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Actually, there is a micro-gravity going on according to lore. I think it was in one of the upgrade descriptions of the Thruster.
I doubt that an atmosphere to thin to breathe will be enough to fuel a fire, but yes there is a micro-atmosphere going on in the Salvage Bay according to lore descriptions.
The point is absense of gravity(or having it so little it can be ignored). To keep flames going, they
should have heat convection, which just doesn't happen.
Also, flames should have different shape.
https://www.youtube.com/watch?v=9zdD7lfB0Fs
Unless it has an oxidiser in it, no oxygen means no fire. The only other way is an active energy feed like an electrical current, heated particle or nuclear fission, albeit it would be more scorch-marked instead of consumed - depending on the length of the exposure.
I sincerely doubt the micro-atmosphere is filled with volatile gasses, the lore reference to a micro-atmosphere is vague but not vague enough to conclude a cooling effect is found in implementing this for the Laser Cutter's Stinger cooldown period. Thus an inert gas or one with a significant higher ignition temperature. The Stinger is described running at 550 °C, The SplitSaw 8800 °C (See description at Laser Cutter upgrades), this is going to be a tough find unless inert.
The salvage that tends to catch on fire or even explode is somewhat logical as flammable in an oxygen rich atmosphere. Soft Crate, Hard Crate, Poster, Fabric panel, Equipment Mount and Mattress tend to burn down given exposure and keep burning to a crisp in the micro-atmosphere being stopped only by breaking a coolant container on it.
To me, it's a faulty physics mechanic that needs fixing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2232512948
By chance this happened in a Gecko Stargazer? I am aware of the flammability of Data Drives, forgot to put it in the summary. Fabric panels in Stargazer barely need a mean glance to ignite setting the hall ablaze.
As someone who actually mapped-out lore for myself, currently it isn't much clearer on the Salvage Bay. There is a microgravity (see screenshot below), a micro-atmosphere (see screenshot above) and you shouldn't lick the Bay walls for it is coated in a laser protection substance (tooltip tongue-in-cheek factoid, sadly no screenshot). The details remain minute, but something viable can be cobbled out of the snippets.
But, as a gameplay mechanic it might not have been thought out that far. I hope the devs fix this physics mishap.
https://steamcommunity.com/sharedfiles/filedetails/?id=2232612547
Calm down.
It's a discussion about game mechanics in context of a game that emphasises a modicum of realism and comprehension of physics in practice.
Sit down.
Not having fire hazards "because space" would have made the game uninteresting.
The only realistic aspect (and certainly the only one that matters) of the game is the politics :)
You couldn't be more wrong in reading and comprehension, but since you are too pigheaded i'll let you figure this one out on your own.
Don't let the door also hit you on your way out.
You seem like you're being pinheaded on purpose, but maybe it's unintentional.
Either way, this game is obviously very futuristic, but otherwise they've clearly tried to maintain a feel of realism throughout the game. And removing fire from non oxidized sources in a vacuum is a very minor tweak and would not only not hurt the game play at all, but would actually enhance it.
They incentivize you to work as much as you can in a pressurized atmosphere, as you don't have to go refill your O2 tanks. But if the danger is that fire can spread quickly (in addition to violent decompressions, another realistic feature), that creates a new balance dynamic. Some people will choose to work in pressure and be more careful. Others will depressurize to prevent fires. And this game is pretty much all about finding the most efficient way to salvage the ship quickly, so creating dynamics like that is what fuels the game, and especially the replay value.