Yeah, that material got corrupted in the last build. I should have a fix for the next update.
I've revisited this and completely changed the trigger method for door closing so this shouldn't be an issue in the next update.
It wouldn't be very scientifically accurate, but that doesn't mean that we couldn't still do it. It's just that the wind on Mars is enough to pick up microscopic dust particles, but it's not enough to actually move larger objects like windmills very well. The atmosphere is just too thin.
Yeah, I'm still experimenting with that. I'm working with the ambient light to also try and make the lighting models more consistent between the loaded and unloaded airlock versions.
I hit a major bug that is only showing up in the build and is not visible in the editor, so that is delaying the update release. Part of the bug affected the lighting of the habitats so I had to rebuild them. That gave me an opportunity to revisit this idea and I was able to implement it. It looks really nice.
So far I've got light coming in the hab from outside, but I can do the outside windows too.
I've got a basic implementation of this for the update going live now. I'll have a few additions to it in a patch later.
Yeah, that's certainly one possibility. The positioning and animation of the pickaxe hit are actually more complicated than you might think though, so it's not a quick fix. Low priority right now, but thanks for the feedback.
Thanks for the report. I'm about to put out a performance improvement update tomorrow so that may help prevent this from happening. But I'll look into exactly what happened here to see about a specific fix.
I personally would like to do this too, so I will try to find a solution.
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