Falling out of Cyclops
Cryocon
Ohio Join Date: 2017-10-20 Member: 233632Members
This is going to be a bit lengthy because I'm going to have to give a bit of background. I'm doing "no cheats" play through on stable 55670(?), can never remember the number. I finally farmed enough material for bases in the Lost River and Ghost Tree areas. I was using the entrance near lifepod 2 through the blood kelp. Once I got down to 501 meters, my cyclops dutifully reminded me that I had not yet installed the necessary depth module to go deeper. So I backed up into a cavern, collected the materials from my lockers, and proceeded to fabricate the module. I began to notice that my cyclops was moving, kind of like the way lifepod 5 now moves with the waves, but didn't think anything of it until I found myself dropping to the bottom of the cavern, no longer safely aboard my cyclops. Cutting to the end, I fell out of the cyclops 3 times before I could get the module installed and the cyclops under way. I'm wondering what type of glitch/bug might cause this. If I were less health conscious and was not at full health when this occured, I would have died. It treated the drop as if I were falling off a mountain on dry land.
Comments
So....I don't touch the hatches anymore.
I see you found the Emergency Crew Evacuation System!
I've "fallen" out of the front window and hit the ocean bottom. I essentially teleport through the glass and wind up right on the other side of it. This has NOT happened while at the controls yet. During the duration of the fall I'm in air gravity (can breathe etc.) and fall to the ocean floor like I'm falling off a cliff on an island. Upon reaching the ocean floor there's a splash animation and I'm once again correctly recognized as being in water and can swim. This happened multiple times right off the safe shallows on the edge of the kelp forest near the lava vent. I had initially built the cyclops there and barely moved it so far, though interior modifications were already underway (not sure if that matters yet). After some of these occurrences, the cyclops would float to the surface by itself. It was too new and didn't go anywhere yet to have the floater problem I've read about elsewhere. Plus, it didn't keep surfacing like if a floater was attached.
I'll note while still in the safe shallows that sometimes the jitter would lead to the cyclops surfacing itself, sometimes unrelated to falling out of it, and sometimes with me still in it. I had left the engine running thinking that was necessary to maintain depth. While that seemed to help, I think it was just coincidental.
More severe occurrences noted in the grand reef at about 350m near
Before I found this report, I've noted that the problems seem to dissipate when the cyclops is no longer in close proximity to seabed. This includes the ocean bottom, cliffs, rock formations, etc. Needs more testing, but leaving the cyclops floating in mid-ocean seems to help substantially. I wound up biting the bullet and just using my seaglide to go back and forth from a habitat I was building in the area and leaving the cyclops hovering 80-100m from the site and any other objects.
I clued in on this right away. You casually mention it, but I'm thinking this either is the problem or a strong factor in it. I'd recommend those having this problem see if the problem is better away from seabed and obstacles. It's the common denominator for me so far. Current theory is that both the player and cyclops (when the player is in it) seem to glitch and when close to seabed or other objects.
I did note that once the glitching starts it sometimes "accelerates" and gets progressively worse right up to where I teleport somewhere I'm not supposed to be. Watching my feet on the lower deck I started sinking into the floor, and my position kept being reset. It's almost like the game is sensing that I'm drifting out of bounds and keeps fighting itself to place me somewhere where I should be. Eventually it looks like it gets it wrong. Of course the issue is the glitching to begin with.
Could still be coincidence, but it feels like the problem can be started by interacting with items I've built on the sub as previously reported. I'll keep working at this, but it makes using the cyclops a lot more difficult than it should be. Definitely the most game breaking issue I've come across so far.
I assume the reason players aren't kicked out of bases the same way, is because while players are physics objects (rigid body objects in Unity terms) the bases themselves are some form of static objects. Even heavily damaged sea bases with low integrity just flood, they never seem to genuinely get destroyed, though I haven't tried attaching lots of lights and windows to a base in the shroom forest and letting the bone sharks have a field day... I'm actually curious how it was done since I'd love to try my hand at figuring it out. I wasn't working with Unity when I first started posting here and haven't posted in awhile. I do own the game on both PC and PS4, and have to say the PC version is breathtaking (the reflective surfaces inside the cyclops, wow...) The PS4 version less so, but still beautiful and fun, if it didn't run out of memory loading textures when traveling long distances quickly. Often there will be huge chunks of terrain failing to load, and I'm assuming these are each terrain objects loaded independently?
Just my ten cents, because this issue is annoying as HELL!! I'm starting to think I'd be safer just putting a perimeter defense on a seamoth and simply taking that puppy down to bases above 900 meters, and using the cyclops only to carry a couple of prawns to deeper bases? I haven't built under 900 m yet because I frankly haven't had enough time to go exploring that deep.