Suggestions Vent Leak Test setting

James Hetem shared this feedback 5 years ago
Submitted

I’m confident the game code has everything in place for this quality of life enhancement to work, and it will answer all related airtight submissions to support.

1. Opening a door or grinding out a block on an airtight room will cause the “venting gases“ animation to play at the appropriate location.

2. Air vents will not attempt to pressurize a room if a leak is detected, and given that the leak has been detected the system must also know where the leak is.


Thusly; add a checkbox in the terminal control panel for the air vents. Call it what you want, “pressurization override“, “leak test“, or “force pressurization“.

Selecting this feature will cause the venting gasses animation to play at the vent (as normal), and additionally, it will play the venting gasses animation on the exterior of the ship at the location of the known leak.

Of course, this feature won’t work in full atmosphere, only in the vacuum of space or low atmosphere locations. An error message can be displayed to the player, “Adequate exterior pressure detected. Override cancelled.”

Or, let them learn the hard way and allow their O2 to vent freely with no venting gasses animation played anywhere.


PS. Add the setting to the hotbar configuration menu.


Thank you in advance for your consideration.

Replies (2)

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In order for there to be a 'leak' there needs to be a boundary between a pressurized and unpressurized space. If you start without a pressurized space, the leak is going to be the air vent itself.

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Hi Demetiurge,

I’m not challenging you. I’m simply trying to make some sense of your reply. Can you elaborate on these living examples:

My ship has multiple rooms.

Currently on the Moon.

Certain rooms will pressurize/depressurize as to be expected when doors to the outside space are opened and closed.

Some will even vent into a depressurized connecting corridor upon opening of a door and then reestablish a pressurized state for both rooms from the one vent block.

The main area (and largest of them all) will not pressurize when a door to an adjacent pressurized room is open (as it does with the corridor example). Nor will it pressurize on its own when all doors (interior and exterior) are closed.

If the vent itself is the ‘leak’, why for one room and not the others?

How do I get the system ‘primed’ so that it functions as intended?

Please elaborated.


Regards

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Sorry, I was referring to the feasibility of an algorithmic test for leakage.

In the case of your large room... If it's enclosed, the air vents will state that Room Pressure is a percentage, and you either lack the oxygen to fill the room or there's an air vent depressurizing it. If they state that the room is "Not Pressurized" that means you have an opening to the outside.

It's possible for a room to have no visible gaps but still be open. Sloped blocks can do this.

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No algorithm needed. It’s all there in the code at present.

An opening to the outside is already being detected; by opening of door, grinding out of block, or sloped block that does not plug the opening as literally as it does in appearance.

It’s location is also already known; open any door, grind out any block, do so multiple times at random locations, the venting gasses animation plays correctly at the location of the newly detected opening.


You see, the ‘leak test’ I’m speaking of is more about the appearance of a leak test.

Check a box in the vent control and the venting gas animation plays at the known location of the known opening to the outside. Even if it’s at a sloped block. And drain some O2 as it happens to further the illusion.


Viola... leak test.

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