Flooding bugged version 55670

VoidSeekerVoidSeeker Join Date: 2017-10-31 Member: 233787Members
since the newest update, flooding seems to be bugged for me. No matter how damaged my base or my cyclops is, it wont flood anymore. I tried it in a one-story base i have for water filtration by adding one corridor too much until it had about 9 holes, yet no flodding occured.

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  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Flooding of the Cyclops was removed a number of patches ago. We're hopeful we can get the actual flooding mechanic back in at some point.
  • DarthOmnisDarthOmnis United States Join Date: 2016-12-15 Member: 224970Members
    Obraxis wrote: »
    Flooding of the Cyclops was removed a number of patches ago. We're hopeful we can get the actual flooding mechanic back in at some point.

    How would that function with engine fires?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    DarthOmnis wrote: »
    Obraxis wrote: »
    Flooding of the Cyclops was removed a number of patches ago. We're hopeful we can get the actual flooding mechanic back in at some point.

    How would that function with engine fires?

    Cracks the engine casing and makes the Cyclops go boom!

    But seriously, that's a good question.
  • BelgarelBelgarel Join Date: 2017-07-03 Member: 231570Members, Subnautica Developer
    VoidSeeker wrote: »
    I tried it in a one-story base i have for water filtration by adding one corridor too much until it had about 9 holes, yet no flodding occured.

    This should be fixed in 55784. The scanner room and moonpool have a separate bug that should be fixed tomorrow.
  • TarkannenTarkannen North Carolina Join Date: 2016-08-15 Member: 221304Members
    Obraxis wrote: »
    Flooding of the Cyclops was removed a number of patches ago. We're hopeful we can get the actual flooding mechanic back in at some point.

    I am curious, with the flooding mechanic does/did that involve the Cyclops slowly sinking until passing crush depth (if applicable) and demanding repair until you lose the sub? I'm not saying it has to be that realistic, but I was disappointed in the Experimental mode that damage to the Cyclops caused leaks, but didn't actually cause the sub to sink. In my mid- to late-game, I tend to use the Cyclops in the Lost River/Ghost Tree areas to harvest Kyanite earlier than you're "supposed" to (aka hover at 890 meters above the 900 meter crush limit). I felt that taking damage and causing the sub to sink, THEN running the risk of crush damage and loss of the Cyclops would be a fun and engaging task to always have to be considerate of.

    At any rate, that's just my thoughts on the matter. Thanks for the notes!
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    You know if a sub is completely flooded and all voids are filled, it becomes impervious to crushing, right? xD. Crushing happens when outside pressure becomes greater than the resistance ability (structural integrity) of the hull and the hull fails. If it's completely full of water inside and the pressure equalizes, there's no pressure differential. However, it's unlikely that all air would be drained unless it was flooded on purpose (so in the case of leaks, there's probably going to be air pockets). Regardless, if that air is compressed to the point where it equals the outside pressure (as will happen eventually as long as the hull holds) then again, you're at equal pressure.
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