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).
When moving between habitats, the status display panel may show the system states of the previously exited Hab under certain circumstances, until the player interacts with the status consoles at which point the display gets updated to the correct states.
There appears to be some inconsistency in this: when I moved from a powered up Hab to an unpowered one, the display was correct (all red). When I moved back to the powered Hab, the panel of that Hab still showed all red even though everytjing was in fact running, until I used the status console there.
Seems to be different from http://lacunapassage.userecho.com/topics/288-058b-dust-storm-effect-randomly-turns-onoff/ as in my case it definitely doesn't turn completely off (not even close). The storm density does change (that's what causes the flicker), but never does it seem unnaturally clear.
Anyhow, the brightness/density of the sandstorm changes with time, like I imagine it would IRL. However, this happens very fast and looks more like a failed lightning effect than a brightness change. I think it would look very natural if scaled to real time, but in game time (1 RL second per game minute or so?) it looks way too fast if compared to YouTube videos of sandstorms on Earth.
By the way, I really like the sandstorms! Just tried the sandstorm start and I actually felt relief when on sol 4 the storm finally cleared after 2.5 days, with power and oxygen running dangerously low!
Although the movement system is good enough as it is, I thought of two areas where some small improvements are still possible:
- You can change direction when jumping / falling. Obviously this isn't possible IRL.
- You climb just as quickly as you walk on level terrain. Even though gravity on Mars is much lower than on Earth, it shouldn't be possible to run up a nearly vertical slope with a speed of many m/s. Right now there really isn't any reason not to walk to your destination in a straight line. IMO it would be more fun if walking would require a bit more planning with regards to the terrain, i.e. find the shallowest approach to get to your destination fastest. Perhaps something simple as (pseudocode) newPosition = oldPosition + Time.fixedDeltaTime * speed * direction * (1 - Vector3.Dot(direction, Vector3.Up)) would work? Even at a 45deg slope it would still be doable at a .707 speed factor, while at more extreme angles it would quickly slow you to a near stop.
I don't know how easy they're to implement, and I imagine you have higher priority suggestions, but perhaps you could 'fix' these in the future :)
When the Hab reserve power is full and the suit gets trickle charged, it sometimes may show a charge level slightly above 100% on the manage suit screen; I usually see 100.4% or 100.7% in such cases. This excess charge can be transferred back and forth between the suit and the hab without getting lost.
This condition may have something to do with having rested for long enough to have the suit fully charged by the trickle during the rest period; I didn't explicitly test for this.
On Windows, if the game is set to a different resolution/aspect ratio that the OS desktop, Alt-Tabbing from the game then switching back causes the game to change its resolution to match the desktop. The change isn't only to the rendering surface, it actually changes the resolution value set in Options/Display too.
It's also worth noting that it takes several clicks (2-3) to actually change the resolution value in Options/Display, as if each resolution setting would have several entries in the list to click through before you reach the next setting, except for where the list loops over from highest to lowest resolution or the other way around.
The Water Reclaimer unit of the North Hab is slightly sunk into the ground, to the point where the storage tanks (especially the last one) are hardly visible/interactable. I can't remember if this was the case before (I'd say not), but it is now. While it somewhat looks like as if the unit was partially buried under dust, it probably isn't intentional.
The power level / charge rate of all hab systems, regardless of how many solar panels are installed, drop to 0% in a storm affected area, while the portable solar panel still charges at the expected very low rate as it did in the previous version.
The patch notes mention a change to power production while in a storm, but not that the 15% charge cap has been reverted and the storm completely shuts down power generation again.
I was examining the new habitat status panel and it displayed the text "Left click too..." so i clicked. Turned out it was the door which was still open. The door closed as you would expect. Not a big deal.
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