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.
On an Mac. Looking thru HUD, I have these ring of shadows. Some are rectangular, some are elliptical. It's as if some debris is circling above my head and the sun is casting the shadows about 6 feet in a ring. Doesn't affect performance.
Also, at night, I see tiny white specular dots, like fireflies.
BTW, awesome concept and really enjoy what you have done so far. Looking forward to more updates!!
The exterior version of the habitat doors and the surrounding wall panels around them have a "glossy" surface on both sides, which reflects a fake terrain. While on the outside surface of the external door it may even be acceptable (tho it's very apparent that it's a static fake reflection, not looking anyhing like the actual terrain around the Hab), the inner surface (inside the airlock room) of the outer door / surrounding panels and the outer surface of the inner door / surrounding panels also reflects this fake terrain.
Another inconsistency here is that these surfaces are not glossy/reflective on the indoors version of the airlock room.
The stairs leading up to the habitat door cast no shadow from the spotlight above the door during the night, while they do cast a shadow from sunlight during the day. (Can't quite remember if they cast a shadow from the EVA suit headlamp, but I'd say they do?)
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