I`d be happy to help with any kind of intermediate playtesting if that`s viable at the moment, but also looking forward to a next stable release!
(edit):
I just noticed this in your version history for the Ship Configuration:
"1.3.6. Fixed issue where HUD was not being restored after viewing the Ship Configuration screen."
SInce you use the same base for F3 Station Upgrades interface in Hermitage, that should be an easy fix for it too :)
(another edit)
I was also pondering this, and though I understand the technical limitation, the solution tenuosity still outweights playability in my opinion - double that for a Hermitage as a new career start. Basically, it will prevent a player from progressing for considerable time and limit him to "shoot rocks scoop rocks" mundanity as he will need at least a TL3 upgrade and some confidence in getting it. Propose, not criticise they say, so:phkb wrote: ↑Fri May 20, 2022 3:52 amI'd like to, but I'm trying to maintain the *one thing* you MUST be able to do at your own Hermitage, which is to be able to save your game. In order to do that, the Rock Hermit has to be spawned in a certain way, and once spawned, some properties of the entity can't be changed without respawning it. And as soon as you respawn it, you can't save your game at the Rock Hermit until you leave the system and come back again. So, to work around that limitation, I put in some (rather tenuous) in-game logic for why you have to fly to a local system and come back. Not ideal, but the only way to solve the issue.
if there`s no way to force-run the populator routine otherwise than loading a saved game, why not just ask the player to do exactly this by adding the text note to station upgrades that need it respawned? It may be not so much immersion-breaking as having to fly an Adder somewhere and back just for the sake of it. We still have trucker or train sims for those meditative mood types :) Just a thing to consider. Or - it could be made optional, like with an upgrade install time.