<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[High Frontier Forums - Suggestions & Feedback]]></title>
		<link>http://highfrontier.com/forum/</link>
		<description><![CDATA[High Frontier Forums - http://highfrontier.com/forum]]></description>
		<pubDate>Sat, 14 Nov 2026 18:06:26 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[S.S. Edward Snowden]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=231</link>
			<pubDate>Sat, 23 Dec 2017 14:36:06 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=231</guid>
			<description><![CDATA[My boyfriend and I totally love that you have a ship named "S.S. Edward Snowden" in this game.  That is soooo cool!!  Major points for that. <img src="http://highfrontier.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></description>
			<content:encoded><![CDATA[My boyfriend and I totally love that you have a ship named "S.S. Edward Snowden" in this game.  That is soooo cool!!  Major points for that. <img src="http://highfrontier.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making money from completed projects]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=230</link>
			<pubDate>Sat, 23 Dec 2017 14:28:48 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=230</guid>
			<description><![CDATA[I had expected being able to mine NEA's would reduce material costs and become a source of revenue for the station with the relevant businesses appearing in the colony.  That hasn't happened.  <br />
<br />
The same goes for the Fuel Depot project.  Completing that I figured I'd be able to build a station with fuel tanks/fuel docking port and have the appropriate company appear in the colony.<br />
<br />
The only activity that produces exports for the colony is farming.  There are no businesses I've seen in the colony that manufacture anything that one could export.<br />
<br />
If those type of changes are made to the next version, we'd also need to be able to see imports/exports broken down to see what is being imported/exported.  As the game stands now, it's obvious. Food.]]></description>
			<content:encoded><![CDATA[I had expected being able to mine NEA's would reduce material costs and become a source of revenue for the station with the relevant businesses appearing in the colony.  That hasn't happened.  <br />
<br />
The same goes for the Fuel Depot project.  Completing that I figured I'd be able to build a station with fuel tanks/fuel docking port and have the appropriate company appear in the colony.<br />
<br />
The only activity that produces exports for the colony is farming.  There are no businesses I've seen in the colony that manufacture anything that one could export.<br />
<br />
If those type of changes are made to the next version, we'd also need to be able to see imports/exports broken down to see what is being imported/exported.  As the game stands now, it's obvious. Food.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What about trading cash for XP?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=229</link>
			<pubDate>Sat, 23 Dec 2017 14:04:04 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=229</guid>
			<description><![CDATA[I have available cash of &#36;1.5 Billion at my stations.  I'd love for there to be a way to use that to improve the station or progress in the game.  What about trading cash for XP?  Elon Musk started a successful rocket company with a few hundred million dollars.]]></description>
			<content:encoded><![CDATA[I have available cash of &#36;1.5 Billion at my stations.  I'd love for there to be a way to use that to improve the station or progress in the game.  What about trading cash for XP?  Elon Musk started a successful rocket company with a few hundred million dollars.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[XP for achieving other noteworthy mileposts]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=228</link>
			<pubDate>Sat, 23 Dec 2017 14:00:17 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=228</guid>
			<description><![CDATA[I'd like to get XP for achieving other noteworthy mileposts.  XP is awarded for &#36;10/50/100 million/year income.  What about for for &#36;200 million or &#36;500 million or more?  At least I haven't seen any.  XP is awarded for having 2000 residents, but the next award is for 10,000.  What about for 4000 or 5000?<br />
<br />
The issue about gaining residents is a big one for me because getting to 10,000 residents is the only opportunity currently available to me.  I've accomplished all the others.]]></description>
			<content:encoded><![CDATA[I'd like to get XP for achieving other noteworthy mileposts.  XP is awarded for &#36;10/50/100 million/year income.  What about for for &#36;200 million or &#36;500 million or more?  At least I haven't seen any.  XP is awarded for having 2000 residents, but the next award is for 10,000.  What about for 4000 or 5000?<br />
<br />
The issue about gaining residents is a big one for me because getting to 10,000 residents is the only opportunity currently available to me.  I've accomplished all the others.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How do I mitigate fire hazards?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=227</link>
			<pubDate>Sat, 23 Dec 2017 13:52:11 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=227</guid>
			<description><![CDATA[I've no idea how to keep things from burning down and having fire departments around doesn't seem to help and neither does calling them.  It's common for me to lose several buildings at once when there is a fire.  With crime, I've noticed adding lights will lower the crime rate of an area.  For some reason, I"m not sure why, dehumidifiers always attract crime in this game and they are the most likely to burn down.  They've burned down so often that I've concluded maybe I have too many of them. So, when they burn down I don't replace them.  However, I always replace water treatment plants when they burn down.  Since I can reduce crime by adding street lights, how do I mitigate fire hazards?<br />
<br />
Also there seem to be way to many fires in this game.  I live in hot and dry Phoenix, Arizona and even during the summer we don't have as many files as a get playing this game.  They are rare enough that it's newsworthy when it happens.<br />
<br />
Are the fires ever caused by arson in this game or is it just chance?<br />
<br />
Mainly though, I'd like to learn how I can reduce fire hazards.]]></description>
			<content:encoded><![CDATA[I've no idea how to keep things from burning down and having fire departments around doesn't seem to help and neither does calling them.  It's common for me to lose several buildings at once when there is a fire.  With crime, I've noticed adding lights will lower the crime rate of an area.  For some reason, I"m not sure why, dehumidifiers always attract crime in this game and they are the most likely to burn down.  They've burned down so often that I've concluded maybe I have too many of them. So, when they burn down I don't replace them.  However, I always replace water treatment plants when they burn down.  Since I can reduce crime by adding street lights, how do I mitigate fire hazards?<br />
<br />
Also there seem to be way to many fires in this game.  I live in hot and dry Phoenix, Arizona and even during the summer we don't have as many files as a get playing this game.  They are rare enough that it's newsworthy when it happens.<br />
<br />
Are the fires ever caused by arson in this game or is it just chance?<br />
<br />
Mainly though, I'd like to learn how I can reduce fire hazards.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A few suggestions]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=219</link>
			<pubDate>Sat, 08 Jul 2017 23:46:06 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=219</guid>
			<description><![CDATA[Hello again! I checked in on version .27, and was delighted to see you incorporated changes based on my earlier feedback about paths. I find the new system a lot more intuitive. Lots of other improvements too!<br />
<br />
Since it seemed helpful last time I weighed in, I had a few other suggestions I wanted to throw out there, most of them intended to streamline zoning (which is already improved from the .25 version).<br />
<br />
First, it would be great if you could select different size swatches, so you can paint larger or smaller areas. That'd be especially helpful for larger stations.<br />
<br />
Secondly, when designing a station, it would be cool if you could copy/paste a component. (Maybe you already can, and I just didn't figure out how.)<br />
<br />
Lastly, if you could copy and paste zoning between stations with livable habitats of the same size, that would be cool. I think it's possible the reason you don't already have that possibility is because right now, that's most of the task of building a new colony... Right now, if you copied and pasted all zoning, you'd be pretty much done. <br />
<br />
But I want to compare this idea to how you can copy/paste station designs themselves. You can save and load designs. But you can't just take a LEO station design and use it in HEO out of the box. You can keep its structure and spin rate, but you have to change shielding, power, and heat sinks. You keep about 80% of it, and tweak the other 20% to fit the circumstances. It feels less like starting over from scratch, and more like refining something. Building on what came before.<br />
<br />
Maybe you should be able to copy a zoning map to a new station, but stations in different orbits have different needs... Like ones further from Earth need more agricultural zoning, for example, due to the difficulty of resupplying food and oxygen. Or ones in the asteroid belt have a special zone for refining metals. Or whatever your research suggests might be an economic need in a particular region. If zoning can be copied, but 20% of it has to be tactically customized to the circumstances and role of the station, then you'd get the same "I'm building something new!" feeling without the "Oh man, I gotta start over from scratch..." feeling.<br />
<br />
P.S. - and this is a really small thing that would be probably rather difficult to make happen - but it would be super cool if the police drones obeyed the Coriolis effect. I assume they don't yet, because their flight paths don't look weird. Coriolis usually make stuff look really weird! Disclaimer - I have only had a few emergencies, so I can't be sure you haven't already implemented something similar to my suggestion below, but the drones I saw flying flew mostly along the outside of the cylinder.<br />
<br />
The quickest path in a rotating cylinder is rarely going to be a "straight" line along the surface of the cylinder, as that's similar to taking the outside track. They'd fly "up" really high and then "down" again, in what appear to be dramatic parabolic arcs (but are actually straight lines). They would also rarely want to fly along the rotation of the station. Rather, they'd fly against it, even if it looks "closer" to go the other way. Sometimes, they'd fly "straight" "up" to get where they're going, at least in a cylinder. I have no idea how difficult this would be, but it would be super cool if possible to implement, and if your physics are implemented correctly, I'm sure you'd discover further counterintuitive shortest paths to an emergency (or flaws in my own assumptions above). <br />
<br />
Love the direction the game is going! Will definitely keep checking out new updates, and might add to this thread if I think of anything else.  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></description>
			<content:encoded><![CDATA[Hello again! I checked in on version .27, and was delighted to see you incorporated changes based on my earlier feedback about paths. I find the new system a lot more intuitive. Lots of other improvements too!<br />
<br />
Since it seemed helpful last time I weighed in, I had a few other suggestions I wanted to throw out there, most of them intended to streamline zoning (which is already improved from the .25 version).<br />
<br />
First, it would be great if you could select different size swatches, so you can paint larger or smaller areas. That'd be especially helpful for larger stations.<br />
<br />
Secondly, when designing a station, it would be cool if you could copy/paste a component. (Maybe you already can, and I just didn't figure out how.)<br />
<br />
Lastly, if you could copy and paste zoning between stations with livable habitats of the same size, that would be cool. I think it's possible the reason you don't already have that possibility is because right now, that's most of the task of building a new colony... Right now, if you copied and pasted all zoning, you'd be pretty much done. <br />
<br />
But I want to compare this idea to how you can copy/paste station designs themselves. You can save and load designs. But you can't just take a LEO station design and use it in HEO out of the box. You can keep its structure and spin rate, but you have to change shielding, power, and heat sinks. You keep about 80% of it, and tweak the other 20% to fit the circumstances. It feels less like starting over from scratch, and more like refining something. Building on what came before.<br />
<br />
Maybe you should be able to copy a zoning map to a new station, but stations in different orbits have different needs... Like ones further from Earth need more agricultural zoning, for example, due to the difficulty of resupplying food and oxygen. Or ones in the asteroid belt have a special zone for refining metals. Or whatever your research suggests might be an economic need in a particular region. If zoning can be copied, but 20% of it has to be tactically customized to the circumstances and role of the station, then you'd get the same "I'm building something new!" feeling without the "Oh man, I gotta start over from scratch..." feeling.<br />
<br />
P.S. - and this is a really small thing that would be probably rather difficult to make happen - but it would be super cool if the police drones obeyed the Coriolis effect. I assume they don't yet, because their flight paths don't look weird. Coriolis usually make stuff look really weird! Disclaimer - I have only had a few emergencies, so I can't be sure you haven't already implemented something similar to my suggestion below, but the drones I saw flying flew mostly along the outside of the cylinder.<br />
<br />
The quickest path in a rotating cylinder is rarely going to be a "straight" line along the surface of the cylinder, as that's similar to taking the outside track. They'd fly "up" really high and then "down" again, in what appear to be dramatic parabolic arcs (but are actually straight lines). They would also rarely want to fly along the rotation of the station. Rather, they'd fly against it, even if it looks "closer" to go the other way. Sometimes, they'd fly "straight" "up" to get where they're going, at least in a cylinder. I have no idea how difficult this would be, but it would be super cool if possible to implement, and if your physics are implemented correctly, I'm sure you'd discover further counterintuitive shortest paths to an emergency (or flaws in my own assumptions above). <br />
<br />
Love the direction the game is going! Will definitely keep checking out new updates, and might add to this thread if I think of anything else.  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Overview of Colonies]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=213</link>
			<pubDate>Sun, 16 Apr 2017 02:37:36 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=213</guid>
			<description><![CDATA[Hullo,<br />
<br />
whenever I manage my colonies I struggle to remember which one was placed where. So, in a sense I’d like to see the same overview as in the Build part, with cislunar space / inner planets / outer planets, with a brief overview over the colonies in such and such orbit. Something like<br />
<ul>
<li>Cislunar Space<ul>
<li>LEO<ul>
<li>Powell - pop 190<br />
</li></ul></li>
<li>HEO<ul>
<li>Pernell - pop 160</li>
<li>Looking Glass - pop 490<br />
</li></ul></li>
<li>L1<ul>
<li>Society – pop 2300<br />
</li></ul></li>
<li>L4<ul>
<li>–<br />
</li></ul></li>
<li>L5<ul>
<li>–<br />
</li></ul></li>
<li>LLO<ul>
<li>Moonscape – pop 2400<br />
</li></ul>
</li></ul>
</li></ul>
I rounded the population number to the nearest ten or hundred, respectively. One could add more information, but you don’t wanna drown the user either. Ideally I’d have the option to add a quick note (twitter length or something) to each colony, but that’s probably wishful thinking. I just wanna know which of my colonies evoked the vampire comments.]]></description>
			<content:encoded><![CDATA[Hullo,<br />
<br />
whenever I manage my colonies I struggle to remember which one was placed where. So, in a sense I’d like to see the same overview as in the Build part, with cislunar space / inner planets / outer planets, with a brief overview over the colonies in such and such orbit. Something like<br />
<ul>
<li>Cislunar Space<ul>
<li>LEO<ul>
<li>Powell - pop 190<br />
</li></ul></li>
<li>HEO<ul>
<li>Pernell - pop 160</li>
<li>Looking Glass - pop 490<br />
</li></ul></li>
<li>L1<ul>
<li>Society – pop 2300<br />
</li></ul></li>
<li>L4<ul>
<li>–<br />
</li></ul></li>
<li>L5<ul>
<li>–<br />
</li></ul></li>
<li>LLO<ul>
<li>Moonscape – pop 2400<br />
</li></ul>
</li></ul>
</li></ul>
I rounded the population number to the nearest ten or hundred, respectively. One could add more information, but you don’t wanna drown the user either. Ideally I’d have the option to add a quick note (twitter length or something) to each colony, but that’s probably wishful thinking. I just wanna know which of my colonies evoked the vampire comments.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wildly Oscillating CO2 Spinamajig]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=211</link>
			<pubDate>Fri, 14 Apr 2017 08:10:40 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=211</guid>
			<description><![CDATA[(Starting this as a new thread, as the other had gotten rather long.)<br />
<br />
I got a chance this morning to load up your (Permeable Ceiling's) Powell colony to see what's going on with the CO2.<br />
<br />
<br />
<img src="http://i.imgur.com/qobEWUN.png" width="799" height="742" border="0" alt="[Image: qobEWUN.png]" /><br />
<br />
It appears to be basically a population oscillation, where the "population" in this case is the grass and trees.  When CO2 is high, these do great and grow like gangbusters (population boom), converting CO2 to O2... but then there isn't enough CO2, so they all wilt and stop photosynthesizing (population crash).  And then the people gradually convert the O2 back into CO2, starting the cycle again.<br />
<br />
It's still surprising that the oscillations don't dampen out to an equilibrium, though... especially with the atmospheric regulator in there, which is supposed to counteract any imbalance.  There is a bit of a delay in those too though; it looks like somehow you've hit upon a resonant frequency of both the regulator and the plants (probably tied to the time step in the atmosphere simulation).<br />
<br />
<br />
But what really cracked me up — and prompted me to post this screen shot — was the Squawker feed.  Your residents don't care about the growing/wilting plants too much, because they're too busy trying not to lose their lunch from the 3.9 RPM spin.  <img src="http://highfrontier.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[(Starting this as a new thread, as the other had gotten rather long.)<br />
<br />
I got a chance this morning to load up your (Permeable Ceiling's) Powell colony to see what's going on with the CO2.<br />
<br />
<br />
<img src="http://i.imgur.com/qobEWUN.png" width="799" height="742" border="0" alt="[Image: qobEWUN.png]" /><br />
<br />
It appears to be basically a population oscillation, where the "population" in this case is the grass and trees.  When CO2 is high, these do great and grow like gangbusters (population boom), converting CO2 to O2... but then there isn't enough CO2, so they all wilt and stop photosynthesizing (population crash).  And then the people gradually convert the O2 back into CO2, starting the cycle again.<br />
<br />
It's still surprising that the oscillations don't dampen out to an equilibrium, though... especially with the atmospheric regulator in there, which is supposed to counteract any imbalance.  There is a bit of a delay in those too though; it looks like somehow you've hit upon a resonant frequency of both the regulator and the plants (probably tied to the time step in the atmosphere simulation).<br />
<br />
<br />
But what really cracked me up — and prompted me to post this screen shot — was the Squawker feed.  Your residents don't care about the growing/wilting plants too much, because they're too busy trying not to lose their lunch from the 3.9 RPM spin.  <img src="http://highfrontier.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Right-click to mean "done"?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=208</link>
			<pubDate>Fri, 07 Apr 2017 08:43:35 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=208</guid>
			<description><![CDATA[Permeable Ceiling <a href="http://highfrontier.com/forum/showthread.php?tid=207&amp;pid=601#pid601" target="_blank">suggested</a> that he'd like to terminate a path by right-clicking, rather than double-clicking or pressing Return.<br />
<br />
This sounds reasonable to us, and is something we're <a href="https://app.assembla.com/spaces/high-frontier/tickets/233" target="_blank">looking into</a> now.  But there's a detail of the behavior I'm not sure about.  Suppose you've already clicked several times to make a nice path with several bends, and now you're ready to finish.  You right-click.  Should this:<br />
<br />
<ol type="1">
<li>Add one last segment to where you right-click, and then terminate?</li>
<li>Ignore the position at which you right-clicked, and just terminate the path at the last point left-clicked?<br />
</li></ol>
I'm leaning towards #1, but any opinions about it would be welcome!]]></description>
			<content:encoded><![CDATA[Permeable Ceiling <a href="http://highfrontier.com/forum/showthread.php?tid=207&amp;pid=601#pid601" target="_blank">suggested</a> that he'd like to terminate a path by right-clicking, rather than double-clicking or pressing Return.<br />
<br />
This sounds reasonable to us, and is something we're <a href="https://app.assembla.com/spaces/high-frontier/tickets/233" target="_blank">looking into</a> now.  But there's a detail of the behavior I'm not sure about.  Suppose you've already clicked several times to make a nice path with several bends, and now you're ready to finish.  You right-click.  Should this:<br />
<br />
<ol type="1">
<li>Add one last segment to where you right-click, and then terminate?</li>
<li>Ignore the position at which you right-clicked, and just terminate the path at the last point left-clicked?<br />
</li></ol>
I'm leaning towards #1, but any opinions about it would be welcome!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Issues and notes and stuff as I play]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=207</link>
			<pubDate>Wed, 05 Apr 2017 04:12:58 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=207</guid>
			<description><![CDATA[Hi, <br />
<br />
I more or less just started playing with High Frontier. Is it weird to consider it not a game in a sense? I look at is as more of a design software, that illustrates concepts and possibilities. Hence my perspective will likely not focus on the game aspect, but rather other aspects.<br />
<br />
Keep in mind, they’ll be things that jump out to me because they don’t behave in a way like I expect them to. It doesn’t mean they’re bad, just, y’know, outside expectations. Like… In an old game seeing a flag flying on a castle, but the flag is stiff as a board. It’s minor, but jumps out because it’s not what you expect from a flag.<br />
Incidentally, I’ll be using the Mac version.<br />
<br />
So, without further ado, issues that I found weird or notable while fiddling with the ‘game’.<br />
<ul>
<li>Torus:<ul>
<li>finances (2-10 spokes doesn’t affect cost; Hub radius doesn’t affect cost)</li>
<li>Spoke Radius &gt; Minor Radius is possible (and swallows hub incidentally)</li>
<li>As I understand it, the spokes should widen as they approach the hub (1)</li>
<li>It’d be interesting to see hub’s height not tied to Minor Radius. ‘Smaller or taller’ hubs would be nice to have.</li>
<li>Air mass isn’t affected by number and radius of spokes</li>
<li>Air mass isn’t affected by Hub Radius</li>
<li>Hub Radius &gt; Major Radius is… what is going on here?</li>
<li>Why can’t I plaster the outside of my Torus with Solar panels?</li>
<li>Lit solar panels produce as much power as shadowed panels. This should be addressed.</li>
<li>Copy-Paste structures? Not possible :/<br />
</li></ul></li>
<li>Cylinder<ul>
<li>Okay, why is the stock structure more expensive than the plan allows? It costs something like 22B, whereas the Build Mode markets it as 1.6 Billion.</li>
<li>What are these pillars that are build for &#36;100 when I shift-left-click place a lamp post? And why do they extend into infinity?</li>
<li>Well, It’d be nice to have a the ability to place multiple structures in a row, like lamp posts, without always going through the menu for every iteration.</li>
<li>I can build buildings hovering in the endcaps. I assume that isn’t intentional.<br />
</li></ul></li>
<li>Other stuff<ul>
<li>The management menu is strange. Or rather, the camera is. I kind of want to have the cylinder’s surface rolled out and place my structures that way.</li>
<li>Is there a way to detach connected modules from each other? If so, it’s not communicated well. Ah, I found out. Still, not that well communicated. And a bit… arbitrary when a module is disconnected and when the whole structure is moved.</li>
<li>Moving the camera position by right-clicking while holding the Option key is hella slow. It’s far easier to move the whole station.<br />
</li></ul>
</li></ul>
(1) Due to stress of centrifugal force on spoke. Spokes have mass. The longer the spoke, the more mass is pulling the closer to the hub. To have equal stress per cross sectional area, you have to widen the spokes as you get closer to the hub. ]]></description>
			<content:encoded><![CDATA[Hi, <br />
<br />
I more or less just started playing with High Frontier. Is it weird to consider it not a game in a sense? I look at is as more of a design software, that illustrates concepts and possibilities. Hence my perspective will likely not focus on the game aspect, but rather other aspects.<br />
<br />
Keep in mind, they’ll be things that jump out to me because they don’t behave in a way like I expect them to. It doesn’t mean they’re bad, just, y’know, outside expectations. Like… In an old game seeing a flag flying on a castle, but the flag is stiff as a board. It’s minor, but jumps out because it’s not what you expect from a flag.<br />
Incidentally, I’ll be using the Mac version.<br />
<br />
So, without further ado, issues that I found weird or notable while fiddling with the ‘game’.<br />
<ul>
<li>Torus:<ul>
<li>finances (2-10 spokes doesn’t affect cost; Hub radius doesn’t affect cost)</li>
<li>Spoke Radius &gt; Minor Radius is possible (and swallows hub incidentally)</li>
<li>As I understand it, the spokes should widen as they approach the hub (1)</li>
<li>It’d be interesting to see hub’s height not tied to Minor Radius. ‘Smaller or taller’ hubs would be nice to have.</li>
<li>Air mass isn’t affected by number and radius of spokes</li>
<li>Air mass isn’t affected by Hub Radius</li>
<li>Hub Radius &gt; Major Radius is… what is going on here?</li>
<li>Why can’t I plaster the outside of my Torus with Solar panels?</li>
<li>Lit solar panels produce as much power as shadowed panels. This should be addressed.</li>
<li>Copy-Paste structures? Not possible :/<br />
</li></ul></li>
<li>Cylinder<ul>
<li>Okay, why is the stock structure more expensive than the plan allows? It costs something like 22B, whereas the Build Mode markets it as 1.6 Billion.</li>
<li>What are these pillars that are build for &#36;100 when I shift-left-click place a lamp post? And why do they extend into infinity?</li>
<li>Well, It’d be nice to have a the ability to place multiple structures in a row, like lamp posts, without always going through the menu for every iteration.</li>
<li>I can build buildings hovering in the endcaps. I assume that isn’t intentional.<br />
</li></ul></li>
<li>Other stuff<ul>
<li>The management menu is strange. Or rather, the camera is. I kind of want to have the cylinder’s surface rolled out and place my structures that way.</li>
<li>Is there a way to detach connected modules from each other? If so, it’s not communicated well. Ah, I found out. Still, not that well communicated. And a bit… arbitrary when a module is disconnected and when the whole structure is moved.</li>
<li>Moving the camera position by right-clicking while holding the Option key is hella slow. It’s far easier to move the whole station.<br />
</li></ul>
</li></ul>
(1) Due to stress of centrifugal force on spoke. Spokes have mass. The longer the spoke, the more mass is pulling the closer to the hub. To have equal stress per cross sectional area, you have to widen the spokes as you get closer to the hub. ]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Suggestion to help navigation & mgmt]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=197</link>
			<pubDate>Sat, 04 Feb 2017 12:40:19 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=197</guid>
			<description><![CDATA[<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://highfrontier.com/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=8" target="_blank" title="">HF-Manage02.jpg</a> (Size: 318.41 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment --> I was given this software as a Christmas present and haven't had much time to try it out yet, but I do have a (hopefully) simple suggestion that I think will help users navigate and manage their settlements.  In Design mode, after loading a design, the screen nicely displays in a small horizontal blue-bordered box the name of the design that you are working on.  I have attached a modified screen shot from Manage mode in which I suggest adding something similar -- in two parts:<br />
<br />
1) When Files is clicked and the center dialog box comes up for picking the colony to work on it would be nice if the names included in parentheses the design name from which the colony was elaborated and then the location. <br />
<br />
2) And once a colony is selected to work on then, like the program does in Design mode, display this information at top center of the screen.<br />
<br />
As I try this thing out - and it looks like fun - I'll probably have some other suggestions.  If it's not too late.<br />
<br />
== Bob]]></description>
			<content:encoded><![CDATA[<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://highfrontier.com/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=8" target="_blank" title="">HF-Manage02.jpg</a> (Size: 318.41 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment --> I was given this software as a Christmas present and haven't had much time to try it out yet, but I do have a (hopefully) simple suggestion that I think will help users navigate and manage their settlements.  In Design mode, after loading a design, the screen nicely displays in a small horizontal blue-bordered box the name of the design that you are working on.  I have attached a modified screen shot from Manage mode in which I suggest adding something similar -- in two parts:<br />
<br />
1) When Files is clicked and the center dialog box comes up for picking the colony to work on it would be nice if the names included in parentheses the design name from which the colony was elaborated and then the location. <br />
<br />
2) And once a colony is selected to work on then, like the program does in Design mode, display this information at top center of the screen.<br />
<br />
As I try this thing out - and it looks like fun - I'll probably have some other suggestions.  If it's not too late.<br />
<br />
== Bob]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A nice review of High Frontier]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=192</link>
			<pubDate>Fri, 09 Dec 2016 09:51:44 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=192</guid>
			<description><![CDATA[A nice <a href="https://medium.com/@salamentic/high-frontier-space-colonization-at-home-d7e1abc85563#.jdcvh5j1k" target="_blank">review of High Frontier</a> has just been posted by a person named Aniruddh Rao.<br />
<br />
<blockquote><cite>Quote:</cite>So overall, according to me High Frontier is a very, very satisfying experience and becomes something that will be staple to your plans for quite a bit of time. As it is, it is fabulous and with the added bonus of it getting updates and mods in the future, it simply is heavenly, especially to the already space enthusiasts! To those who aren’t, well not a worry. I can very well guarantee that, space lover or not, by the end of playing the game, anyone will become one. So all you gotta do now,is join the High Frontier crew to start your journey!</blockquote>
<br />
Hopefully we'll see Aniruddh here in our forums soon!]]></description>
			<content:encoded><![CDATA[A nice <a href="https://medium.com/@salamentic/high-frontier-space-colonization-at-home-d7e1abc85563#.jdcvh5j1k" target="_blank">review of High Frontier</a> has just been posted by a person named Aniruddh Rao.<br />
<br />
<blockquote><cite>Quote:</cite>So overall, according to me High Frontier is a very, very satisfying experience and becomes something that will be staple to your plans for quite a bit of time. As it is, it is fabulous and with the added bonus of it getting updates and mods in the future, it simply is heavenly, especially to the already space enthusiasts! To those who aren’t, well not a worry. I can very well guarantee that, space lover or not, by the end of playing the game, anyone will become one. So all you gotta do now,is join the High Frontier crew to start your journey!</blockquote>
<br />
Hopefully we'll see Aniruddh here in our forums soon!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[non-regular shapes]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=169</link>
			<pubDate>Fri, 16 Sep 2016 00:00:00 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=169</guid>
			<description><![CDATA[I was thinking that perhaps the best shape for an habitat is not supposed to be a circle.<br />
For example in a thorus habitat the G at the bottom of the thorus would be different from the G experienced near the side, due to the difference of radius.<br />
Even a 0.01G difference could provoke weird feelings to the peoples (a 100kg person would "lose" 1kg basically walking a couple hundreds meter)  and/or structural problems to large buildings.<br />
<br />
It would be cool if we could "draw" the section of an habitat, even just by a drawing in 2d using differently coloured straight lines.<br />
Each colour would represent a different "material" for the wall/floor. for example, brown for soil, grey for steel/structural element, blue for windows.<br />
<br />
then the software could check if the drawing is a closed form and create the solid simply by making a 360° turn of the 2d form.<br />
the "G" indicator will need to be only calculated on "soil" level.]]></description>
			<content:encoded><![CDATA[I was thinking that perhaps the best shape for an habitat is not supposed to be a circle.<br />
For example in a thorus habitat the G at the bottom of the thorus would be different from the G experienced near the side, due to the difference of radius.<br />
Even a 0.01G difference could provoke weird feelings to the peoples (a 100kg person would "lose" 1kg basically walking a couple hundreds meter)  and/or structural problems to large buildings.<br />
<br />
It would be cool if we could "draw" the section of an habitat, even just by a drawing in 2d using differently coloured straight lines.<br />
Each colour would represent a different "material" for the wall/floor. for example, brown for soil, grey for steel/structural element, blue for windows.<br />
<br />
then the software could check if the drawing is a closed form and create the solid simply by making a 360° turn of the 2d form.<br />
the "G" indicator will need to be only calculated on "soil" level.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Feedback wanted: Where are you getting stuck?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=158</link>
			<pubDate>Wed, 13 Jul 2016 10:47:32 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=158</guid>
			<description><![CDATA[For our next release, we've already got a couple of fun new features done (like <a href="http://highfrontier.com/forum/showthread.php?tid=156" target="_blank">this</a>, and <a href="http://highfrontier.com/forum/showthread.php?tid=157" target="_blank">this</a>).  But a very important part of version 0.24 is: we want to smooth out the sticking points.<br />
<br />
We know people are playing High Frontier.  But we have reason to suspect that most people aren't getting very far.  (Nobody's yet complained about the solar system ending at Mars, for example.)<br />
<br />
We're aware of some of the sticking points — for example, new players often don't realize that they need to lay down some paths, and paint a nice mix of zones next to them, before buildings can appear.  But there are probably other sticking points we haven't thought of.  High Frontier is a complex game, but we've been playing it so long that it all seems obvious to us (even when it isn't!).<br />
<br />
So: please give the latest version a try, and let us know where you got stuck!  If you are forced to stop playing only because of family members/work/school demanding your attention, that's great!  But if you stop for any other reason, please let us know (1) where you stopped, and (2) why.  This could be anything from "I got frustrated trying to snap parts together the way I wanted in design mode" to "I got bored watching my city grow," but is most likely something like "I didn't know what to do next at this point."<br />
<br />
Whatever it is, please tell us, so we can make it better.  You can post your observations here, or send a private message, or use email.  We really want your feedback!  High Frontier is now within sight of the finish line, and it's really time to polish it up and make sure that people have fun from start to end.<br />
<br />
Thanks,<br />
- Joe]]></description>
			<content:encoded><![CDATA[For our next release, we've already got a couple of fun new features done (like <a href="http://highfrontier.com/forum/showthread.php?tid=156" target="_blank">this</a>, and <a href="http://highfrontier.com/forum/showthread.php?tid=157" target="_blank">this</a>).  But a very important part of version 0.24 is: we want to smooth out the sticking points.<br />
<br />
We know people are playing High Frontier.  But we have reason to suspect that most people aren't getting very far.  (Nobody's yet complained about the solar system ending at Mars, for example.)<br />
<br />
We're aware of some of the sticking points — for example, new players often don't realize that they need to lay down some paths, and paint a nice mix of zones next to them, before buildings can appear.  But there are probably other sticking points we haven't thought of.  High Frontier is a complex game, but we've been playing it so long that it all seems obvious to us (even when it isn't!).<br />
<br />
So: please give the latest version a try, and let us know where you got stuck!  If you are forced to stop playing only because of family members/work/school demanding your attention, that's great!  But if you stop for any other reason, please let us know (1) where you stopped, and (2) why.  This could be anything from "I got frustrated trying to snap parts together the way I wanted in design mode" to "I got bored watching my city grow," but is most likely something like "I didn't know what to do next at this point."<br />
<br />
Whatever it is, please tell us, so we can make it better.  You can post your observations here, or send a private message, or use email.  We really want your feedback!  High Frontier is now within sight of the finish line, and it's really time to polish it up and make sure that people have fun from start to end.<br />
<br />
Thanks,<br />
- Joe]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Upgrading to new versions]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=41</link>
			<pubDate>Thu, 28 May 2015 07:18:38 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=41</guid>
			<description><![CDATA[Hi. I'm a Kickstarter backer, and am excited to play this game. I have been trying to figure out how to get the full (not demo) version of the new releases as they come out, but I can't seem to manage to do that without purchasing again. What am I missing?]]></description>
			<content:encoded><![CDATA[Hi. I'm a Kickstarter backer, and am excited to play this game. I have been trying to figure out how to get the full (not demo) version of the new releases as they come out, but I can't seem to manage to do that without purchasing again. What am I missing?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Should we prioritize Career Mode?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=28</link>
			<pubDate>Mon, 27 Apr 2015 14:27:41 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=28</guid>
			<description><![CDATA[Some folks have been suggesting that the game will be a lot more fun once we have a basic career mode in place, where you have to worry about budgets and bootstrapping.<br />
<br />
Right now, that isn't <a href="https://www.assembla.com/spaces/high-frontier/wiki/Roadmap" target="_blank">scheduled</a> to appear until 0.25, when the game is getting close to done.  There's a bunch more simulation type stuff ahead of it.<br />
<br />
But we could rearrange things to introduce career mode a lot sooner... what do you all think?]]></description>
			<content:encoded><![CDATA[Some folks have been suggesting that the game will be a lot more fun once we have a basic career mode in place, where you have to worry about budgets and bootstrapping.<br />
<br />
Right now, that isn't <a href="https://www.assembla.com/spaces/high-frontier/wiki/Roadmap" target="_blank">scheduled</a> to appear until 0.25, when the game is getting close to done.  There's a bunch more simulation type stuff ahead of it.<br />
<br />
But we could rearrange things to introduce career mode a lot sooner... what do you all think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Materials cost analysis]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=4</link>
			<pubDate>Thu, 26 Feb 2015 13:54:18 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=4</guid>
			<description><![CDATA[While the formulas used might be based on simple SWAGs, it would be fun to have a cost assigned to the build and materials for our creations.  If the ISS could bankrupt a normal nation, the torus that I just created would probably sink half the galactic worth in asteroids.<br />
<br />
Tim]]></description>
			<content:encoded><![CDATA[While the formulas used might be based on simple SWAGs, it would be fun to have a cost assigned to the build and materials for our creations.  If the ISS could bankrupt a normal nation, the torus that I just created would probably sink half the galactic worth in asteroids.<br />
<br />
Tim]]></content:encoded>
		</item>
	</channel>
</rss>