It also might be worth a mention that before I realised you could replace the power cell in the seamoth, I abandoned one in the middle of the ocean and I have never stumbled accross it again. I must say that this bug never happened before I built my cyclops. Ive been having issues with my cyclops (plural) where the ship seems to keep trying to float upwards. Its a 'players' work around for the bug but its stupidly time consuming to have to do that 'every time'. It doesnt matter where I am when I save (in the life pod, in the seamoth or in the cyclops) the seamoth bugs out every time I log back in !! to the point now where I have a storage locker on the cyclops full of S*** for building new seamoth's everytime I log in. After several reloads, I think I'm going to do the same as you GhostShipSupreme and just eat the loss by letting the Leviathan destroy my fully upgraded Prawn suit so I can escape this bug. The bay doors are open but I can't swim out as if they're closed. It seems you made the same "mistake"? So lame that Seamoth is so buggy. Now I'm trapped in the docking bay with my Prawn suit. It happened with me when I saved/loaded the game while being inside Seamoth. I think they'll figure it out eventually.Originally posted by StarAxion:I had this bug with Seamoth becoming "ghosty". I've been jittered around then teleported out of my cyclops and my rig has 0 problems handling the game. The issue is with the physics code itself, when it starts jittering things around due to micro-forces caused by colliding with fish or currents or whatever, or floating point inaccurracies accumulating. PS: personally, I don't think that's the issue. I think one card says they want to artificially slow down the physics thread to be able to reproduce this error so they can get to the root cause and fix it. Check the trello board to see if there is progress on this one. it might neglect to properly collide the player with the cyclops model. cell charger works just fine but you do need an engine module and turn off the lights to save energy. (also turn off all interior/exterior lights) That was patched. Un Cyclops no puede explotar completamente sin advertir al jugador. If there is a problem such that the physics thread starts to lag behind what's happening with regards to user input, animations etc. Originally posted by Biodeamon: insert a power cell recharger in your cyclops. Normally the physics thread has little to do and catches up with everything just fine. The way the engine works: it processes some things, like entity loading and physics, on seperate threads of execution. And where did you get that information from or did you just throw that out there? That is an educated guess. Umm I have good gaming rig, and its not rare it happens all the time. People with more powerful PCs may never encounter any of them. 3) Download latest version of this mod, and extract the archive ( it will give you a folder called CyclopsDockingMod, with various files in it ). ago Seems you got a school of fish that have taken residence in your Cyclops. Originally posted by Cougarific:These bugs - Prawn falling through terrain, rendering pop-in, Cyclops floor (very rare), all have a lot to do with the speed and power of the PC the game is running on. Installation instructions (for regular version of Subnautica): 1) Install BepInEx fro m this link.
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