0
Fixed

[0.58b] Dust storm doesn't affect charge rate of equipped portable solar panel

Mr. Fusion 7 years ago updated 7 years ago 6

The portable solar panel recharges the suit in the densest storm as if it was a clear day, while the efficiency of the Hab system solar panels is at 0% even during daytime.


(On the other hand, if not even the portable solar panel was charging under these conditions, there would be no way to surive a storm lasting more than maybe 2 sols. At the moment I'm not quite convinced it's possible even with this "exploit".)

0
Fixed

[0.58b] (Some) Dust storm effects are visible in the exterior airlock room

Mr. Fusion 7 years ago updated by Tyler Owen (Lead Developer) 6 years ago 3

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.

0
Fixed

[0.58b] Dust storm effect randomly turns on/off

Mr. Fusion 7 years ago updated 7 years ago 5

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.

0
Fixed

[0.58b] Electrical system reports offline state on insufficient power level

Mr. Fusion 7 years ago updated by MarsWalker 7 years ago 5

Not sure if it would count as a bug, but it is a confusing change from the previous version: the Electrical system reports being Offline both on its display panel and on the Hab status displays (in red text on the Hab status screen) when it's turned on, has no component failures and has enough components to function, only it does not have sufficient power input, eg. during dusk/night/dawn.


In 0.57 this state was reported as something like "online but not meeting demand" in yellow, which was more descriptive of the state it is in. It is online, only it currently doesn't collect power but still serves the rest of the systems from the reserve batteries.

0
Fixed

[0.58b] Waypoint set from photo resets when Datapad reopened

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

When you reopen (or switch while left open after setting the waypoint) the Datapad to any of its screens after a waypoint has been set from a photo, the waypoint selection gets reset to the center of the map and the compass diamond also changes accordingly.


Actually, it also happens with the custom waypoint: once set, reopening the Datapad resets it to the center of the map as well.

0
Could not replicate

Habitat Alpha - Occasional spawn issue

Lillian Winter 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 2

I had just started a new game to test out the updates I've missed recently. Upon reaching habitat alpha, and testing the systems, I ran into an immediate problem that would force me to start a new game.

The oxygenator had only one storage tank, and so did the water reclaimer. That isn't a problem on its own, however..

The water reclaimer's storage tank was broken from the start, rendering the entire module non-functional.

0
Fixed

Wrong texture on one of the maintenance doors of the Water Reclaimer

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

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.

0
Not a bug

Scanner HUD icons produce "visor flare"

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

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.

0
Fixed

"Manage suit" screen in exterior airlock room may show incorrect Hab values

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

Under certain circumstances, the "Manage suit" display, when accessed from the exterior version of the airlock room may show Hab resource levels from another, previously visited Hab instead of the one the player is currently interacting with.


Here's what I did when I noticed it:

  1. Go to a Hab other than you are starting from and will return in the end to check the issue. (That other Hab may sldo need to be offline, mine was in this specific case, and didn't test if online/offline status makes a difference or not.)
  2. Enter that other hab to the interior version, then exit again. During exiting, note the reserve power and oxygen levels when you are presented with the EVA prep screen.
  3. Go back to the initial Hab, go into the airlock room but do not enter the hab interior.
  4. Interact with either Hab status screens, and note the power and oxygen levels displayed on the "summary" screen (the one that shows all system states).
  5. From the summary screen, open the Manage suit screen.
  6. Here you should see different Hab reserve oxygen and power levels than what the summary screen showed, and the levels shown in the Manage suit screen should be the same what you saw on this screen when exited from the "other" Hab in step #2. Transferring resources between suit and Hab here also uses these incorrect values (as in, they do not update to what they should be for this Hab), and you may actually be interacting with the previous habitat "remotely" instead of the one you're at (haven't tested this yet).
  7. When you enter the Hab interior, interacting with the status screen there will show the correct values on the Manage suit screen. If you exit to the exterior version of the airlock, it will now also show the values for this Hab, not the previously visited one.
0
Fixed

Entering a habitat with the scanner on causes blue squares to appear on the inventory locations

wrongwayjerry 7 years ago updated by Tyler Owen (Lead Developer) 7 years ago 2

Entering a habitat with the scanner on causes blue squares to appear on the 3 inventory locations within the habitat. Bringing up the datapad and dismissing it removes the squares.