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Man -- I cannot tell you how relieving it is to know it's not just me that's run into that airlock bug. It was absolutely maddening, and we were convinced that somebody had broken something accidentally while running around trying to repair stuff without realizing it. Thanks for the confirmation here.
What I did before was just unhook the door and hatch sig_out feeds from the AND component -- so the airlock cycle button worked from the nav console, but door buttons would still need to be opened and closed manually. It was annoying since that wasn't what we'd gotten used to from stage one, but it was workable -- and most importantly, didn't require us to start our campaign over.
Sure enough though, I took your input and rewired the doors as they were before in a new lobby, and everything's working again.
Really weird bug, but at this point I'm just glad it's an easy fix. Thanks again for the input on this one -- really appreciated!
1) The airlock cycle from the nav console seems to be repeating the signal, so the doors toggle state, then immediately toggle back. This behavior only occurs from the nav console -- opening the doors via the button works as expected (hatch opens, door closes, and vice versa).
2) While not connected to shore power, the fabricator seems to constantly be supplied insufficient power.
I traced these issues through the wiring in game to the best of my ability and got an idea of what was going on -- no way I was going to try to fix that while we were under attack constantly in the Europan Shelf. I loaded up stage four and stage five in the sub editor, and I'll be damned if I can see what the difference might be. Even more fun, when testing stage five from the editor, everything looks to be in working order.
Any ideas here?
It has a good layout, but is mostly empty, so be warned that you'll need to buy a lot of stuff to start off well.
On that note, can we get a version with loaded lockers, for those who want to skip straight to Stage 5 ship? Buying everything at the start is a hassle. :D