While being inside a powered up a habitat, once the habitat reserve power got charged to 100%, the EVA suit starts to receive charging as if it was somehow linked to the Hab's power system. It may be intentional, but I think it would look kinda funny to run around with an extension cord attached to the suit to get it charged "on the go" like that. :)
When you fill an empty canister with oxygen at the crafting station, the habitat's oxygen reserves are not reduced by the appropriate amount, effectively creating oxygen out of nothing. This creates an exploitable(?) loophole:
- Fill empty canisters at the Crafting Station inside the Hab.
- Exit the Hab.
- On the outdoors version of the airlock room, bring up the suit supply managing screen, and dump most of the suit oxygen into the Hab reserve tank.
- Use an oxygen canister to refill your suit.
- Repeat steps #3 and #4 until you run out of filled canisters.
- Reenter the Hab and start over from step #1... Infinite oxygen without the oxygenator (nor the water reclaimer) running.
When you enter a habitat with one or more systems being offline, sometimes you will transition to the interior with the helmet on, while other times with the helmet off. There doesn't seem to be any factor that determines this, you can enter, exit then reenter the same habitat without changing system states and one time you will have the helmet on, and another time you will have it off (I even ended up once without a helmet in a habitat with none of its systems running, then when I exited and entered a second time, I had the helmet on).
However, even when you have your helmet off, you will still drain suit oxygen and/or power depending on the state of the oxygenator and heater systems.
I tested with this:
- Start in a Hab with all systems turned on.
- Exit the Hab, turn off the oxygenator and reenter the Hab.
- At this point, I almost always have appeared inside with the helmet on.
- Exit the Hab, wait a few seconds outside, then reenter.
- More often than not, this second time I've appeared inside with the helmet off but still using suit oxygen.
During testing, there was one time when I had the helmet on even on the second entry with the oxygenator turned off, but not on the third. In none of my current test runs did I ever have appeared inside with the helmet on again once I had a helmet off entry (but previously there was one time when I first loaded into an unpowered habitat without the helmet, then a second time with it so it does happen the other way around too sometimes).
When replacing non-electrical components like filters or storage tanks while the hab system is powered up, they throw sparks like electrical components would, but they don't actually break (as they shouldn't).
Since the sparks were added as an indicator that you shouldn't replace electrical components while the power is on, for the sake of clear feedback and consistency, it should happen only for those components, not for all of them.
(I know there was a thread about all this somewhere, system repairs and feedback on powered state, but I couldn't find it by any relevant search term I could think of.)
The current navigation and scanning functionality offers little incentive to discover, activate and maintain WayStats; you need to activate only one and you get the whole navigation package in one go. While the addition of weather monitoring at some later time will make the advanced part (fuse slots and fuses) of it more important, the base function could also benefit from a more gradual bonus approach and some added/extended functionality:
- No active WayStat: no navigation related functionality at all (no compass, no coordinates, visited locations not marked on map, photos taken not tagged with coordinates, no position tracking on the map, "No nav" text instead of compass), 300 m scan range.
- 1 WayStat: compass display, Habs and WayStats can be waypoints, 400 m scan range.
- 2 WayStats: coordinates display, visited "white" locations marked on map, white and photo locations can be waypoints, 550 m scan range.
- 3 WayStats: position tracking on map, custom location can be placed freely and set as waypoint, 750 m scan range.
- 4 or more WayStats: distance to "pings" shown in scan mode even for unvisited locations, 1000 m scan range, (visited "blue" locations marked on map?), (scan "pings" immediately marked on map with generic icon without having to actually go there first?).
Additionally, each active WayStat could slightly (maybe by 50 meters, up to 500-600 meters max?) increase the detection range for "blue" locations.
my two cents... again...
Being a survival game, I think the portable solar panel couldn't charge the suit's battery when flashlight or scanner are on, due to the energy used to maintain body temperature (which could be variable depending on the environment temperature).
In other words, the portable solar panel just could charge the suit's battery when no other device is
Maybe around noon it might, due to more incidence of solar energy.
Can't use data pad. No matter what I do it just does not respond to the controls and yes I have messed with the settings and tried wasd and arrow keys. All it wants to do is go to the exit button. Why not allow us to use the cursor like all other games.
I really like this game but the time scale compared to how fast you walk is totally wonky. I just died in a 12+ hour walk over 5 kilometers. A 5k walk should take somewhere under an hour in the real world. Three times that (or 3 hours) would be reasonable while wearing a "space" suit and carrying how much ever gear you have.
I understand the logistics of he the game and the balancing of every thing but come on.
And automatic waling would be nice. Currently I jam a screw drive on the W key...
Is it intentional that it's not possible to add items to an existing drop container on the ground?
Some kind of warning would be useful to tell the player that drop containers don't persist between entering and exiting habitats nor between play sessions, so anything stored in them will be lost eventually (unless they should persist and it's actually an issue).
It could aslo be useful if the scanner could detect them as blue sites with the same range limit and behaviour as it does with the "regular" blue sites.
A good portion of my time in game is moving over areas I've already explored.... getting back to the edge of the unexplored zone, getting back to hab, moving between habs. It would reduce the tedium if we could fast travel in a manner similar to Fallout. Once a location is visited, we could initiate fast travel on the map. The game should indicate the cost in calories, water, and O2 and confirm the choice - similar to the way sleeping is done. The consumption costs could be set slightly higher than a manual trek to eliminate any 'cheating'.
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