Space Suits

Semtex shared this feedback 53 days ago
Not Enough Votes

A spacesuit in the SE has a very small energy and oxygen supply. The player must return to the ship every now and then to replenish the supply. In doing so, the real A7L spacesuits used in the Apollo moon expeditions already provided at least eight hours of full autonomy.

I understand that this is part of the game mechanics. Still, suit autonomy should be longer - say at least two or three hours, which is roughly the typical length of a single gaming session for most players.


The oxygen consumption of the human body is typically 0.2-0.25l/min at rest, but up to 3-5l/min at extreme prolonged exertion. This corresponds to an oxygen consumption of 0.02kg/h at rest and up to 0.43kg/h under heavy load. So in a game, oxygen consumption should not exceed, say, half a kilogram of oxygen per hour...


Similarly, the dependence of a suit's energy consumption on the temperature of the outside environment is highly illogical. A spacesuit in a vacuum can only lose heat by radiation, a process that is inefficient at human body temperature. With good insulation, the "normal human body" can produce enough thermal energy to not need additional heating until the equilibrium ambient temperature of -150°C. This corresponds to a cosmic environment somewhere beyond the orbit of Saturn...

In a planetary atmosphere, the heat dissipation will be greater, but the suit should not need to be heated up to temperatures around -100°C.


As for hydrogen consumption and jetpack use - it should be calculated over changes in velocity (i.e. acceleration) and engineer weight, including cargo in inventory. It should be possible to fly "everywhere" - but depending on local gravity and on the cargo in inventory.

Replies (5)

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Space suit from "Boundary" game ("Boundary" itself is almost "dead" for now) IMO one of best concept for open space.


Interestingly designed was also the motion control system - it is clearly visible in the gameplay videos.

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While I understand the frustration in having to continually restock and resupply your suit every 20 minutes, it's also worth considering that including power/oxygen requirements are a crucial part of the gameplay experience. If the "time to replenish" is too long, then why bother including the mechanics at all?

Ideally, the mechanics should be tuned so as to keep oxygen/power as meaningful and relatively frequent concerns, especially in early game. As the game progresses, there can (should) be options to reduce the annoyance/tedium of constantly refilling your meters - and I think SE1 does okay with oxygen (access to bottles, pressurized rooms, etc), but less so when dealing with power (something I agree should be corrected).

From a purely simulationist perspective, it's worth remembering that the default day/night cycle for SE1 is two hours, and with a power/O2 refill time of 20-30 minutes means that SE's default suit capacity is 4-6 scale hours.

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I agree with this. The default space suit has a small air supply and energy reserve but there are ways to upgrade it.


In SE 1, this was through using oxygen bottles and those energy kits (whatever their actual name is). I always figured that the default space suit’s air and energy were emergency reserves to be used in the event of depressurization, and that carrying around bottles is actually representative of having a long term air supply for exploration like with NASA space suits.


That said, another solution would be to make the suit upgradeable, which IMO would be a cool addition and go beyond just oxygen supply (ie: running speed, armor, headlamp strength). Subnautica does something similar by allowing players to gradually upgrade their oxygen tanks, rebreathers, and swimsuits to adapt to longer or more hazardous dives.

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I had a similar idea/proposal for upgradeable/interchangeable suits. Similar to Subnautica, you could include additional suit options for surviving particular environments (radiation, high pressure, low/zero pressure, heat, cold). Or include addons or mods (e.g. the blade runners, hover pack, or parachute from Satisfactory, or some of the mods/upgrades for the Prawn suit in Subnautica like the grapple arm or jump jets).


The key concern is that if you make the space suit too good, then it will take away from the main focus of the SE gameplay loop, which is to build ships and bases to solve your engineering problems.

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The Ability to alter the suit could probably help with balance.

For example you could make a more advanced suit with a greater battery life and larger Oxygen tanks, but limit storage capacity to make room for the better hardware. (Good for scouting and basic repairs)

Or a bulky suit with a powerful battery, large Oxygen tank, lots of cargo space, but little to no Hydrogen tanks.

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IMO different suits for different tasks might make sense here.

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There are quite a few spacesuit designs on the "Boundary" game page on Steam (https://steamcommunity.com/app/1364020/screenshots/).

I would definitely appreciate some of them in SE2.


I am giving the description as I imagine it, not as the authors of the images describe them. I am not the author of any of these images.


Basic spacesuit (an "undergarment") and basic mobility unit:

(hoses are visually a bit distracting)

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workers protective suit (first protective layer)

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pilots suit (first layer)

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First upgrade (~level 2) - Better helmet and better protective layer

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Advanced spacesuit (~level 2+ - 3)

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Advanced spacesuit for assembly workers with a medium mobility unit

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Advanced Spacesuit (~level 3) for planets without atmosphere:

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"Planetary combat suit" (~level3+) and medium mobility unit

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Spacesuit for heavy workers (with exoskeleton) :) (~level 4-5)

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big mobility unit


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Spacesuit for heavy assembly workers with exoskeleton and big mobility unit (~level 5)

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Where does the suit end and the mech begin?


Fallout

Space Marines


Armoured Trooper Votoms.

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Solar radiation flux

Mercury 57 mil.km 9116.4 W/m2

Venus 108 mil.km 2611.0 W/m2

Earth 150 mil.km 1366.1 W/m2

Mars 227 mil.km 588.6 W/m2

Jupiter 778 mil.km 50.5 W/m2

Saturn 1426 mil.km 15.04 W/m2

Uranus 2868 mil.km 3.72 W/m2

Neptune 4497 mil.km 1.51 W/m2

Pluto 5806 mil.km 0.878 W/m2


How do I imagine space suits


1) Basic suit

- Only partially gas-tight - air loss 0.25L/min

- mass 25kg

- Tempering and cooling in the range -20°C ÷ +40°C (in atmosphere)

- tempers and cools in the range of light and heat radiation from 1000W/m2 to 2000W/m2 in space /vakuum (Earth 1365W/m2, Venus 2622W/m2, Mars 589W/m2)

- protects against UV and IR radiation

- does not protect against penetrating radiation

- sensitive to damage

- oxygen supply 0.5kg + emergenci reserve 0.1kg (1kg O2 ~ 700L at normal pressure, heavy work consumption ~ 5L/min + leakage 0.25L/min -> supply for 66 min, "chair work" consumption 1L/min + leakage 0.25L/mi -> supply for 280 min)

- energy reserve 1kWh+100Wh


- Power consumption for self operation, cooling and heating 0.25kWh/h

- connectable to on-board life safety systems

1A) Pilot suit

- to be worn over the basic suit as a second layer

- weight +5kg

- only partially gas-tight - reduces air loss by 0.05L/min

- tempers and cools in the range -40°C ÷ +60°C (in the atmosphere)

- tempers and cools in the range of light and heat radiation from 600W/m2 to 2500W/m2 (Earth 1365W/m2, Venus 2622W/m2, Mars 589W/m2)

- protects against UV and IR radiation

- protects against fire and flame (k=0.85)

- partially protects against penetrating radiation k=0,85

- sensitive to damage

- protects against high overloads, reduces the load by half

- connectable to on-board life safety systems

- automatic replenishment of air and power supplies

- Uses base suit oxygen supply (1kg O2 ~ 700L at normal pressure, consumption during piloting/remote control/"chair work" ~ 1L/min + 0.2L/min leak -> supply for 291 min)

- uses the energy reserves of the base suit

1B) basic working suit

- to be worn over the basic suit as a second layer

- weight +7,5kg

- only partially gas-tight - reduces air loss by 0.05L/min

- tempers and cools the suit in the range -40°C ÷ +60°C (in the atmosphere)

- tempers and cools the suit in the range of light and heat radiation from 500W/m2 to 2750W/m2 (Earth 1365W/m2, Venus 2622W/m2, Mars 589W/m2)

- protects against UV and IR radiation

- partially protects against fire and flame (k=0.75)

- partially protects against penetrating radiation k=0,75

- resistant to damage by small objects (<1g, <100J/cm2), cut resistant

- uses the oxygen supply of the base suit (1kg O2 ~ 700L at normal pressure, heavy work consumption ~ 5L/min + leakage 0.2L/min -> supply for 68 min)


- uses the energy reserves of the base suit + 0.5kWh energy reserve

- connectable to on-board life support systems

1C) Improved working suit

- to be worn over the basic suit as a second layer

- weight +12,5kg

- only partially gas-tight - reduces air loss by 0.125L/min

- tempers and cools the suit in the range -50°C ÷ +60°C (in atmosphere)

- tempers and cools the suit in the range of light and heat radiation from 300W/m2 up to 3500/m2 (Earth 1365W/m2, Venus 2622W/m2, Mars 589W/m2)

- protects against UV and IR radiation

- partially protects against fire and flame (k=0.5)

- partially protects against penetrating radiation (k=0.5)

- resistant to damage by small objects (<5g, <500J/cm2), cut resistant

- oxygen supply 1kg+0.1kg (1kg O2 ~ 700L at normal pressure, heavy duty consumption ~5L/min + leakage 0.125L/min -> supply for 68 min)

- uses the energy reserves of the base suit + energy reserve 1kWh+100Wh

- connectable to on-board life support systems


2) Advanced spacesuit

- separate suit

- weight 40kg

- gas-tight

- tempers and cools the suit in the range -80°C ÷ +100°C (in atmosphere)

- tempers and cools the suit in the range of light and heat radiation from 50W/m2 up to the power of 5000/m2 (Earth 1365W/m2, Venus 2622W/m2, Mars 589W/m2, Jupiter 50,5W/m2)

- protects against UV and IR radiation

- partially protects against fire and flame (k=0.25)

- partially protects against penetrating radiation (k=0.25)

- resistant to damage by small objects (<10g, <1000J/cm2), cut resistant

- Oxygen supply 2kg+0.25kg (1kg O2 ~ 700L at normal pressure, heavy duty consumption ~5L/min -> supply for 280 min)

- energy reserve 3kWh+0.75kWh


- Power consumption for self operation, cooling and heating 0.5kWh/h

- connectable to on-board life safety systems


3) Heavy space suit

- separate clothing

- weight 90kg

- gas-tight

- tempers and cools the suit in the range -200°C ÷ +250°C (in atmosphere)

- tempers and cools the suit in the range of light and heat radiation from 1.5W/m2 to 15000/m2 (Earth 1365W/m2, Mercury 9116W/m2, Jupiter 50.5W/m2, Neptune 1.51W/m2,)

- protects against UV and IR radiation

- partially protects against fire and flame (k=0.1)

- partially protects against penetrating radiation (k=0.125)

- resistant to damage from objects (<50g, <10000J/cm2 = partially resistant to shooting), cut resistant

- Oxygen supply 3kg+0.5kg (1kg O2 ~ 700L at normal pressure, heavy duty consumption ~5L/min -> supply for 420 min)

- energy reserve 10kWh+1kWh


- Power consumption for self operation, cooling and heating 1kWh/h

- connectable to on-board life safety systems

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Mobile units

1) basic mobile unit

- fuel (hydrogen) supply 0.25kg (1kg H2 ~ 11 123L = 11.1m3 at normal pressure)

- 1kWh pover supply


- power consumption 0,5kWh/h

- weight +5kg

- allows handling of objects up to 250kg

- Attachable to basic and advanced spacesuits

- Capable of flight in a gravity field up to 0.05G (not sufficient for lunar flights)

- incapable of flight in the atmosphere (any atmosphere)


2) Improved mobile unit

- 1kg fuel (hydrogen) supply

- 5kWh power supply

- power consumption 1,5kWh/h

- weight +25kg

- allows handling of objects up to 1000kg

- Attachable to all spacesuits

- Capable of flight in a gravity field up to 0.5G (sufficient for lunar flights)

- incapable of flight in the atmosphere (any atmosphere)


3) Large mobile unit

- 5kg fuel supply (hydrogen)

- 15kWh power supply

- power consumption 2.5kW/h

- weight +100kg

- allows handling of objects up to 3000kg

- Attachable to advanced and heavy suits (not to basic suit)

- Capable of flight in a gravity field up to 1.5G (sufficient for lunar flights)

- Capable of atmospheric flight up to 0.5G at 0.1MPa/100kPa pressure and 1000kg total mass (decreasing pressure increases payload capacity, can fly on terraformed Mars)

4) Atmospheric flight unit

- Fuel (hydrogen) supply 1kg

- Energy supply 1kWh

- power consumption 5kWh/h in operation/in flight

- weight +10kg

- Capable of flight in an atmosphere with a minimum pressure of 1kPa (0.01atm - can also fly on Mars)

- Carrying capacity 1000kg at 0.1MPa and 1G (decreasing pressure decreases carrying capacity, decreasing gravity increases carrying capacity)

- Connects to mobile unit

- - basic mobile unit allows the connection of two atmospheric flight units

- - Enhanced mobile unit - allows the connection of three atmospheric flight units

- - the large mobile unit allows the connection of five atmospheric flight units (= total payload capacity up to 5000kg in the Earth's atmosphere up to 1km in the Earth's gravity field)


Exoskeleton

1) lightweight exoskeleton

- Energy supply 1kWh

- Power consumption 0.75kWh under load/work, 0.125kWh at rest

- weight +10kg

- Reduces exertion at work = reduces oxygen consumption during strenuous work by 1L/min

- allows better handling of objects - mobile units have twice the power

- allows better handling of objects in gravity - at 1G it can lift and carry objects up to 750kg


2) heavy exoskelt

- 5kWh energy storage

- Power consumption 2.5kWh under load/work, 0.25kWh at rest

- weight +50kg

- Reduces exertion at work = reduces oxygen consumption at strenuous work by 2L/min

- allows better handling of objects - mobile units have triple the power

- enables better handling of objects in gravity - at 1G it can lift and carry objects up to 5000kg


Combat Equipment I

- increases suit durability and resistance


- weight +15kg

- increases resistance to fire and flame (k=0.1)

- increases resistance to penetrating radiation (k=0.125)

- Increases resistance to damage from objects (<150g, <50kJ/cm2), cut and puncture resistant


Combat Equipment II

- increases suit durability and resistance

- weight +50kg

- increases resistance to fire and flame (k=0.01)

- increases resistance to penetrating radiation (k=0.05)

- Increases resistance to object damage (<500g, <250kJ/cm2), cut and puncture resistant

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How to make inventory size meaningful - volume and weight of items carried. Logical: It should depend on the type of suit and the type of mobile unit, possibly also exoskeleton. But how to make it "reasonable" so that the inventory is not too small for light equipment (<500kg) and in turn too large for complete heavy equipment (>5000+kg)... How about counting like this?


1) Basic suit

- 100L volume

- weight 150kg

1A) Pilot suit

- only as a basic suit

1B) Basic working suit

- volume +150L (= 250L)

- weight +150kg (=300kg)

1C) Enhanced working suit

- volume +250L (= 350L)

- weight +250kg (=400kg)


2) Advanced spacesuit

- 500L volume

- weight 750kg


3) Heavy space suit

- volume 1000L (1m3)

- weight 1500kg


Mobile units

1) Basic mobile unit

- nothing?


2) Enhanced mobile unit

- volume +350L

- weight +350kg


3) Large mobile unit

- volume +1000L

- weight +1500kg


Exoskeleton

1) Lightweight exoskeleton

- volume +500L

- weight +500kg


2) heavy exoskeleton

- volume +1000L

- weight +1500kg


then:

Basic working suit + basic mobile unit -> equipment weight 25kg +7,5kg +5kg = 37,5kg + oxygen and fuel -> +0,85kg -> 38,35kg, carrying capacity 250L/300kg. A bit not enough...

Heavy suit + large mobile unit + heavy exoskeleton -> gear weight 90kg +100kg + 50kg = 240kg, carrying capacity 3000L/4500kg...

Plus five atmospheric flight units + fuel + oxygen -> weight of gear 303.5kg

Conclusion - and it's still able to fly in Earth's atmosphere and gravity :-)

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Heating and Cooling

Black body Equilibrium temperature in distance

Teq = ((L*(1-A) / (16* pi * sigma * r^2))^1/4 (r in meters)

Teq ~ 3404* ((1-A)/r^2)^1/4) -> Teq ~ 3404 /(r^1/2) ; (r in mil. km)

L - luminosity of the star (Sun = 3.827*10^26 W)

r - distance from the Sun (in meters / mil. km)

A - albedo (0 for a black body)

sigma - Stefan-Boltzmann constant. (5.67*10^-8 *Wm^-2 *K^-4)


Solar radiation flux at distance

Pf = L / (4 *pi * r^2) ; (r in meters)


recalculated table...

Distance from Sun - Solar radiation flux - Black body Equilibrium temperature in planet orbit

Mercury - 57 mil.km - 9373 W/m2 - 450K / +177°C

Venus - 108 mil.km - 2610 W/m2 - 327K / +55°C

Earth - 150 mil.km - 1353 W/m2 - 278K / +4.9°C

Mars - 227 mi.km - 591 W/m2 - 226K / -47°C

Jupiter - 778 mi.km - 50.5 W/m2 - 122K / -150°C

Saturn - 1426 mi.km - 15 W/m2 - 90K / -163°C

Uranus - 2868 mi.km - 3.7 W/m2 - 63K / -210°C

Neptune - 4497 mi.km - 1.5 W/m2 - 51K / -222°C

Pluto - 5806 mil.km - 0.9 W/m2 - 44K / -228°C


1) Basic suit

- Temper and cool the suit in the range -20°C ÷ +40°C (in the atmosphere)

- Temper and cool the suit in the range of light and heat radiation from 1000W/m2 to 2000W/m2 -> 174mil.km / 123mil.km ; -15°C / +34°C


Rationale for lower heat resistance in a vacuum - as above, the suit loses gas and thus becomes cooled.

1A) Pilot suit

- tempers and cools the suit in the range -40°C ÷ +60°C (in the atmosphere)

- Temper and cool the suit in the range of light and heat radiation from 750W/m2 to 2500W/m2 -> 201mil.km / 110mil.km; -32°C / +51°C


1B) basic working suit

- Temper and cool the suit in the range -40°C ÷ +60°C (in the atmosphere)

- Temper and cool the suit in the range of light and heat radiation from 500W/m2 to 3000W/m2 -> 246mil.km / 100mil.km; -55°C / +67°C


1C) Improved working suit

- Temper and cool the suit in the range -50°C ÷ +60°C (in atmosphere)

- Temper and cool the suit in the range of light and heat radiation from 300W/m2 to 3500W/m2 -> 318mil.km / 93mil.km; -82°C / +80°C


2) Advanced suit

- Temper and cool the suit in the range -80°C ÷ +100°C (in atmosphere)

- Temper and cool the suit in the range of light and heat radiation from 50W/m2 to 5000W/m2 -> 780 mil.km / 78 mil.km; -151°C / 112°C


3) Heavy suit

- Temper and cool the suit in the range -200°C ÷ +200°C (in atmosphere)

- tempers and cools the suit in the range of light and heat radiation from 1.5W/m2 to 15000/m2 -> 4500 miles / 45 million km; -222°C / +234°C


Excuse for different temperatures in atmosphere and vacuum :-) : In atmosphere the suit is cooled also by the flow of atmosphere around the suit, heat sinks in hot environments are less efficient, the gas does not expand into the vacuum but only into the pressure of the atmosphere...

The space suit is heated by electricity - consumption is 5 Wh per hour for every one degree Celsius below the minimum operating temperature

The space suit is cooled by venting hot gas (oxygen, nitrogen...) - consumption is 25g of gas per hour for every one degree Celsius above the maximum operating temperature


I wanted nice round numbers at the beginning - and the numbers came out not so nice... :-(

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I would like to share some thoughts regarding the spacesuit mechanics in Space Engineers, particularly focusing on realism and gameplay balance.


Breathing Mixtures: It’s important to note that humans do not breathe pure oxygen; instead, we typically inhale a mixture of gases, which consists of about 20% oxygen and 80% nitrogen. Implementing a breathing mixture in the game could enhance realism and provide players with a better understanding of life support systems.


Hydrogen Combustion: Hydrogen itself is not flammable; it requires oxygen to combust. This could lead to interesting mechanics where players need to manage both oxygen and hydrogen for their jetpacks, making resource management more crucial.


Heat Dissipation in Vacuum: In a vacuum, heat can be expelled not only through radiation but also by releasing gas. If a player were to vent warm gas from their suit, the gas from ballon would cool down as it expands, providing an additional cooling mechanism. This could allow for the introduction of a nitrogen ballon in the game, which would serve multiple purposes:


Oxygen + Nitrogen = Breathing Mixture: Players could use nitrogen to create a breathable atmosphere for their suits.

Oxygen + Hydrogen = Jetpack Fuel: This could introduce a more complex fuel system for jetpacks.

Venting Nitrogen for Cooling: Players could vent nitrogen to cool their suits.

By incorporating nitrogen into the gameplay, we could achieve two goals:


Enhance realism in the game’s life support and resource management systems.

Justify higher oxygen consumption rates, as players would need to manage a more complex mixture for their life support.

Additionally, if there is a heating mechanic in the game (or if it could be easily added), it would be logical that less gas would be consumed in shaded areas of a vacuum, reducing resource expenditure.

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Any gas, even oxygen or hydrogen, can be used for gas expansion cooling.

It would be a way, at the cost of increased gas consumption, to operate the spacesuit outside the region of its normal operating temperatures.


The nitrogen in the breathing mixture could be recycled quite simply and easily - the same principle is used not only by current space suits (all three :-) ), but also by closed-circuit diving apparatus, known since WWII (i.e. a very old technique).


Propulsion - oxygen and hydrogen are burned in a mass ratio of about 1:18. If the ratio in the game was 1:10 it would still be quite realistic and also quite well justifiable (lower flame temperature, more favorable flow mass of the engine).


See above for my idea on spacesuits, mobile units and exoskeletons - what do you think?

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Thank you for your thoughtful response. I completely agree that the technology you mentioned is indeed quite old, and I was surprised it wasn’t brought up earlier in this discussion. When I first launched the game, I was also taken aback that oxygen and hydrogen aren’t consumed for engines.

The reason I suggested using only nitrogen for cooling is mainly due to practical considerations, as oxygen and hydrogen are more critical for life support and propulsion. While venting an oxygen-nitrogen mixture would certainly be more realistic, I wanted to prioritize the essential resources.

I've also reviewed your ideas regarding exoskeletons and spacesuits. I would suggest refining the concept to include the notion that "lightweight spacesuits do not protect against radiation," as this would enhance realism. However, I understand that radiation is not currently a factor in Space Engineers.

If I may dream a little, I envision the following for the game:

First, I propose having three "layers of clothing." The first layer would be a jumpsuit, the second layer would be the spacesuit, and the third layer would be the exoskeleton. Importantly, it wouldn’t be necessary to wear the second layer to don the third.

Modifications to these layers could be distributed across characteristics such as speed, cargo capacity, and energy efficiency. For instance, an engineer’s jumpsuit might reduce speed but increase cargo capacity and energy efficiency, while a scout exoskeleton could boost speed at the expense of cargo capacity and energy efficiency.

I think having three types for each clothing layer—engineer, military, and scout (or traveler)—would suffice. There’s no need to create overly complex entities; each subsequent "layer" could simply be a more advanced version of the previous one. This approach would provide players with significant customization options in both appearance and functionality according to their needs.

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And yes, regarding the jetpack, it would make perfect sense for the jetpack to be part of the exoskeleton. However, this raises the question of whether we can separate atmospheric and vacuum jetpacks (and if we even need to). Ideally, it would be great to have an expandable exoskeleton through the addition of modules in designated slots. These modules could include batteries, gas canisters (for fuel and oxidizer), and "jetpack boosters" (though I can’t quite imagine how that would work :) ).

Additionally, I would propose having separate inventories for gas canisters, allowing players to manually swap them from their main inventory when necessary. Another module for the exoskeleton could be an auto-replacement system for canisters.

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How do you change your spacesuit?

The medical room is used to change the SE1s space suit cosmetics.

It does not seem to be the right system for some of the suits that have been proposed.

Would you suggest a new block for getting into or out of the space suit, and a storage system for each suit?

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The space suit itself (basic, advanced, heavy) could be changed in the medical block. It's not exactly a simple operation, and would quite logically be coupled with an automated medical exam of the character.

Or ...

There is an Armory block in SE1, where one suit is also on display. It could be used to store and replace all the space suit accessories, or even the space suits themselves (one of each type of space suit and accessory). It would also serve to automatically recharge the batteries.

Operating gases - oxygen, hydrogen, nitrogen... would be replenished as before in the medical block and cockpit.

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The issue of power supply for spacesuits should also include the issue of power supply for working tools...

A little bit around tools is suggested in the topic https://support.keenswh.com/spaceengineers2/pc/topic/45231-tool-upgrades , but the debate is mainly about the capabilities and features of the tools.

What do you think about power consumption of tools? In SE1 tools consume energy, but how much energy do the different types actually consume when working and how do the different levels differ?

By the way - the question of power tools should also be the answer to the need for frequent recharging of power supplies when working. Simply the resources of the spacesuit will be eaten up by the work tools. And it will consume not only electricity, but also working gas for the mobile unit, because a "free-flying" engineer has only one possibility to exert thrust or pressure - using the mobile unit's engines.

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On a casual thought, I would see the suit change for EVA to be attached to an airlock door block.

It might be fun to use the rotary airlock block as a suit change.


I will start a topic to get the rotary airlock block into the vanilla game.

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That doesn't sound like a very good idea to me. Dressing a spacesuit is quite a complicated matter that needs to be done carefully. Among other things, there are various sensors on the body, monitoring health, and various actuators... such as scrapulars... or how to scratch your nose or other places on the body :-) when they start to itch? I don't think you can do it through the space suit...

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I may be wrong but isn't the body monitoring system on a lower layer before the EVA suit is put on?

I am sure that you will correct me, as it appears that you have done a research.(compliment)


As for the quick change, I am having fun with Superman's telephone box, or Ironman's costume room.

If space is your everyday life, and in getting in and out of your spacesuit is so common, then you would see advances in the process used. Just because we do as thing now does not mean we will be doing the same in the future without some efficiencies being added.

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THX

My reasoning assumes that a space engineer is going in his space suit to stink for a long time. Hours, but more likely days and maybe months...

And the spacesuit should ensure he doesn't get eaten by mould... Among other things...


I'm not addressing the issue of defecation, for example... But even that needs to be treated properly. And the spacesuit must take care of it...

And it's not exactly a trivial or unnecessary matter, even in the game. In the "Eat, Drink, Sleep" plugin, for example, it's literally a matter of survival.

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The mold and stink are easy to deal with when using circulating layer of synthetic oxygenated amniotic fluid, supported by a matrix of micro uv lights and a small dialysis filter, although it does not work well with head hair.

As for the other there are pills for that, and they will work for a short time. For longer term, a colostomy bags or some variant may be of use.

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It is possible, and I assume something like that - but again: installation and preparation takes a long time and is complicated, especially if the engineer/astronaut is on his own.

Of course, I'm also tacitly assuming that the space engineer is fundamentally a gnotobiont (and a repeatedly cloned individual). So some of the problems may fall away.

Or something like the "capsuleer" from the EVA game...

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Another game to examine space suit features might be Stationeers. I think the Ballance they have is fairly decent. Besides power, you have to keep an eye on your waist tank (which needs periodic emptying), your air tank (which can be pure O2 or a gas mixture), and your filters. Although sometimes I do wish I had the option to have waist grass dumped overboard automatically in that game.

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I would even add a "no space suit" option for pressurized surroundings like in a space ship/station filled with air. Running all time around in a space suit was always a bit strange on SE1.

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Yes, it's a little weird. On the other hand - imagine if you had to go through even just a five-minute spacesuit donning before every spacewalk (in the game, even if it's just a minute...).

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SE2 is no simulation, so why on earth should you put your space suit like that on? Go in front of your storage place of your space suit, press F and tada, you wear your space suit. Not that complicated. Same when you storage it.


Already have written it here that way: https://support.keenswh.com/spaceengineers2/pc/topic/46451-no-space-suit-take-your-space-suit-off

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There are potentially usable blocks - for example, the "Armory" block, where one spacesuit is also displayed in a bracket. It shouldn't be too much of a problem (in the game engine) to get a real or simulated spacesuit to be placed in the holder, which would simulate whether or not there is a spacesuit in the block's inventory. The spacesuit could only be donned or doffed in Armory and Medbay blocks, and the placeholders for the spacesuit or its parts would be bulky (making it impractical to carry the spacesuit in inventory all the time)

Armory and Medbay blocks could have direct "put on spacesuit", "take off spacesuit" switches, and you could store spacesuit parts in a dedicated compartment in the block's inventory.


Or a more complex Dressing Process: you walk up to the armory, open the inventory (separate, for spacesuits only), take a "placeholder object" (or several - for suit, helmet, boots, gloves, backpack, jetpack...) into the inventory, and "use" the placeholder objects in the player's inventory. This puts the character's figure into the spacesuit.

Opposite procedure - you come to the armory or medbay, open their inventory - there is a "store spacesuit" button, the spacesuit parts appear in the player's inventory, and the character's figure takes off the spacesuit.


Translated with DeepL.com (free version)

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Keep in mind that you need to give players a reason to put off their space suites. If you make taking it off and put on not simple enough, players will not use it and stay in their space suits.

I'm normally on the side to make stuff more realistically, but only there where it makes sense. Here it makes no sense, it would be annoying if you every time need to do more as pointing on a locker and press F to completely remove or put on your space suit. The more easier you made it the more it will be used.

The more realistically part is here already that you put your space suit off if you enter your pressurized space ship or space/asteroid station or on if you left. If you are out of your space suit then it makes you even more aware that your are in a "safe zone" and outside of it it is deadly.

In addition airlocks makes more sense now and player will build them more and more secure because if your are outside of your suit and your ship loses air, you are in big trouble.

As advantage you could reach more narrow spaces because you have no thick space suit with a backpack on and could also a bit quicker inside your ship/station. That adds another reason to put your space suit off and build pressurized areas.

That all already adds a lot of immersion and survival feeling and for that it don't need a more complicated mechanic to put your space suit on. Not needed, it didn't add much to the game, only makes it more unattractive to put your space suit off.

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Such mechanics would make more sense in conjunction with techniques such as "Eat, Drink, Sleep..." plug-ins. in SE1.

For example, because the spacesuit makes sleep impossible / higly uncomfortable and fatigue grows, after a certain amount of continuous time in the spacesuit, health issues such as a slow decline in maximum health (really slow and not killing even in the long run - just "just an annoyance") start to kick in

hehehe - and just by the way, another activity option arose - hygiene and showering... The block exists in SE1 as decoration - and now it has been given a potential function.


IMHO - the whole complex of activities around the "Eat, Drink, Sleep..." system, the functionality of the respective blocks and the existence of the respective functional items would be governed by the game world setting. Including the proposed "life outside the spacesuit" and the need to take the spacesuit off occasionally...

Simply the ability to choose how the player wants to exist in the game world, and how they want the game experience and sense of realism of the simulation to feel...

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