News

  • Heat Rejection and Exchange

    Hey Folks! News is a bit earlier today, as we have a school potluck to attend in a few minutes.

    After stumbling over the "louvered" radiator style idea yesterday, I couldn't get it out of my head. Instead of massive, flat panels sticking out like sails, I could use louvers like you see in today's screenshot, on the right. Basically, they're small radiators, they

  • Heat Rejection and Heater Power

    Hey Folks! Spent a bit of time mulling over cooling systems today, which turned out to be a lot more complex than I was originally thinking. Also, upgraded the heater to have an off and on mode, and solved some power bugs along the way.

    First, cooling. I did a bit of research to see what's involved in cooling systems, and there's a lot of complexity here. Namely, where does

  • Heaters and Thermostats

    Hey Folks! I added a thermostat/temperature alarm earlier today, and by the end of the day, just barely managed to get it to talk to the heater. So as of now, we can automatically turn off the heat when it becomes too hot!

    While getting the thermostat setup, I used the pressure sensor as a template. And I noticed that it was actually really close to being completely data-driven and

  • Heaters and Taxes

    Hey Folks! Hope everyone enjoyed their weekend. Sort of a busy one here, catching up on chores from when we were sick. I did get back into Oxygen Not Included to see what's new. Though I think I'm barely able to get far enough to notice yet :)

    Heaters are in and working. At least in a basic sense. It's the white box with the metal "X" bracket on it, in front of

  • Heating Done, and LoS Improvement

    Hey Folks! Feels like I may be on the mend again, as today was the first I've felt better since this all started. And I managed to finish up a few tasks!

    First, the heater code seems to be in a good place. Unsurprisingly, there were a few errors in my approach. For one thing, the heat transfer due to black body radiation depends on the temperature difference between the object and

  • Line of Sight

    Hey Folks. Bit of a diversion today, as I'm somewhat ill. Not quite sick enough to throw in the towel, but enough that I allowed myself to pursue an idea brought on by a fever dream last night.

    One problem in the space prototype that I've been putting off is the question of how I'll render lights, line of sight, and user perspective. It's a ball of factors that are

  • More Thermoregulation, PLSS, and Heaters

    Hey Folks! Finished work today on body thermoregulation, as well as starting on heaters for life support.

    After a good night's sleep, I eventually decided on a somewhat simplified system for dealing with the body's thermoregulation. Basically, a human has a safe range of temperatures within which the body will gradually approach ideal core temperature (rate is about 15 degrees

  • Thermoregulation

    Hey Folks! Treading water here with illness. Symptoms are kind of holding at the mild onset stage, which could be a good sign that my body's fending it off. Or, you know, I'm in for a doozy :)

    I got the body temperature code hooked up today, along with some stats for the standard human, medium-weight clothes, and an EVA suit. Pretty much all copied exactly from NEO Scavenger.

  • Clothes and Body Temperature

    Hey Folks! Hope everyone had a good weekend. Unfortunately, some sickness going around the household here, and I may be next in line. Hopefully that won't be.

    Back in the space prototype, I've continued the slot work from last week. This time, the focus was on clothing. I had three sets of clothes used on my old crew, so those body part sprites were already done. And last week

  • EVA Helmet

    Hey Folks! Helmet is now working, and was a pretty good test case for more "active" equipment to come.

    I decided to make a simple equip/unequip process for now, and expand it later as-needed. So when the player wants to equip something, they right-click it and choose "equip." This does the usual pathfinding thing if needed to the item selected, then instead of adding