Seamoth = 1 frame per minute(For fix read at end)
Operior
Greece Join Date: 2015-03-10 Member: 201911Members
One day i took the seamoth fully moded for a trip from the island (was docked at a moonpool) to the mountain.
Problems start on the way till the frame rate droped to 1f/min near the spawn.Exit and reload the game didnt help.
Other ways i tried to fix it but failed was:Exiting the seamoth and swim away,Removing all mods from it,Change the name to original,Saving the game away from it,Saving the game inside a base.
Fix:
After all that i returned with 1frame per minute back to the Moonpool were the seamoth was docked.When the docking animation ended frames came back to normal but not for long.
I build a new seamoth and it was fine.
I tried to enter the buged seamoth to discover that it was a mistake,frames = 1/min
The only way was to destroy the seamoth (using my knife) after that,everything become normal again.The new seamoth i build has no problem even moded.....yet.
Problems start on the way till the frame rate droped to 1f/min near the spawn.Exit and reload the game didnt help.
Other ways i tried to fix it but failed was:Exiting the seamoth and swim away,Removing all mods from it,Change the name to original,Saving the game away from it,Saving the game inside a base.
Fix:
After all that i returned with 1frame per minute back to the Moonpool were the seamoth was docked.When the docking animation ended frames came back to normal but not for long.
I build a new seamoth and it was fine.
I tried to enter the buged seamoth to discover that it was a mistake,frames = 1/min
The only way was to destroy the seamoth (using my knife) after that,everything become normal again.The new seamoth i build has no problem even moded.....yet.
Comments
I am not running the game on experimental and I am using an iMac with 24gb of ram and 2gb of vram. Why is this happening?
First one of them was 'infected' with this FPS problem, then after dozens of hours later of game play, a second seamoth was infected. I destroyed the 2 infected seamoths (because they are useless to me and produce extra unwanted HUD icons) and now just use my last seamoth which remains unaffected.
Also, destroying Seamoth with the knife doesn't seem to work anymore. So I took mine below crush depth until it was below about 10% health, then ran it toward a cliff at full speed and ejected before it hit (which was tricky, given the low frame rate). It broke apart on impact.
My new Seamoth has no signs of the bug. I just hope the devs can figure out why this is happening in the first place by release.
I'll probably just keep the new video card and use both in SLI mode, an unplanned bonus of all my frustration.
Thanks, this thread really helped me out, and my sanity.
@ Viscerus: How long have you had the third, unaffected Seamoth? When did you build it (around what release number/version?) Did you change anything between the last bugged one and your current unbugged one?
If you're interested, my rig consists of an AMD FX processor, 8GB system memory, R9 graphics card w/ 2GB onboard.
Whenever my seamoths would succumb to this bug, I'd pull all the upgrade modules out of it before I'd kill it. I'd build a new Seamoth and install the recovered modules in it. Through a process of trial an error, I've discovered that the Seamoth only "bugs" when I've got one specific storage module outside of a locker. Whether it's in my player's storage or installed in the Seamoth, it bugs the Seamoth. As soon as I put it up in a locker, the Seamoth is fine.
I currently have two Seamoth storage modules, and only one of them causes this problem. It's weird.
Now, back to the other thread: When I park the Seamoth in the Cyclops, THAT is still causing a framerate issue, but I'll have to do some more trialing-and-erroring.
Cheers,
J
Back to using them as decorative lighting...