jananton
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Puzzled by the same 'problem' I in the end used a mod that makes the tanks zero weight. (don't have Steam open at the moment, but it should be easy to find) :mellow: Mind you I had some problems getting it to activate and then again to get rid of it after placing the tanks, since one obviously doesn't want placable items that are zero weight when this bug gets fixed. ;) Greets, Jan
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Yup, noticed that too. <g> Also I have the feeling the tent should be able to fit in-, or be attached to- the buggy since one hardly is going to use it near were you landed. :-) Greets, Jan
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Well, posing this question during the forum update did stop me answering earlier. ;-) @Slatts and @Wesleybruce: In the mean time I did found out wat I was doing wrong. The error I made was the fact that I did put airlock seal parts on both ends of the airlock. I understood that from a video I found on Steam, don't ask me wich one, I cannot seem to find it anymore<g>. The right order to create an airlock from the inside working to the outside is: Door, Door portal (the one with the bend at the bottom side), airlock tube parts (minimal two rings), airlock seal, airlock door. The doors need to open to the outside of the airlock and the airlock tube can be 2 or 3 rings long and may include a suit holder next to the inner door. Although there is a scenario that has it, a tube of only 1 ring doesn't seem to work when you create it yourself. Hope this helps. ;-) Greets, Jan
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Thanks Slatts for responding. The way you describe how to build an Airlock is exactly how I did do it too. The two doors need to open to the outside of the airlock space, what is in fact as you describe. At first I used two airlock doors and for some reason the airlock was safe with both doors closed, but wasn't when either the door to the habitat or to the outside was opened. This happened all in the Lunar scenario. Thinking this could be a bug in the scenario itself I started up the Victoria crater scenario, number three in the list of scenario's, were to my surprise was a small greenhouse habitat all build up and functional. The working airlock here though has a normal door from the habitat to the airlock and an airlock door to the outside. The indicator lights on both doors work correct too and when the door to the habitat is opened with the outer airlock door closed there's air in the lock and the habitat as should be. I obviously tried this too in the Lunar scenario, but to no avail. I even checked if it was possible to open the build in scenario's with the Editor to see if I could find a different setting between the two since it could be they're from different versions or builds of the game. Sadly that doesn't seem possible or I am missing something. In any case I gave up for now. I hope however Dram is aware of these problems since not working airlocks in any manned scenario is a real show stopper. Greets, Jan
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Really, 165 views and nobody has any suggestions? In that case this is probably a bug and should be addressed. It really ruins gameplay for me. The strange thing is that in the Victoria crater scenario there is a greenhouse provided were it all works as expected. When I try to replicate this working example in the Lunar scenario I get the results as described in the first post. Can someone confirm that the Lunar scenario is broken at least because this really starts to put me off the game to be honest. Greets, Jan
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So, it's been some months since I played this game the last time and first let me start to say I like the many new items and ways to refine resource materials to get things working in the manned part of the beta version. There's obviously some stuff that can be used at a later stage, but the mechanics seem to become more and more in place. Nice work. One thing has me puzzled though, and that's how one is supposed to construct an airlock. I do understand one needs the special airlock doors, seals and corridor parts, but in what way I try to put them together I only can get to two situations, both not what one needs. Either the airlock, between the two doors, becomes pressurized with both doors closed, but opening any door, also the one to the closed indoors, results in loss of breathable air, or the airlock stays unpressurized with both doors closed and only after going inside and closing the inside door there's pressure in the habitat, making the suit rack in the airlock useless. <g> So, what's the trick here, or is there a tutorial maybe on how this is done? Greets, Jan
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Expedition One - new info, artwork and screenshots
jananton replied to Cvrnda's topic in TAKE ON MARS - GENERAL
Ah, right, thanks for the info. Until now I actually haven't done any scenario's, so I was under the impression one needed to build up your resources first before one could even think about a manned presence. ;-) Greets, Jan -
Expedition One - new info, artwork and screenshots
jananton replied to Cvrnda's topic in TAKE ON MARS - GENERAL
Very interesting. Maybe I should enable the beta option on Steam to see that, but there's probably not enough cash in the till yet to use it at the moment. I'm still muddling with small rovers through the sand. ;-) Greets, Jan (was bijster on Steam, but suddenly found how to change that to Jananton too<g>) -
Expedition One - new info, artwork and screenshots
jananton replied to Cvrnda's topic in TAKE ON MARS - GENERAL
Well, that sounds and looks (images with linked article) very promising, I wonder how much influence the user will get on the layout of the building of structures and installations. Greets, Jan -
Well, since I can't seem to find a 'Start new Thread' button here, I'll just add this in the thread that mentions a key list. :) Is there a list of what keys are supposed to do somewhere to be found for this game? Some hints on certain interface colors, like a probe in blue text and one in normal wouldn't go amiss either. ;-) Greetings from nighttime Amsterdam, Jan