I haven't tried to raise one but i had ten stuck to my hull and they kept me from submerging so I don't see why it wouldn't work. I couldn't even get below 10 meters before I would pop back to the surface.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
It would be pretty epic to raise the cyclops off the sea floor with a ton of floaters and watch it gradually float to the surface for repairs. Although, that would eliminate most of the danger associated with it being flooded.
I think someone has tried it. From what I recall the cyclops can be lifted with the floaters, but it cannot be repaired, even if ascends higher than its crush depth.
I think that floaters doesn't make any sense. You need just a few to raise a big boulder, then how come you can fill up your entire inventory with them and still be able to dive? Floaters need some sort of limitation, like 1 or 2 at max in the personal inventory.
I have tried this but it doesn't work that well. I have a sunken Cyclops about 350m down, and I attached some floaters to it. It did raise the cyclops to 60m but it was unstable. What's more; you know how one floater can prevent your Cyclops from submerging? Well it doesn't work the other way round. I had to put about 60 floaters on my sunken Cyclops before it would float. After it reached about 60m it hung there and then started sinking again.
The trick is to be inside and start releasing them all over and as your rising steer the sub toward a shallower area and hope you get to a spot that is less than the safe depth before it starts sinking again. Once your over a shallow area you can focus on repairs even if your on the floor. Once you have stopped moving take in all the floaters and start welding. I would also suggest you repair the upper compartments first closing the doors as you go (making sure all the doors are shut to begin with will help to keep the sub from flooding completely).
My method has been tested by me. I sunk my sub then used floaters to lift it high enough to move to a shallower area of about 180-200m (on a slope). Once it was there I let it fill with water and removed all of the floaters. When it settled on the floor and had stopped moving (rolling/sliding) I started doing repairs going from front to rear on the upper deck first closing the doors as I went. As I went I noticed the sub started to lift and tilt so it was pointing upward and once the entire upper deck was repaired it was sitting in the correct position. I then began repairing the lower deck and had salvaged the sub. I did notice that in order to save the sub you must have at least 50 power points (50% of one power cell) after you move to the shallower area or it won't drain the water very quickly and will appear to not be salvageable.
It would be pretty epic to raise the cyclops off the sea floor with a ton of floaters and watch it gradually float to the surface for repairs. Although, that would eliminate most of the danger associated with it being flooded.
There would still be some danger, after all it seems an unprotected diver will eventually have a maximum depth (the numbers turn red way before the seamoth or cyclops), so at a certain point a lost sub is a lost sub such as losing it over the 'grand reef' biome. Plus, how many people have floaters just lying around for such an occasion...and where/how would you keep them (assuming eventually living creatures can't just be kept in lockers indefinitely)?
I think the subs should be salvageable, or at least there should be a way to break the model for some of the component parts back. Either way, using local fauna to save a sunken sub would be awesome if (hopefully) an occurrence that doesn't happen much if at all.
Proplem is, once your Cyclops is completely filled with water you cannot repair the breaches, and therefore water just continues to flow in
It might still be an unfinished mechanic. The sub also continues to 'sink' even when it hits the floor which can sometimes cause it to dig in of not clip through entirely. The devs might be deciding what should happen once a sub finishes sinking, such as having it explode or just sit as a wreak that might be salvaged.
Back when putting a solar panel on the cyclops would pin it to the sea floor I tried throwing a jillion floaters on it to see if I could get it up and move it. I think I stuck about 30 on but it never worked. Also I think it's like the seamoth where it isn't repairable now, but will be later, like how now you can weld the seamoth back from the brink of exploding into pieces (which is kinda a cool feature)
I think that floaters doesn't make any sense. You need just a few to raise a big boulder, then how come you can fill up your entire inventory with them and still be able to dive? Floaters need some sort of limitation, like 1 or 2 at max in the personal inventory.
Here's an idea- they only float in water. When you put them in your inventory, they dry out and contract.
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There would still be some danger, after all it seems an unprotected diver will eventually have a maximum depth (the numbers turn red way before the seamoth or cyclops), so at a certain point a lost sub is a lost sub such as losing it over the 'grand reef' biome. Plus, how many people have floaters just lying around for such an occasion...and where/how would you keep them (assuming eventually living creatures can't just be kept in lockers indefinitely)?
I think the subs should be salvageable, or at least there should be a way to break the model for some of the component parts back. Either way, using local fauna to save a sunken sub would be awesome if (hopefully) an occurrence that doesn't happen much if at all.
It might still be an unfinished mechanic. The sub also continues to 'sink' even when it hits the floor which can sometimes cause it to dig in of not clip through entirely. The devs might be deciding what should happen once a sub finishes sinking, such as having it explode or just sit as a wreak that might be salvaged.
Here's an idea- they only float in water. When you put them in your inventory, they dry out and contract.