Author Topic: Release 0.36  (Read 19169 times)

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Hyper

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Release 0.36
« on: December 15, 2019, 05:10:31 PM »
new game posted

NOTES:
Weather system should work properly now. Everything is keyed to pressure. 0.4 to 0.9 low pressure will cause clouds to get thicker and fog to roll in should happen about 0.5 ish Above that clouds will thin with pressure level.

Radiation should be less at night since planet is turned away from sun.

Footstep sounds across all terrain textures work.
Computer wind speed and direction work usually runs west to east.
Launch dialog now checks for bad weather.
Water flow rate on separator should work now.
Keeping track of gametime now so I can use it for scores later. A day length should be one hour play time.
Sol clock added to UI
You will get a warning about leaving gear at the next landing site and will prevent launch till you clear it
« Last Edit: December 17, 2019, 08:02:07 PM by Hyper »

spaceman20290

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Re: Release 0.36
« Reply #1 on: December 17, 2019, 06:53:03 PM »
Is there a chance that you could add a weather monitor to the computer that reports on the status of storm like in Frontier please Hyper? I think it would make gameplay a lot better because you could tell how much time you had till a storm, which you could then plan your moves and prepare for a storm. Plus mission control would be monitoring storms and relaying the info to the crew. Example...

"Storms detected moving to the (direction) of landing site, moving at (wind speed)MPH"

"Pressure drop, possible storm developing"

"warning high radiation levels, seek shelter"

"Warning storm in progress, seek shelter"

If you are planning on doing a full rework of Mars Colony Challenger, it would be handy to have this added to the weather terminal in phase 3 once the Satcom communications are up and all the weather stations are deployed and active.
« Last Edit: December 17, 2019, 06:54:57 PM by spaceman20290 »

LostMartian

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Re: Release 0.36
« Reply #2 on: December 17, 2019, 11:10:42 PM »
I lost some materials in the bio chem storage unit. These items were in slots 5 and 6. The items in slots 1 to 4 were untouched. (If  you must know, I had every kind of plant in there, so I would be ready to make plastic when the algae was ready). When you quit the program and restart it, the stuff in those slots will be gone. Just exiting the map isn't enough to make it happen; you have to quit the program.
This is fixed in 0.37 but will require a database change. Will supply instructions at release.

That progress bar thing also can happen with the algae tanks. If you click the progress bar twice, it'll flicker between the progress between those two tasks. I'll also give you 2 algae. If you click the progress bar 8 times, it'll start the progress for 8 different operations. You will get 4 algae, because thats your inventory limit. However, this does not waste the algae, thankfully. You will only take what you can hold, though the display might require a moment to change, or you will need to exit the algae tanks menu and reopen it.
Fixed 0.37
« Last Edit: December 18, 2019, 11:50:00 AM by Hyper »

LostMartian

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Re: Release 0.36
« Reply #3 on: December 18, 2019, 01:44:52 AM »
I decided to delete my save data and start over. I wanted to see if anything was different.

If I tried to make a new character, input a name, then press create, then try to change character, and then select the new character, the game crashes. I tried this again, but I instead selecting my new character, I tried to select Hyper. It showed me a picture of three modules kinda indicating the progress of that character. Then I selected the new character, it showed a black picture (for a split second), and then crashed. If you just enter the game after creating a new character, this crash doesn't happen and you can select the new character from then on without problem.
Yeah I'm sure you can click it to death. Not sure why you would. I'll have a look at it and trap that out.

I finally was able to find the Zeus rover. It was a few meters away from the solar panels. I could take the black box part back to the cohab computer and upload the data. I could do this many times. Each time I did this, it filled the big item slot. If I tried putting it down somewhere, it would disappear. There seems to be no effect for retrieving the data recorder and uploading the data other than being able to scratch that objective off the to do list.

I tried to load some old save files, but the Zeus rover does not appear in those games. I think you might have to create a new character and start a new map to find the Zeus rover. Follow this reasoning, I concluded that the Hyper character might not have the Zeus rover. I did a quick look around the base and I could not find the Zeus rover. Hyper had all 3 modules and everything that comes with them, but no Zeus rover.

Zeus is there but I am having issues accessing it. I left the 3d object in mission 2 just ignore it for now. Should have it fixed by 0.37
« Last Edit: December 18, 2019, 09:16:49 AM by Hyper »

LostMartian

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Re: Release 0.36
« Reply #4 on: December 18, 2019, 02:37:51 AM »
Are you sure that you fixed the water separator problem? It still seems to be as broke as before.

Filling the separator with 5.0 units of water from the pumps, and then setting the slider to 0.5 causes the separator volume to drop by 0.05 but my water tank increases by 0.5 units. If you do this on the farm module, you can take the water from the tank and dump it back into the separator. Repeat this and you will have a free and abundant supply of water. It will be more than what you started with.
The separator breaks down 0.05 units per pass in general. So if you set the slider to 0.5 then each pass it should reduce by 0.55. I wasn't adding the slider value when reducing the water level. Should be fixed in 0.37

I may be adding the waste function. Water is not pure and the separator should be cleaning the impurities from the water so the flow will go down a bit and you will have to clean the waste.
« Last Edit: December 18, 2019, 09:11:31 AM by Hyper »

Kugluck

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Re: Release 0.36
« Reply #5 on: December 18, 2019, 05:13:38 PM »
All ground samples from surface marked green as Core Samples, together with drilled samples.
After reload it become normal colored.

When I was take sample from the small stone, it picked up as Rock sample and marked as mineral Monazite, but cannot be analyzed, nor dropped.
« Last Edit: December 19, 2019, 04:15:46 PM by Kugluck »

LostMartian

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Re: Release 0.36
« Reply #6 on: December 18, 2019, 06:38:31 PM »
When I was take sample from the small stone, it picked up as Rock sample and marked as mineral Monazite, but cannot be analyzed, nor dropped.

Try pressing enter to type commands, then type "/clear 0", followed by another enter. That should clear the first inventory slot. You can replace 0 with other numbers, 1 to 3 to choose other inventory slots to clear.
« Last Edit: December 18, 2019, 07:44:26 PM by LostMartian »

LostMartian

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Re: Release 0.36
« Reply #7 on: December 18, 2019, 08:00:49 PM »
Quote
I may be adding the waste function. Water is not pure and the separator should be cleaning the impurities from the water so the flow will go down a bit and you will have to clean the waste.

So, are you going to add in the full fertilizer compost mechanics for this game? I don't have a problem with it if you wish to try.

Kugluck

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Re: Release 0.36
« Reply #8 on: December 19, 2019, 04:11:56 PM »
Solar panels still clean after storms and cannot be cleaned, but power income still lower than normal.
The storms can clean the array depending on how much dust is blowing around so it's not always a given that the panels will be dirty. I will look at the charge levels. Look for things like having the lights on during the day, temp inside etc..
« Last Edit: December 20, 2019, 01:55:12 PM by Hyper »

LostMartian

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Re: Release 0.36
« Reply #9 on: December 21, 2019, 01:23:06 AM »
In one instance, I found myself unable to dump a second load of ore into the ore processor. It seems that taking a load from an Auger while at mining depth, and then another load after raising the drill by a few meters, will cause the two loads to be treated as different types of ore by the ore processor. This happened to me after took a load, told the Auger to go to a depth of 0, but then I remembered that I had another ore container in my truck.
Why would you raise the auger to 0? were you going to move it?

If you process some plants, but exit the game before putting the vegetables you got away, the game will turn the vegetables back into plants. These plants can't be processed to get vegetables again, but they can be used to make plastic. You still get to keep the seeds and fertilizer you got from processing them before.
Fixed 0.37
« Last Edit: December 21, 2019, 05:29:53 PM by Hyper »

LostMartian

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Re: Release 0.36
« Reply #10 on: December 21, 2019, 07:16:10 PM »
Quote
Why would you raise the auger to 0? were you going to move it?

That was the plan. I'm under the impression that you were supposed to go get a variety of resources.
Ok now I know what to look for thanks

If you didn't make a plan of what things you were going to make, you could find yourself in a position where you would need to move the augers to expand your resource stockpile.

My basic plan was to allow the augers to collect 200 units of ore, show up to collect 100 (because I don't have enough containers to collect all 200), tell the auger to raise the drill to 0, go process the ore, show up again to get the rest of the ore, then move the auger.
« Last Edit: December 21, 2019, 10:53:18 PM by Hyper »