cyclops bugs

gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
edited May 2016 in Subnautica Bug Reporting
here I have it on the surface but the surface of the water continues throughout the inside

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and when I surface enough that just the conning tower/ periscope is above water it doesn't look right as if the cyclops isn't in the water

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and last but not least when docked the seamoth doesn't always retract the little antenna thing nor does the seamoth hatch close

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when I tried placing chairs in the cockpit they wouldn't snap to the floor

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also wall mounted modules like the fabricator and wall lockers don't actually mount to the walls and you cant place anything up against the hull ether

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Comments

  • WSBurnsWSBurns KingdomOFMadness Join Date: 2016-07-25 Member: 220631Members
    edited August 2016
    Im not sure if its a bug, but, if you go out in your seamoth and just park it under your cyclops, the docking bay doors will open. If you then leave your Seamoth and head back to the Cyclops and try to use the hatches that seal the docking bay, they will still open and you can walk on an invisible floor while being able to look down on your submerged seamoth.
    Devs should find a way to have those hatches locked and Cyclops computer voice playing a message like "Unable to unlock sealed door while docking bay is open"
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    @gunmetal563 These are all long-standing graphical issues. You missed the one where driving the cyclops gives you X-ray vision for all the components in your seabase. If you built a few multipurpose rooms and fill them with lockers and fabricators and such, then drive your cyclops nearby, you can see the lockers and stuff (without windows).

    @WSBurns That works the other way too - you can't swim up through the open docking bay.
  • WSBurnsWSBurns KingdomOFMadness Join Date: 2016-07-25 Member: 220631Members
    Maybe if they could set an LOD for the base items so that they are removed from view when not in proximity of player.
    I had a similar issue once when i made some small application in Unity, in my case it was a matter of layer order. I changed the order of the layers corresponding to the objects and problem was fixed.
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