The "fuel low" and "fuel critical" warnings for jetpack hydrogen are infamously useless in planetary gravity because by the time the suit lady is done saying "fuel low", your fuel is already critical, and by the time she finishes saying "fuel critical" you're already in freefall. This should be fixed.
Rather than using a fixed percentage cutoff as a trigger for the notifications, I can think of two other options that would result in more useful warnings:
- Simulate hydrogen burn time based on the current planetary gravity.
Warn about low fuel when the player has thirty seconds of continuous burn time left, and critical fuel when the player has ten seconds of continuous burn time left.
Pros: predictable and always useful.
Cons: on planets with high gravity, low fuel warnings may trigger almost immediately if the player has no hydrogen bottles, which could be a nuisance. - Take into account hydrogen bottles when warning about low jetpack fuel.
If the player has one or more hydrogen bottles equipped, give a "fuel low" warning when their last hydrogen bottle has been fully emptied, and a "fuel critical" warning when the current "fuel low" warning would be triggered. If the player has no hydrogen bottles, leave the warnings as they are now.
Pros: simpler to implement.
Cons: misleading in space, where a full hydrogen bar represents many minutes or hours of jetpack time.
You could also use a hybrid approach that special-cases the "no bottles" case to avoid nuisance warnings.
I have the same bug
Hello, WesternGamer,
thanks for letting us know about this issue.
It was successfully reproduced and put into our internal system.
Kind Regards
Keen Software House: QA Department
Hello, WesternGamer,
thanks for letting us know about this issue.
It was successfully reproduced and put into our internal system.
Kind Regards
Keen Software House: QA Department
Reproducing the content from my merged issue, which proposes several fixes beyond "warn at 25% fuel remaining instead":
The "fuel low" and "fuel critical" warnings for jetpack hydrogen are infamously useless in planetary gravity because by the time the suit lady is done saying "fuel low", your fuel is already critical, and by the time she finishes saying "fuel critical" you're already in freefall. This should be fixed.
Rather than using a fixed percentage cutoff as a trigger for the notifications, I can think of two other options that would result in more useful warnings:
Warn about low fuel when the player has thirty seconds of continuous burn time left, and critical fuel when the player has ten seconds of continuous burn time left.
Pros: predictable and always useful.
Cons: on planets with high gravity, low fuel warnings may trigger almost immediately if the player has no hydrogen bottles, which could be a nuisance.
If the player has one or more hydrogen bottles equipped, give a "fuel low" warning when their last hydrogen bottle has been fully emptied, and a "fuel critical" warning when the current "fuel low" warning would be triggered. If the player has no hydrogen bottles, leave the warnings as they are now.
Pros: simpler to implement.
Cons: misleading in space, where a full hydrogen bar represents many minutes or hours of jetpack time.
You could also use a hybrid approach that special-cases the "no bottles" case to avoid nuisance warnings.
Reproducing the content from my merged issue, which proposes several fixes beyond "warn at 25% fuel remaining instead":
The "fuel low" and "fuel critical" warnings for jetpack hydrogen are infamously useless in planetary gravity because by the time the suit lady is done saying "fuel low", your fuel is already critical, and by the time she finishes saying "fuel critical" you're already in freefall. This should be fixed.
Rather than using a fixed percentage cutoff as a trigger for the notifications, I can think of two other options that would result in more useful warnings:
Warn about low fuel when the player has thirty seconds of continuous burn time left, and critical fuel when the player has ten seconds of continuous burn time left.
Pros: predictable and always useful.
Cons: on planets with high gravity, low fuel warnings may trigger almost immediately if the player has no hydrogen bottles, which could be a nuisance.
If the player has one or more hydrogen bottles equipped, give a "fuel low" warning when their last hydrogen bottle has been fully emptied, and a "fuel critical" warning when the current "fuel low" warning would be triggered. If the player has no hydrogen bottles, leave the warnings as they are now.
Pros: simpler to implement.
Cons: misleading in space, where a full hydrogen bar represents many minutes or hours of jetpack time.
You could also use a hybrid approach that special-cases the "no bottles" case to avoid nuisance warnings.
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