Your comments

This is such a difficult balance issue. I'm essentially fighting the laws of physics to get any of it to work. I have a single unit that needs to charge a battery that all other units will use the charge from to run at night (albeit at a reduced production rate to make it more reasonable). A potential solution might be to increase the number of required solar panels to charge the reserve battery from the electrical module. So then in that situation it would require 2 RTGs (or double the number of current solar panels) connected to the electrical unit to provide the charge rate that you've described above. I would have to add more solar panel connection slots and another RTG slot though to accommodate for a change this significant. Thoughts?

I've noticed this recently on a testing machine as well. Looking into it.

I have experienced this, though not to the frequency that you've mentioned here. The difficulty is that the FPS controls are one of the few legacy Unity plugins that I'm utilizing and I've heavily modified their code over the course of development. I'm sure it's probably related to some change I made to their code, but it's hard for me to pinpoint the exact cause, especially since it happens so infrequently for me and I can't seem to find a way to reliably recreate the issue. It feels completely random. I'm guessing it has something to do with rotation quaternions being translated to euler angles and vice versa. Quaternions are the bane of my existence.

I agree. When it was originally designed there was no way to recharge your battery passively while on EVA. I can see that this now feels wrong when viewing the bars while charging. I'll review it.

I believe I've found a simple fix for this, but I won't know without further testing if this fix covers all possible scenarios. Will be in next update.

That seems like it would be a new issue. I'll look into it.

Thanks for the report. I'll try to get to the bottom of it. Right now I'm focused on revamping the control options in the game so it might be a few days before I can look into this.

Okay. I'm going to mark this as answered for now, but there very well could be something else funny that I'm not seeing in the code right now (like the hoses not contributing to production impact). We'll keep an eye on it.

I totally forgot that oxygen production is supposed to be impacted by the filters and hoses installed as well. And actually, in the process of reviewing this I discovered that hoses currently are not impacting the production rate at all, even though they are supposed to. So basically, carbon filters are disproportionately impacting oxygen (and water) production. Having broken (dirty) filters pretty drastically reduces your output. I will be fixing this so that hoses also impact production, but both together should be less impactful than filters alone are currently. Hopefully that is your problem and it is not some other more serious bug.

So you are saying that the amount produced is not enough to refill your empty canisters? Could this be because previously you were filling the canisters with the bug that allowed you to fill them even if there was not enough oxygen in the reserve tanks to do so? Otherwise, you are not running a deficit of oxygen correct? If you only used your suit's supply and refilled that for EVAs you should always be able to refill it with the reserves from the hab and never run a deficit. So then I think we are just discussing what amount above that seems reasonable for filling the consumable canisters to extend your EVAs.