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I have a suspicion about the collider offset issue possibly being caused by parts of the graphical and physics processing running on different threads/CPU cores, and getting desynced when the game as a whole experiences transient performance issues. At least I seem to recall that newer versions of Unity introduced a higher level of thread separation between physics processing and everything else.


As I mentioned some months back, for some reason I get uncharacteristically poor performance around the North-East habitat location where I happened to find the PRT; the game stutters a lot and there are recurring, long periods of heavy drive activity. Maybe parts of the processing gets properly paused/suspended while waiting for these I/O operations to finish, while other parts/threads, related to managing the colliders, still run on a different core without being also paused, so they "get ahead" of / desync from the rest that got properly paused.


I made a save snapshot of the situation where I observed this: prt_collider_offset_save.zip


The PRT is parked just a little to the right and back from the Hab entrance as you exit, on a slight slope towards the habitat. All I need to do is exit the habitat and walk around for a few real time minutes, bump into the PRT a few times, try to climb on top of it, etc. After a short while it becomes possible for me to clip into the visible model from the side away from the habitat, and the collider itself will be well offset towards the habitat.

Actually, it doesn't even need resting. The colliders are slowly, constantly moving out of the visible model in the direction of the downwards slope of the local terrain. Walking around and bumping into the model/collider from various directions may accelerate this process, but even without that, in a few realtime minutes a distinct offset can be observed between the visible model and the colliders.

Another issue related to resting: the bounding boxes/colliders seem to dissociate from the visible model after having rested, making it possible to partially walk into the model at certain parts, and hitting the invisible, offset colliders some distance away in the other direction. Getting into the PRT and moving it a bit reunites the colliders with the visible model.


The distance and direction of the colliders becoming offset may have something to do with how the terrain is slanted at the spot where the PRT is; is feels as if the colliders were somehow "sliding out" of the visible model in the direction where the terrain slopes downward.

The "levitating PRT" issue appears to occur only as long as the PRT is still at its original location. If it is, every time you enter the habitat it is next to, rest for any non-zero amount of time then exit the habitat, it will be high in the air above the spot it was on the ground before.


Once you have moved it off of its initial spot, this seems to be no longer happening.

This issue (or rather, a variation of it) appears to be back in 0.62. The map zoom level is simply not retained when switching away from the navigation screen then back, or closing and reopening the datapad from/to the navigation screen. Basically, it resets to full view every time the player leaves then revisits the navigation screen in any way.

Yes, I actually felt them being a bit too common at the previous frequency, but maybe it could go just a little bit higher than the current rate. Something that would (if the mechanism makes it possible to estimate it in this manner) result in one possible sigthing in 2-3 sols on average?


Is the visibility/occurence of dust clouds affected by the graphics quality setting? I had to drop that to 4 from 5 due to a combination of a new high resolution display and a really old video card, so if they are, that might be the reason why I seem to get them less often than before.

Could this change somehow have regressed between 0.61 and 0.62? In 0.62b1/0.62 I've seen only 2 dust devils in 12 sols, while In 0.61 I've seen at least one, but usually more than one, per sol.


It also feels as if there were much fewer dust clouds than before. I've explored more than half the map by now, and hardly have seen any areas where they were present.

The first issue doesn't appear to be fixed in 0.62. Bringing up the datapad while already moving causes it to appear in the "far" position and it doesn't move to the "tilted" poisiton from there.

Sols do last for 24:40 (or so) in game time.


As for the ratio of game time vs. real time, I kinda agree with it being a bit too fast, given the amount of time things like various UI interactions take. I mean, on a normal in game day I get up around 4-5 AM, eat, drink, restock suit water supply, swap out a few oxygen canisters if any, take a look at the hab reserves, then head out to do maintenance and possily go to do some exploring. And by the time I step out of the airlock, it's already past 7-8 AM, so something that would reasonably take something like 20-40 minutes in real time (not counting in cycling the airlock, so let's allow some time for that too), takes 3-4 hours in game time, mostly because of the number of UI interactions required vs. the rate at which game time goes by during the real time needed for them.


The same goes for things like moving items from a discoverable container to suit inventory. In real time, it would take only a few minutes, but in game time it'll take hours, literally, to pick up a few dozen items from a box.

I carry about 5-6 for my longer exploration trips (typically up to 2 sols), and when there's excess oxygen in the hab,  I fill up spare ones. Depending on various circumstances, I'd say I'm actively using maybe 10-12 of them, half with me, half stored at my primary habitat. When the empty ones pile up on me, I start leaving a few filled ones at the previous habs as portable emergency reserve.


I never crafted empty ones, since I usually find way more empty/filled ones than I ever need. However, some excess may be of use as material source for salvaging.


I'm not quite sold on the breaking mechanism, unless they get turned into a not useable, but salvageable "broken" version to rcelaim some of the material content for crafting. And I think it would make more sense if they broke when being filled, not when being emptied; as filling puts more stress on them, so that's when it would be more likely to find out that one has failed in some way and needs to be discarded.


If we're at them, maybe the weight, both filled and empty, could be slightly reduced? I have no idea what would be the mass of the oxygen that they can hold (it could be guesstimated, although that also depends on the pressure/temperature which si not specified) and how strong they would need to be to hold it at that unknown pressure, but I'd suspect they'd be made of some lightweight composite material.