Take On Mars - Nelios
Hello fellow Martians!

The finish line in Take On Mars’ development is in sight! When this journey started, we could not have imagined to be where we are now. We went from being a mod for Carrier Command: Gaea Mission, to an Early Access game about Rovers and Landers, to eventually becoming a game that captures the exploration of Mars in its entirety.



It’s been a rocky ride - one which requested a lot of patience from our players as well as ourselves. The decision to significantly increase the scope of the project by including the ‘manned’ segment lead to a much longer development cycle than we originally anticipated. Along the way, our relatively small team was unable to publish frequent updates. However, even though it’s perhaps not always been visible, we’ve been working tirelessly to make it all worth the wait. That’s why it’s extra satisfying to finally see everything come together in a complete (and hopefully more polished) package.

Today we’re releasing the Take On Mars “RC Update”. In development lingo, “RC” stands for Release Candidate – and it represents the final stage before reaching “gold”. Effectively, this means that we consider the game feature-complete, and that many significant game issues should be resolved. It also means that we’re now truly getting ready to release.



After taking a deserved holiday break, our team will continue to work on fixing bugs, but the majority of our focus in January will be to support Take On Mars’ official launch promotions. This includes making a Launch Trailer and updating various promotional assets and communications channels. We have some fun ideas for how to celebrate this special milestone, which we hope will make sure this release does not go by unnoticed!

All in all, with the festive season around the corner, we’re happy to see the Release Candidate of Take On Mars in our players’ hands. Consider this a little holiday gift. Thanks to your loyalty and dedication, we were able to follow our dream and make THE game about an interest we all share: the discovery of the Red Planet. Hopefully, with that kind of passion and persistence, we’ll one day be able to get real people to Mars. But before that happens, we wish you a lot of fun playing Take On Mars.

Happy holidays and a wonderful 2017!

Take On Mars Development Team

P.S. The changelog for today's "RC Update" can be found at http://mars.takeonthegame.com/changelog
Take On Mars - Nelios
Hello fellow Martians!

The finish line in Take On Mars’ development is in sight! When this journey started, we could not have imagined to be where we are now. We went from being a mod for Carrier Command: Gaea Mission, to an Early Access game about Rovers and Landers, to eventually becoming a game that captures the exploration of Mars in its entirety.



It’s been a rocky ride - one which requested a lot of patience from our players as well as ourselves. The decision to significantly increase the scope of the project by including the ‘manned’ segment lead to a much longer development cycle than we originally anticipated. Along the way, our relatively small team was unable to publish frequent updates. However, even though it’s perhaps not always been visible, we’ve been working tirelessly to make it all worth the wait. That’s why it’s extra satisfying to finally see everything come together in a complete (and hopefully more polished) package.

Today we’re releasing the Take On Mars “RC Update”. In development lingo, “RC” stands for Release Candidate – and it represents the final stage before reaching “gold”. Effectively, this means that we consider the game feature-complete, and that many significant game issues should be resolved. It also means that we’re now truly getting ready to release.



After taking a deserved holiday break, our team will continue to work on fixing bugs, but the majority of our focus in January will be to support Take On Mars’ official launch promotions. This includes making a Launch Trailer and updating various promotional assets and communications channels. We have some fun ideas for how to celebrate this special milestone, which we hope will make sure this release does not go by unnoticed!

All in all, with the festive season around the corner, we’re happy to see the Release Candidate of Take On Mars in our players’ hands. Consider this a little holiday gift. Thanks to your loyalty and dedication, we were able to follow our dream and make THE game about an interest we all share: the discovery of the Red Planet. Hopefully, with that kind of passion and persistence, we’ll one day be able to get real people to Mars. But before that happens, we wish you a lot of fun playing Take On Mars.

Happy holidays and a wonderful 2017!

Take On Mars Development Team

P.S. The changelog for today's "RC Update" can be found at http://mars.takeonthegame.com/changelog
Take On Mars - Dram
Hello fellow Martians!

We just released another update. This one fixes most of the bugs and issues that you all very kindly reported on the forums, so a BIG thank you goes out to you from the team!
We are continuing to polish, bug-fix and are enjoying the sight of the game progressively becoming a complete product overall.

Additionally, we have taken on board some suggestions such as adding auto-saves, which we agree are sorely missing. Expect those in an upcoming build.

There is still some further polishing and bug-fixing to attend to, so without further ado, below is the change log. Please keep giving us feedback! It is greatly helping us in locating and fixing bugs and issues.

Kind and friendly regards from the team!

14th December 2016 - Fixed potential blocker where after saving or loading a playing conversation would not continue - Added lighting system to ISS 9th December 2016 - Fixed possible crash in Mission 4 - States of dead crew-members sync between missions 2 and 4 - Added MML landing addons in mission 4 - Added a flare to players inventory in mission 4 (mission restart required) - Added more additional supplies in Mission 4 (mission restart required) - Fixed possible mission-breaking bug in mission 3 - Fixed air-zone glitch in Lost Outpost scenario (mission restart required) - Fixed Player inventory in all campaign missions (mission restart required) 7th December 2016 - Fixed potential division-by-zero crash with GetMaxVerticalFOV function - Fixed potential crash when saving game in Mission 5 6th December 2016 - Fixed possible terrain fall-trough in Missions 2 and 4 - Disabled Poptent folding in Missions 2 and 4 - Fixed killer steel bar in Mission 4 (mission restart required) - Player inventory does not count towards supply limit in Mission 4 - Adjusted music in Mission 2 - Renumbered mission names
Take On Mars - Dram
Hello fellow Martians!

We just released another update. This one fixes most of the bugs and issues that you all very kindly reported on the forums, so a BIG thank you goes out to you from the team!
We are continuing to polish, bug-fix and are enjoying the sight of the game progressively becoming a complete product overall.

Additionally, we have taken on board some suggestions such as adding auto-saves, which we agree are sorely missing. Expect those in an upcoming build.

There is still some further polishing and bug-fixing to attend to, so without further ado, below is the change log. Please keep giving us feedback! It is greatly helping us in locating and fixing bugs and issues.

Kind and friendly regards from the team!

14th December 2016 - Fixed potential blocker where after saving or loading a playing conversation would not continue - Added lighting system to ISS 9th December 2016 - Fixed possible crash in Mission 4 - States of dead crew-members sync between missions 2 and 4 - Added MML landing addons in mission 4 - Added a flare to players inventory in mission 4 (mission restart required) - Added more additional supplies in Mission 4 (mission restart required) - Fixed possible mission-breaking bug in mission 3 - Fixed air-zone glitch in Lost Outpost scenario (mission restart required) - Fixed Player inventory in all campaign missions (mission restart required) 7th December 2016 - Fixed potential division-by-zero crash with GetMaxVerticalFOV function - Fixed potential crash when saving game in Mission 5 6th December 2016 - Fixed possible terrain fall-trough in Missions 2 and 4 - Disabled Poptent folding in Missions 2 and 4 - Fixed killer steel bar in Mission 4 (mission restart required) - Player inventory does not count towards supply limit in Mission 4 - Adjusted music in Mission 2 - Renumbered mission names
Take On Mars - Dram


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:

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
Take On Mars - Dram


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:

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
Take On Mars - Dram
Hello everyone!

As promised, we just released another small update addressing the known issue mentioned in the last build, 2 days ago.

The issue was that atmospheric zone composition synchronization over multiplayer was extremely network intensive. We have now introduced a buffer to send this data less often and only when needed. This means the issue has been resolved and optimized.

Note that we will still be further optimizing net-code within the next month or so, hence, expect further improvements to net-code stability and performance.

Enjoy!

Change log:
26th October 2016 - Fixed issue where atmospheric zone composition was extremely network intensive, now data is buffered
Take On Mars - Dram
Hello everyone!

As promised, we just released another small update addressing the known issue mentioned in the last build, 2 days ago.

The issue was that atmospheric zone composition synchronization over multiplayer was extremely network intensive. We have now introduced a buffer to send this data less often and only when needed. This means the issue has been resolved and optimized.

Note that we will still be further optimizing net-code within the next month or so, hence, expect further improvements to net-code stability and performance.

Enjoy!

Change log:
26th October 2016 - Fixed issue where atmospheric zone composition was extremely network intensive, now data is buffered
Take On Mars - Dram
Hello everyone!


We just released an update featuring the long-awaited Life Support Module. This critical piece of machinery is now required by all bases to keep atmospheric pressure and a safe environment within bases.
Under the hood there has been another massive, massive change, which is the reason for the long delay between builds - atmospheric zone composition. Long story short, it means every single atmospheric zone (in vehicles, bases and so on) now holds information as to which gases are within it, and how many units of each gas.

What does this mean?
Do you all recall the Oxygen you were mining that had no use? Well, now it is crucial to the game! Your base will not be livable without a Life Support Module and without an adequate supply of Oxygen. So, the larger the base, the more air needed to fill it.

Only Oxygen? Isn't 100% Oxygen lethal?
Depends on the partial pressure. At 0.3 atmospheres, 100% Oxygen is not lethal - space suits use this in reality.

Can I set the Life Support Module to use something other than just oxygen?
Yes, the module has several modes with varying pressure levels. One of them is 0.3atm of pure oxygen, while another is 1atm of essentially Earth-like air with Nitrogen forming 79% of it.

But... what about my old MP saves? Will all of my bases be empty now?
No, we especially wrote backwards-compatibility to support old saves. All of your bases and vehicles will be filled with a default of 0.3atm of Oxygen for free.

So you guys have only been working on air for 2 months?
Nope, there is a plethora of fixes, improvements, and new features in this build, but the air composition tracking is by far the largest change due to the heavy changes required at the game's core. All of these are of course documented in the change log.

The first mission of the manned section to the Space Program mode was broken! Is it fixed??
Yes, not only that, but it has been updated and vastly improved. We highly recommend playing it again!

What is the game's status?
With the atmospheric composition tracking done, no new major features will be added. So from here it is completing the few minor features remaining, bug-fixing, and polishing. We are on a good track to be finished soon!

Cool! What about the Creative 3D Printer on the Manned Descent Vehicle in MP? When will we see the Modular 3D Printer?
Now! The Creative 3D Printer has been removed from the MDV's ramp, so is no longer available by default. Instead, a Supply Drop lands within 500m or so of the MDV's landing location. This Supply Drop contains all you need to get started - resource mining equipment, Basic 3D Printer and so on.


Of note, however, is that there is one known issue in this build, and that is a higher-than-normal upload rate from the server to clients. This we are addressing tomorrow and a hot-fix update will be released immediately after that. This does not affect single player.
EDIT: This has now been fixed as well. In a build near you!


We hope you enjoy this update and look forward to your feedback!!

Martin Melicharek
Project Lead





Change Log:
24th October 2016 - Added custom sky preset support for new addons - Fixed jittery mixing of gases between atmospheric zones and the atmosphere 20th October 2016 - Added pressurization info to Cargo Transport airlock GUIs 19th October 2016 - Added new Modular Door - Improved model of Modular Airlock Door - Implemented GUI functionality for Modular Door - Implemented GUI functionality for Modular Airlock Door 18th October 2016 - Updated Airlock controls of Cargo truck 13th October 2016 - Implemented a supply drop in multiplayer Cooperation mode containing resource-using 3D Printer and mining machines - Removed Creative 3D Printer from the Manned Descent Vehicle - Reduced mass of Cable Spool (50m) from 85kg to 60kg 12th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Manned Landing Module - Implemented adding/subtracting resources to/from stored reserves to the Manned Mobile Laboratory 11th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Poptent - Implemented adding/subtracting resources to/from stored reserves to the Manned Cargo Transport 10th October 2016 - Implemented new atmospheric zone system for Small Landing Module 6th October 2016 - Implemented Life Support Module adding/subtracting resources to/from stored reserves 5th October 2016 - Restore atmospheric zone composition after a group calculates new zones 4th October 2016 - Added Life Support Module model for modular bases 27th September 2016 - Implemented Life Support Module 16th September 2016 - Synchronized dynamic atmospheric zones in vehicles over MP 15th September 2016 - Implemented saving/loading of atmospheric zone composition to saves - Minor optimization to scenario load function 13th September 2016 - Implemented network synchronization of atmospheric zones - Implemented network synchronization of building block leak points 12th September 2016 - Fixed occasional crash with Outpost Airlock Door, where disassembling it deleted its 3D GUI handler 9th September 2016 - Implemented network synchronization of building block groups 7th September 2016 - Fixed power cables occasionally getting stuck in floor and objects - Fixed ragdoll bodies occasionally getting stuck in floor and objects 30th August 2016 - Added next/previous reaction buttons to the Materials Refinery, fixing the bug where the input could be used for multiple reactions but could not be selected - Added option to enable/disable realistic rover speeds (off by default) - Fixed 3D GUI issue in mouse cursor mode (RMB) where clicking on some buttons resulted in double-click 29th August 2016 - Added air composition tracking to atmospheric zones 26th August 2016 - Added definable atmospheric composition into location (.loc) files, used for atmospheric zones - Moved character turning from on physics step to on frame, making it smoother overall - Implemented 'Reload from configs' button into in-game Editor for updating characters and vehicles in older scenarios from current configs - Updated Mars Encyclopedia with current atmospheric composition values - Fixed 'jittery' movement of the MAV inside the MDV shell while landing - Fixed 'jittery' movement of statically bound parts on vehicles at high speeds 25th August 2016 - Added fuel inlet labels for MML and CargoTruck 24th August 2016 - Added Life Support Module model for outpost bases 23rd August 2016 - Added dynamic layered music handler that can be used in missions to play a music track divided into multiple layers 22nd August 2016 - Improved object highlight effect, now just a solid color which is less disturbing - Improved glass on Outpost building blocks, now less yellow - Added snapping of power cables even when holding part before the cable's end
Take On Mars - Dram
Hello everyone!


We just released an update featuring the long-awaited Life Support Module. This critical piece of machinery is now required by all bases to keep atmospheric pressure and a safe environment within bases.
Under the hood there has been another massive, massive change, which is the reason for the long delay between builds - atmospheric zone composition. Long story short, it means every single atmospheric zone (in vehicles, bases and so on) now holds information as to which gases are within it, and how many units of each gas.

What does this mean?
Do you all recall the Oxygen you were mining that had no use? Well, now it is crucial to the game! Your base will not be livable without a Life Support Module and without an adequate supply of Oxygen. So, the larger the base, the more air needed to fill it.

Only Oxygen? Isn't 100% Oxygen lethal?
Depends on the partial pressure. At 0.3 atmospheres, 100% Oxygen is not lethal - space suits use this in reality.

Can I set the Life Support Module to use something other than just oxygen?
Yes, the module has several modes with varying pressure levels. One of them is 0.3atm of pure oxygen, while another is 1atm of essentially Earth-like air with Nitrogen forming 79% of it.

But... what about my old MP saves? Will all of my bases be empty now?
No, we especially wrote backwards-compatibility to support old saves. All of your bases and vehicles will be filled with a default of 0.3atm of Oxygen for free.

So you guys have only been working on air for 2 months?
Nope, there is a plethora of fixes, improvements, and new features in this build, but the air composition tracking is by far the largest change due to the heavy changes required at the game's core. All of these are of course documented in the change log.

The first mission of the manned section to the Space Program mode was broken! Is it fixed??
Yes, not only that, but it has been updated and vastly improved. We highly recommend playing it again!

What is the game's status?
With the atmospheric composition tracking done, no new major features will be added. So from here it is completing the few minor features remaining, bug-fixing, and polishing. We are on a good track to be finished soon!

Cool! What about the Creative 3D Printer on the Manned Descent Vehicle in MP? When will we see the Modular 3D Printer?
Now! The Creative 3D Printer has been removed from the MDV's ramp, so is no longer available by default. Instead, a Supply Drop lands within 500m or so of the MDV's landing location. This Supply Drop contains all you need to get started - resource mining equipment, Basic 3D Printer and so on.


Of note, however, is that there is one known issue in this build, and that is a higher-than-normal upload rate from the server to clients. This we are addressing tomorrow and a hot-fix update will be released immediately after that. This does not affect single player.
EDIT: This has now been fixed as well. In a build near you!


We hope you enjoy this update and look forward to your feedback!!

Martin Melicharek
Project Lead





Change Log:
24th October 2016 - Added custom sky preset support for new addons - Fixed jittery mixing of gases between atmospheric zones and the atmosphere 20th October 2016 - Added pressurization info to Cargo Transport airlock GUIs 19th October 2016 - Added new Modular Door - Improved model of Modular Airlock Door - Implemented GUI functionality for Modular Door - Implemented GUI functionality for Modular Airlock Door 18th October 2016 - Updated Airlock controls of Cargo truck 13th October 2016 - Implemented a supply drop in multiplayer Cooperation mode containing resource-using 3D Printer and mining machines - Removed Creative 3D Printer from the Manned Descent Vehicle - Reduced mass of Cable Spool (50m) from 85kg to 60kg 12th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Manned Landing Module - Implemented adding/subtracting resources to/from stored reserves to the Manned Mobile Laboratory 11th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Poptent - Implemented adding/subtracting resources to/from stored reserves to the Manned Cargo Transport 10th October 2016 - Implemented new atmospheric zone system for Small Landing Module 6th October 2016 - Implemented Life Support Module adding/subtracting resources to/from stored reserves 5th October 2016 - Restore atmospheric zone composition after a group calculates new zones 4th October 2016 - Added Life Support Module model for modular bases 27th September 2016 - Implemented Life Support Module 16th September 2016 - Synchronized dynamic atmospheric zones in vehicles over MP 15th September 2016 - Implemented saving/loading of atmospheric zone composition to saves - Minor optimization to scenario load function 13th September 2016 - Implemented network synchronization of atmospheric zones - Implemented network synchronization of building block leak points 12th September 2016 - Fixed occasional crash with Outpost Airlock Door, where disassembling it deleted its 3D GUI handler 9th September 2016 - Implemented network synchronization of building block groups 7th September 2016 - Fixed power cables occasionally getting stuck in floor and objects - Fixed ragdoll bodies occasionally getting stuck in floor and objects 30th August 2016 - Added next/previous reaction buttons to the Materials Refinery, fixing the bug where the input could be used for multiple reactions but could not be selected - Added option to enable/disable realistic rover speeds (off by default) - Fixed 3D GUI issue in mouse cursor mode (RMB) where clicking on some buttons resulted in double-click 29th August 2016 - Added air composition tracking to atmospheric zones 26th August 2016 - Added definable atmospheric composition into location (.loc) files, used for atmospheric zones - Moved character turning from on physics step to on frame, making it smoother overall - Implemented 'Reload from configs' button into in-game Editor for updating characters and vehicles in older scenarios from current configs - Updated Mars Encyclopedia with current atmospheric composition values - Fixed 'jittery' movement of the MAV inside the MDV shell while landing - Fixed 'jittery' movement of statically bound parts on vehicles at high speeds 25th August 2016 - Added fuel inlet labels for MML and CargoTruck 24th August 2016 - Added Life Support Module model for outpost bases 23rd August 2016 - Added dynamic layered music handler that can be used in missions to play a music track divided into multiple layers 22nd August 2016 - Improved object highlight effect, now just a solid color which is less disturbing - Improved glass on Outpost building blocks, now less yellow - Added snapping of power cables even when holding part before the cable's end
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