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Steam News5 December 20169y ago

Polishing, Bugfixing and the Manned Space Program

Hello everyone! We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well.

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Full Take On Mars update

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Repeated intro

Hello everyone! We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out. When trying out the new content, please, please be aware that we are still in Early Access , thus, bugs and performance issues are to be expected. These will be ironed out before release.

Namely, one known issue is

- Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render) Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios. Helmet UIs have also been improved, with each helmet having its own model. Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented. Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu. Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers , so it is important to watch power levels. You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack. Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random. So, what’s next? Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families. We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas .

Without further ado, the change log

What changed

1 fix0 additions0 changes0 removals
  • UI and audio
fixedHello everyone! We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out. When trying out the new content, please, please be aware that we are still in Early Access , thus, bugs and performance issues are to be expected. These will be ironed out before release. Namely, one known issue is: - Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render) Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios. Helmet UIs have also been improved, with each helmet having its own model. Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented. Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu. Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers , so it is important to watch power levels. You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack. Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random. So, what’s next? Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families. We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas . Without further ado, the change log:

Take On Mars changes

fixedHello everyone! We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out. When trying out the new content, please, please be aware that we are still in Early Access , thus, bugs and performance issues are to be expected. These will be ironed out before release. Namely, one known issue is: - Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render) Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios. Helmet UIs have also been improved, with each helmet having its own model. Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented. Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu. Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers , so it is important to watch power levels. You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack. Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random. So, what’s next? Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families. We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas . Without further ado, the change log:
4th December 2016 - Implemented cycling for doors in bases - Implemented rapid decompression physics - Fixed recent crash that occurred when putting on a helmet - Optimized ISS Zvezda render monitors - Fixed Picture-In-Picture render delay offsets DEV BRANCH UPDATE 2nd December 2016 2nd December 2016 - Implemented and updated tutorial videos in the Mission Control room - Implemented Manned Descent Vehicle descent adjustments to allow a more precise landing - Implemented Manned Landing Module descent adjustments to allow a more precise landing - Implemented Manned Small Landing Module descent adjustments to allow a more precise landing - Fixed issue with Manned Descent Vehicle fairing not blocking radiation - Fixed issue with multiplayer menu player count reverting to 1 - Adjusted helmet GUI per helmet (WIP) 1st December 2016 - Cleaned and updated scenarios - Added info to in-game Editor indicating whether the opened scenario supports Singleplayer and Multiplayer - Fixed animation blending issue when entering/exiting a vehicle seat - Removed respawn button in Singleplayer 30th November 2016 - Added Spawn Points for multiplayer scenarios, types determined by game modes - Added Spawn Point support to the in-game Editor - Implemented Expedition One: Cooperative multiplayer mode to use spawn point, with backwards compatibility - Implemented Expedition One: Competitive multiplayer mode to use spawn point, with backwards compatibility 29th November 2016 - Added instrument result entries into the Mars Encyclopedia that are unlocked per instrument use 28th November 2016 - Added support for science targets in scenarios to store assigned vehicles - Deleted old, obsolete scenarios - Fixed in-game map issue where science targets were not showing up for single scenarios 25th November 2016 - Added height data, hazard data and mission data overlays to map panels - Fixed in-game map issue where you could connect to vehicles even though they require a driver - Fixed issue with Rover/Lander Radial menu, where leaving the vehicle with it open left the cursor always on 23rd November 2016 - Fixed landing position selection in Mission Control map where the icon was no longer visible - Fixed panning in the landing position selection map in Mission Control - Fixed possible blocker in the movement tutorial when entering via the ramp - Fixed potential crash that could occur when deleting parts of vehicles in the simulation tick 22nd November 2016 - Fixed in-game map issue where selecting a vehicle and then pressing connect reloaded the world - Fixed in-game map issue where the selected object's highlight circle position was not updated - Fixed human icons on the in-game map - Improved in-game map selection by selecting current unit first upon opening instead of first science target 21st November 2016 - Added Rovers/Landers/Probes going into standby on low power - Added Rover/Lander/Probe heating power drain based on exterior temperature - Added Rover/Lander/Probe damaging based on exterior temperature with lack of heating due to low power - Added communications ranges to Landers' and Rovers' antennas - Fixed stack overflow that could occur if looping power cables into themselves - Fixed ISS having its docking port set to part 59 instead of 60 (PMA port) which could cause unstable behaviour - Fixed Rover/Lander/Probe chemical batteries switching on/off constantly at certain limits - Fixed Rover/Lander/Probe low power notifications spamming at certain levels 18th November 2016 - Added Robotics Tutorials to the Training menu - Fixed Rocks Generator Tool crash - Fixed crash in Gravon when going out of fullscreen (in Mission Control Room) 14th November 2016 - Implemented safety checks for stowing/deploying new Poptent - Implemented stowing/deploying of new Poptent - Added support for cylindrical ambient sound volumes - Added timeout for flashing, unread objectives to avoid disco fever - Added radiation shielding to old Manned Landing Module - Added radiation shielding to Manned Small Landing Module - Added communications range to old Manned Landing Module - Added communications range to Manned Small Landing Module - Adjusted the 15 character inventory slots on the right from universal to 9x 'Micro', 5x 'Small' and 1x 'Medium' - Adjusted Drill Tool, Gas Sampling Tool, Soil Sampling Tool and Lab Equipment Kit from 'Small' inventory slot size to 'Medium' - Added UniversalEvent calls to MP game mode scripts - Fixed flickering issue when highlighting objects 11th November 2016 - Added support for underwater ambient sounds to water zones - Fixed issue in Editor when creating new scenario where inputting file name first and then title did not allow you to continue - Optimized above water to underwater sound modulation calculation 10th November 2016 - Added weather and sun zenith limiters to ambient sound points, making it possible for them to play only at certain times of the day etc - Implemented adaptive sound volume levels to change volume levels according to loudness of sounds played 9th November 2016 - Added new version of Poptent 8th November 2016 - Disabled helmet HUD interlace effect by default, can be switched on in Options - Updated driver GUI for airlock control in Manned Mobile Laboratory 3rd November 2016 - Fixed freeze that occurred occasionally in the Asteroid Belt with the asteroid generator script - Optimized the asteroid generator script in the Asteroid Belt - Added map icons to mining machines - Added map icons to power generators - Added map icons to Life Support Modules - Added map preview to Manned Descent Vehicle - Added map preview to Manned Ascent Vehicle 2nd November 2016 - Updated Airlock controls of Manned Mobile Laboratory - Adjusted Thermal and Night vision modes to use single sky preset instead of one for each - Added reload of FX files when pressing 'Dev Reload Scripts' in developer mode 1st November 2016 - Added Small Wall with Suit Holder for Outpost bases - Added Small Wall with Resource Barrel slots for Outpost bases - Fixed long freeze that occurred with large bases when calculating power connections - Fixed issue where all music was played at 100% volume level, ignoring its sound shader setting - Reduced global sound levels to allow a broader range of volumes, such as for thrusters

Source

Steam News / 5 December 2016

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