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Regressions are such a pain... This issue is kind of back, with a little twist. Clicking on anything interactable which itself doesn't bring the Datapad up, such as power switches and maintenance panel doors locks Datapad controls if it was left on any other sceen than Home and reopened with the "E" key.


Eg.: press "V" to bring up Vitals, then press "V" or "E" to put it away. Click on a maintenance panel door, but do not interact with anything inside. At this point:

- If you press "E" to bring up the Datapad, it will be locked. Putting it away with "E" then bringing it up again with "E" multiple times doesn't change it, it remains locked.

- If you press any other Datapad screen hotkey, inlcuding "V", the Datapad will come up with the selected screen unlocked.


If you press "Esc" to dismiss the Datapad when locked, it jumps to the Home screen and unlocks.

Another, possibly easier to read approach to the unit based power balance display could be to display only the difference between the local production and local drain.


Eg. a system has 100 input and 50 drain, then it's simply displayed as "Feeding (+50)". If it has 30 input and 40 drain, then "Drawing (-10)". This wouldn't tell you at a glance which system has the highest potential drain, but it would be just a simple matter of finding the biggest negative number and turning that system off first when you are short on power.


And the same would go for the battery state, only the result of all drains/feeds added would be displayed as a positive or negative number: eg. "Charging (+35)" or "Draining (-20)".

I also thought a bit about what could be done to improve the hab status screen. I think the biggest problem with it currently is that information isn't really well organized, or rather, organized in a way which makes it difficult to see all information at a glance which logically would belong together. Currently it's grouped by system, and while that makes sense when you want to see system-by-system information, some of it, especially the power related information would be better to be grouped together by "theme" as they need to be interpreted together to understand where you stand in terms of power balance. So my suggestion would be to organize this screen into two groups: one that shows the production related information, and another which shows the power related information. Maybe something like this:


Life Support
 Power: 75.3% [Charging: Electrical Has Sufficient Feed]
 Water: 3.0L (100%) [Water Reclaimer Offline]
 Oxygen: 105.8L (45%) [Reoxygenator Producing From Water]
 Temperature: 14.7C [Heater Raising Temperature]


Power Utilization: 130 Units Total Feed / 125 Units Total Draw
 Electrical: Feeding [100 Generated / 25 Used]
 Water Reclaimer: Offline
 Reoxygenator: Drawing [30 Generated / 50 Used]
 Heater: Drawing [0 Generated / 50 Used]



Template and all display lines for each field, should give a rough idea about how it would work:


Life Support
 Power: xxx.x% <electrical_mode>
 Water: xx.xL (xxx%) <water_mode>
 Oxygen: xxx.xL (xxx%) <oxygen_mode>
 Temperature: xx.xC <temperature_mode>


Power Utilization: <power_utilization>
 Electrical: <system_state> <electrical_warning> <power_ratio>
 Water Reclaimer: <system_state> <power_ratio>
 Reoxygenator: <system_state> <power_ratio>
 Heater: <system_state> <power_ratio>


<electrical_mode>
- [On Stand-By: All Systems Offline]: 0 charge, 0 drain
- [Discharging: Electrical Offline]: 0 charge, non-zero drain, turned off
- [Discharging: Electrical Failed]: 0 charge, non-zero drain, component failure
- [Discharging: Electrical Has No Feed]: 0 charge, non-zero drain
- [Draining: Electrical Has Partial Feed]: higher drain than non-zero charge
- [Charging: Electrical Has Sufficient Feed]: higher charge than drain


<water_mode>
- [Water Reclaimer Offline]: turned off
- [Water Reclaimer Failed]: component failure
- [Water Reclaimer Collecting]: online, tank not full (high power mode)
- [Water Reclaimer Recycling: At Capacity] (green): online, tank full (low power mode)


<oxygen_mode>
- [Reoxygenator Offline]: turned off
- [Reoxygenator Failed]: component failure
- [Reoxygenator Has No Water]: online, no water (low power mode)
- [Reoxygenator Producing From Water]: online, has water, tank not full (high power mode)
- [Reoxygenator Recycling: At Capacity]: online, tank full (low power mode)


<temperature_mode>
- [Heater Offline]: turned off
- [Heater Failed]: component failure
- [Heater Raising Temperature]: online, raising temp to 20 (high power mode)
- [Heater Regulating: At Nominal Temp]: online, temp stable at 20 (low power mode)


<power_utilization>
- 0 Units Total Feed / 0 Units Total Draw: all systems offline
- 0 Units Total Feed / Y Units Total Draw: 0 charge, non-zero drain
- X Units Total Feed / Y Units Total Draw: non-zero charge which is less than non-zero drain
- X Units Total Feed / Y Units Total Draw: charge greater than drain


<system_state>
- Offline: turned off
- Component Failures: turned on but failed
- Drawing: local power less than or equal to power use (shouldn't be red, this is normal condition)
- Feeding: local power higher than power use and electrical is on
- Local Only: only for water/reoxy/heater, local power higher than power use but electrical is off/failed


<electrical_warning>
- Warning - Reserve Battery cannot be charged!: only when electrical is off or failed


<power_ratio>
- (not displayed): system is turned off or failed
- [0 Generated / Y Used]: no local power
- [X Generated / Y Used]: local power less than or equal to current use
- [X Generated / Y Used]: local power higher than current use

I found another one with a similar issue at Lat 283.072, Lon -6.4969. It also has some "blind spots" from where it doesn't trigger even from up close and needs to be circled around.


I think ones that are on top of very steep, cone-like terrain features are more prone to this.

This issue appears to be back in 0.61b, at least in the East habitat. Might be affecting all of them, may worth rechecking.

This issue appears to be back in 0.61b, at least in the East hab. Might worth rechecking all of them, just in case.

I forgot that there are several premade hab interiors. In case it matters, according to the output log the one I was entering when I noticed this is referred to as "Habitat_C".

No idea if it's related, but I'm seeing a lot of "Cancel Button Active" spam in the output log which I don't think was there before, at least not to this extent. Maybe those extra "clicks" are produced by some kind of phantom input fighting with the real user input at times?

Mouse behaviour in 0.61 indeed feels close to what it was before, vertical may be even a bit too low now.


However, the effect range of the mouse sensitivity slider has become huge. Setting above the first 10% or so of the slider results in extreme mouse sensitivity, with a few millimiteres of mouse movement resulting in several 360 spins at 50%.

Hmm, actually, I think the RTG should be only 50 points per tick, since it will supply that constantly, not just during daytime (you need two large panels, or 100 units, input per system because they have to produce what the system draws now plus what it will still draw when there's no panel input). That way, when installed into heat/water/oxy, that one system will become power neutral (or rather, 0 or +10 depending on current power mode), and electrical will be always power positive (+25).


If it was 100, it would still supply two systems' worth of power, while the intention was, I believe, for it to supply only one, but regardles of sunlight availability.


Sadly, this still creates the issue of an RTG supplied system showing only 50% charge... Or maybe you could add an exception for the system display that if an RTG is installed, then it simply displays 100% all the time. Hacky, but I don't really see a good way to get around this problem.


Umm, no, scratch that, it's not a solution to hack the power display to 100% with an RTG installed, because you can still have solar panels installed and effective in that system. The RTG provides 50 units of the 100 units cap, and solar panels can provide up to another 50. If the display was a fixed (and fake) 100%, then the input added by the solar panels would not get displayed anywhere (eg. RTG + small panel should display 80%, not 100%).


This requires explaining in the systems manual that the "sufficient" charge level is 50% or more when an RTG is installed, and no less than 100% (actually, with the low power mode factored in, it's, umm... 95%, maybe?) when only solar panels are installed. Not intuitive, but either that, or the RTG will still be as "broken" as it is now if it's set to generate 100 units only to avoid this display oddity.


Or, back to approaching from the other direction... 50 units input = 100% charge display (local drain met), 100 units = 200% charge display (local drain plus reserve charge production met), with the cap being 100 units / 200%. Still needs an explanation regarding an RTG producing 100% day and night equalling to solar panels producing 200% during the day and 0% during the night averaging to 100%.


Third option: if an RTG is installed, solar panels in that system simply become ineffective. Basically, RTG locks the charge display to 100% (via the hack; you could even replace the charge percentage with a text saying "Constant RTG supply" or something to better convey that this system behaves differently than the solar powered ones), and that system adds a fixed 50 units / tick to the battery regardless if any panels are installed or not. Put this into the general systems manual document (if you have an RTG installed, you can/should remove solar panels since they won't do anything anyway), and it's kind of solved.