Open kynamats opened 1 year ago
@kynamats Hi, if there is a blueprint that is causing issue send it my way. I wont do your solution it would be way too complex to handle. What I can try to do is to hide the rebuilt though, so there is only a pressurization animation if you go from empty to pressurized, (ie pressurized => pressurized shows nothing). Thanks
@kynamats Hi, if there is a blueprint that is causing issue send it my way. I wont do your solution it would be way too complex to handle. What I can try to do is to hide the rebuilt though, so there is only a pressurization animation if you go from empty to pressurized, (ie pressurized => pressurized shows nothing). Thanks
I have an idea to solve this refilling issue, similar to OPs.
Life support reaches it bounds, just like normal. When there is a change in the environment, the bounds will recalculate, just like normal. However the only change is the previous bounds would remain until the recalculated area is complete, removing the original bounds. And if there is a total breach, the original bounds can disappear as well. That way you don't start to suffocate the moment you open a door.
@tsunamayo That would definitely help with immersion! my issue is more around the variability of the size of any given air field however, and how this impacts building - maybe making the calculations for O2 more deterministic could be an alternate fix?
Short Description of the issue:
Under the current system, both the dimensions & internal pressure of air fields are updated in real-time. I would like to suggest adding a 'setup' phase for the Life Support block where the dimensions of the field can be calculated for various child entity states, & then baked into the blueprint. These defined volumes can then be searched for leaks & pressurised in real time. This would remove what is currently an unpredictable element in building, as currently, each time the volume is calculated it will be slightly different (especially in more complex spaces). This can lead to small areas inside of cockpits, doors & interior elements to be outside of the air field despite being directly attached to it. ...
Steps to reproduce the issue:
...
Environment
Additional information:
(Screenshots, Videos, Error logs, Related issues)
Please also include the
Player.log
file. You can find the log file here:%UserProfile%\AppData\LocalLow\Moonfire Entertainment\Starship EVO\
If you issue concerns a particular design please include any blueprint that could help to reproduce the issue. Blueprint folder is over at:
%UserProfile%\AppData\LocalLow\Moonfire Entertainment\Starship EVO\Save_Data\Blueprints\
You will need to zip the folder to upload it. To do so Right click and choose [Send to -> compressed zip file] then drag the .zip onto your report to upload it.