Carl_Bar
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Devs have flat confirm MP is impossible because of technical limitations.
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I think it's an unintended side effect of the whole scanner room update, but yeah there's a lot of stuff you can't grab atm.We know that DuH! The point is the usable range of the drones due to the fuzz is rather a good bit less than the maximum range.Yea due to the fuz beyond 400m you can't see squat with the drones.Also reapers at least can be killed with sufficient cyclops rams. Not sure about the Sea Dragons.It's more the super jiggly bounce at the end that creates the issue, the speed hasn't changed btw. All thats changed is it bounces a lot, especially when you stop.Trust me it's not good, i have to play in short bursts now as it's giving me motion sickness, and i'm usually immune to that.Been there for a few versions, i filed a report several days ago about it.Okayu had a play.Wow the amoutn of stuff you miss without it. Dang this is actually worth a lot now. With full range upgrades you can scan past 500m in Camera Drones - What's The Point? Comment by Carl_Bar February 2017Trust me it's not a brightness thing. What was happening according to trello notes was that in some situations the lighting effects of the local lighting was being applied to the PDA. so when you where in the cyclops you were getting major wash out.…Cooool Now if only they, (drones), had a built in scanner. So you could actually scan stuff with them. Would make the room super useful in some locales.(Quote)
Her.According to the Experimental build logs they're currently messing with it (scanner room), ATM.(Quote)
Dang that is beautiful.Experimental fixes it. it;s related to base size. Bases above a fairly small size just don't work with bulkheads on stable.Already fixed on Experimental as far as i can tell .Already fixed on Experimental as far as i can tell .Been meaning to get back to this, but between playing time and stuff didn't get round to it.
@Rezca: looked around and it turns out i managed to miss that section…As an aside, is there anywhere you can go to find out what changes from experimental build to experimental build. Lot of updates but not sure what it's doing.Yeah i'm guessing that swapping batteries involves several code steps executed across sequential simulation frames and the last one which puts the new battery in the item isn't being triggered reliably. Powercells probably use the same piece of code.I checked the first page before posting this, since this forum is so slow i figured if it had been reported it would be there, or did i just go blindIt seems to be base size related from somthing i read on trello. if you have a really big base they become an issue, i can, (i think), share a save if you want to see it in action.(Quote)
Nah it';s depth based.
Seaglide fragments are the shallowest and are limited to where you can get with fins and basic tanks. Battery charger and Seamoth are at wreaks you need seaglide to reach. Then Prawn arm fragments…Can you dig up specific coordinates because i quite literally have no idea what section of kelp forest your talking about anymore. I assumed you meant the section near PHJ's base in his stream/youtube video's. he seems to have no stalkers there (and…I'm pretty sure it's the wreak duplication bug thats to blame as i consistently get it near wreaks i know i've passed several times, Resetting the cache does tend to fix it though for a while.Yeah i wondered into Lost river by accident earlier. It earns high marks on my wierd ****-O-Meter scale.@Rezca: I think you focused a bit much on my staker related stuff but the late game progression is as much what i was talking about. Also, no the kelp forests aren't intimid…