey, it runs fine even on this toaster" to "ok, this is nearly unplayable" even though the terrain doesn't seem to be any more complex here than elsewhere, nor can I spot anything else that would warrant this level of performance drop.
I wonder if there's some world building issue involved; such things typically occur when there's something wrong with the map geometry, like clipping/culling panes are missing/incorrect, parts of the terrain is duplicated with a small offset one instance being on top of another, excess objects have been left under terrain level (thus loaded but not visibly rendered), LOD is not being applied correctly etc.
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