A clearer indication of how critical the vitals are, or rather, when do the levels become actually life threatening would be nice as currently it's not really clear. Several times I had all 3 lines in both hunger and thirst being deep red for quite some time and still didn't die as apparently there's still some margin after that, but it's not clear how big is it and how can you tell how much time you have left.
What also seems confusing/inconsistent is the "Organ Integrity" line in the Exposure section as it doesn't seem to be linked to anything and feels to be just changing randomly.
What would make sense (to me, at any rate) is that first the hunger/thirst/exhaustion stats start dropping line by line, slightly influencing the organ integrity stat. Then, once say 2 of the 3 categories have reached the "all 3 lines red" state, organ integrity would also start dropping rapidly, and when that reaches red, you WILL die. If during this final stage you can get the number of red lines from 6 (3 x 2 categories) to 5 or less (even if just slighty above, to orange) by eating/drinking/sleeping, organ integrity stops dropping, and if you have more green lines than red, organ integrity slowly starts gettng back towards green too, up to the "average" condition of the rest of the stats.
Radiation exposure and low core temperature, on the other hand, would directly lower organ integrity (below what the other vitals set it to), so that you can die of hypothermia or a fatal dose of radiation even when your other vitals are in the green.
There is no "tilde" key on many non-English keyboard layouts, so the current "autowalk" key assigment is effectively non-functional for non-English users.
Datapad controls (arrow keys + enter) may get locked in an unresponsive state at times: the selection highlight is missing, but you can hear the sound made when moving it as you press the arrow keys, however, hitting Enter doesn't activate anything so it's not just a visibility issue. You have to hit Esc to dismiss the datapad, then bring it up again and then it'll work correctly.
I couldn't yet find a clear pattern or reproduction method, but three times it happened after a failed world object interaction (left click on something which then produces an error message): once when I tried to access a "buried container" cache without an excavation tool and thus getting a message telling me that, and twice when I tried to pick up a deployed solar panel with not enough inventory space, again with a message about it. Opening the datapad after these events had it in this "locked" state. However, unlocking it and then trying the previous interaction again did not trigger the issue a second time, so there seems to be some other factor to it too.
(My current hunch is that it happens only on the first such failed interaction per play session, and I have a test case in my playthrough which did it once, so I'll try to fiddle with it to see if I can get it to trigger on purpose by some combination of actions.)
The Documents / Equipment and Documents / Crafting Plans sections of the datapad don't scroll their entry list when there are more items on them than what fits on the screen, but the selection higlight moves down to the non-displayed, offscreen entries and they can be opened by hitting Enter. Given how two areas are affected, it's likely that neither of theses kind of views can actually scroll properly, except the other ones don't have enough entries to need scrolling.
I found 2 sites so far which contained 3 deployed (standing on tripod or opened and on the ground) solar panels, a large, a medium and a portable one. However, the scanner doesn't pick them up / mark them with the blue rectangle marker like it did with all other "non critical" sites I found so far.
While it could be argued that they are somewhat easy to spot, but that would also be true for the "buried RTG" site due to the tall and very visile warning flag (I spotted that one a lot sooner than the scanner), yet, that one is picked up by the scanner white these panels aren't, so I'd call it an issue.
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?)
The description of the portable solar panel says it prevents running when equipped and gets unequipped when entering a Hab. However, currently neither of those happens, so either the description needs to be updated if the current behaviour is intentional, or the item needs to be fixed if it should work as the description says.
The portable solar panel should start charging 1 hour later (07:00 instead of 06:00) and stop charging 1 hour sooner (17:00 instead of 18:00) as currently it already starts charging when there's just barely some light on the sky and still charges when it's already gotten practically dark. Yes, we're 15(?) years into the future, but I doubt we'd get super-efficient photovoltaic cells by then which can provide a charge with the faintest hint of sunlight.
When repairing system slots and solar panels, the controls remain frozen for about another second after the "repair blackout" already ended, which gets really annoying after a while. I think this control lock should be removed when the "fade in from black" begins, not with a delay after it has already ended.
The windows of the habitats (and the airlock door portholes) are dark from the outside regardless if the habitat is powered on. While I understand the interior is not modeled in external view, at least a combination of emissive textures and local lights could be used to emulate light coming through the windows when the habitat is powered.
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