0
Completed

Vertical mouse sensitivity too high

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 6 years ago 6

I think the control rework caused mouse sensitivity to treat horizontal and vertical movement at a 1:1 ratio, which means that when horizontal is "conveniently fast", vertical becomes extremely twitchy, the smallest movement sending it to 90 deg up/down.


Previously it felt just right, so trying to reproduce a similar ratio or behaviour should work better.


On a related note, mouse look/control as a whole feels a lot different than before, but I can't quite tell in what way. Maybe as if turning was done in small but fixed amounts and input specifies how many of such discrete jumps are performed...? There also appears to be a loss of precision for small movements, while large/fast movements are capped at a certain rate, so essentailly working the opposite of how it should: slow movement should be smoother and fast should be more coarse.


Actually, I think it's mouse smoothing/dampening working in reverse. Small movements are amplified and large movements are attenuated. The faster the mouse moves across the same distance, the smaller the resulting turn rate becomes.

0
Planned

Flying dust renders behind objects

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

The flying dust effect (dark specks moving sideways across the screen at high speed) renders behind world objects like the habitats and habitat systems, creating strange visuals where against the sky they appear to be flying very close to the player, but against any object they completely disappear, and at the otulines of the object they somehow move from "close" to behind the object and get occluded.

0
Under review

Some storm effects not visible at night

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

Certain storm effects, specifically the "near" fog, the grainyness and the flying particles are either not present at all during the night, or not visible enough in the light of the suit lamp to be noticeable at all. Essentially it feels as though there was no storm at all, except for the storm sounds and the red hue of the "far" fog on the night sky.

0
Completed

RTG feels too powerful (or power generation is unbalanced)

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 6 years ago 16

I believe the idea behind the RTG was to be able to power one system without the use of solar panels for that one system. However, currently the RTG is much more powerful than that: when installed to the Electrical system, it can keep the battery fully charged at all times with 3 of the 4 systems turned on (turning the 4th on brings Electrical to "not meeting demand" state, so that's the tipping point), without local power (all solar panels at 0% due to a storm) to those systems at any time of the day (for several days).


While I've never actually tested if it's the same if Electrical is powered to 100% with solar panels, but if it is, then that feels wrong too as it would be the same case: you only need 100% charge in the Electrical to run 2 other systems without any local power there at all.

0
Fixed

Options > Controls settings reset to default

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 2

The settings found in Options > Controls occasionally reset to their defaults for no apparent reason, either on game exit or game launch (can't tell which since the settings file is not human-readable to check it between sessions).


The game exits gracefully, then the next time I start and load the current save I notice mouse sensitivity being very low, and it turns out all the settings in that category has been reset again. It only happens to these, nothing else changes, Display and Audio is never affected.


Sadly, it's yet another random thing, it doesn't happen all too often, and nothing seems to (have been) different when it does/did happen. I had this in all versions so far, so it's not a new thing introduced with the engine upgrade.

0
Planned

Orientation changes on end of interaction

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

Since you mentioned you are working on some control changes currently, and I couldn't find mention of this after trying a few search terms...


In a considerable amount of cases (I'd estimate maybe one third of them) when you finish interacting with something (hab status console, inventory access hotspot, system status console, system maintenance area, etc.), but more commonly in the case of the hab storage hotspots and the status screens of the external systems, the heading and pitch of the player character's orientation jumps to some random values. It doesn't feel like some kind of buffered input being applied, as there is no transition, the view doesn't "move" to the new position, it "snaps" to it immediately, and it also can happen when you are very careful not to make any excess input while in interaction mode (datapad up). The amount of change in both values seems completely random, sometimes it's just a few degrees, but it can also be up to 180 degrees in heading and 90 degrees in pitch, which is really disorienting when happens, especially the heading.

0
Under review

HUD battery icon ahead of percentage

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

When the suit battery is charging via the portable panel, the battery icon is "ahead" of the charge percentage display, as in, for example when the charge reaches about 65%, the icon jumps to what I'd take as 90%, and at 85% charge readout the icon goes to full already.


It's about the same for the entire range, however, I think the difference is somehow bigger when the level is going up, and feels more accurate when it's going down starting from full.

0
Completed

Recent research into dust devils

darker99 7 years ago updated by Tyler Owen (Lead Developer) 6 years ago 9

Quite recently a paper on dust devils on Mars was published: https://arxiv.org/abs/1708.00484


Three quotes that could be of special interest to you (Brian Jackson et al. 2017):


"Instead, we can adapt their formulation for our estimated typical, actual diameter of 13 m (Figure 9), which gives an occurrence rate ten times higher, 1 event per sol per km2. [...] This estimate includes detection biases and a population average should be used instead of typical values, but these results are roughly consistent with terrestrial field studies that estimate 40% of dust devils lift visible amounts of dust (Lorenz and Jackson, 2015)."


"Figure 8 (b) shows the resulting Γobs distribution. Consistent with estimates of the distributions of dust devil widths (e.g. Reiss and Lorenz, 2016), wider devils are less common than narrow devils, and Figure 8 (b) shows a power-law model for the differential distribution with index -1.6 provides a reasonable fit.
The distribution also declines for dust devils narrower than [...]18 m, seemingly at odds with the results of Reiss and Lorenz (2016), which conducted a visual survey of dust devil tracks and reported a population dominated by devils with a diameters < 10 m. However, the apparent decline on the narrow-end of the distribution is likely the result of selection bias in Ellehoj et al. (2010). Given the typical wind velocity of 5 m/s measured at the Phoenix site, a devil with a width ∼ 10 m would produce a signal with only a ∼2-s duration."


"For example, the devils with the deepest pressure profiles seem to occur preferentially around mid-day local time both on Mars Ellehoj et al. (2010) and the Earth Jackson and Lorenz (2015)."


Which means that for the 25 sq mile map (about time you Americans finally switched to metres now that even Myanmar and Liberia are converting) there should be around 64*0.4=25.6 visible dust devils per sol, skewed towards midday. They should be generally small at around 10m diameter or less, although a rare one might reach a width of around 100m. They should move at a speed of some 5 m/s on average.



0
Answered

Has oxygen production rate been changed?

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 6

I seem to be getting considerably less oxygen in 0.59 / 0.59.1 than in the previous versions, so much so that I'm slowly running out of oxygen even though the reoxygenator is running constantly, while in previous versions I have always been bulding up a healthy excess over time, and I'm doing things in the exact same manner / pattern than before so my oxygen usage should be about the same.


I have a suspicion that oxygen production may be stopping completely while the player is not "near" the habitat; maybe outside of terrain load/unload range? Can't think of any other reason why I'm getting much less oxygen than before as when I'm in/around the Hab, it seems to be producing about 6L / hour, and if it continued to do that while I'm away on a 35-40 hours long exploration trip, I should be seeing quite a lot in reserve once I'm back, but it's actually not even enough to refill the canisters I used up while away.

0
Planned

Emergency light illuminates airlock room through wall

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 1

The faint red light in the main room of an unpowered Hab also illuminates the airlock room as if the wall between the two rooms didn't exist. If the light actually comes from a separate, second light source in the airlock room, then there should be a visible representation of it (maybe one of the light sources in the airlock could glow in red).