Jaga

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Jaga
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  • @harrzack Awesome, glad to hear it worked. They might have changed the models for any of the vehicles in the game, or the docking.
  • You can just move them, or swim a distance away and use the console to spawn the new stuff in an open area to test with.
  • You're preaching to the choir here Bacchatus.

    I've worked directly with development teams in the past on other games. I read somewhere (Steam or these forums) that Experimental was "usually stable enough to play, and didn't have regular…
  • Finally had enough of fighting with the game. Restored my only non-Experimental backup save from ~2+ days ago, and reverted the code to stable. Experimental is just a hot mess, and only worthy of testing a single change to the game (item/creature/…
  • Try creating a totally new Cyclops, and Seamoth or Prawn, then docking the new Seamoth/Prawn at the new Cyclops, and testing speed. My guess is your issues come from physics/collision related to docking an older model at the new sub.
  • I can't seem to get out of the area where the crashes are occurring. Every time I try (even surfacing before moving horizontally) it fails and crashes.

    And since there's no ability to revert to the last experimental patch(es), and no wa…
  • Two additional crashes, same symptoms and in the same area. All three while driving the Seamoth. Seems like this version of Experimental has rendered the Seamoth lag-heavy for some reason, and mostly useless.
  • The issue is an invisible floater attaching to the Cyclops. It cannot be seen, or affected with pro/repulsion gun(s). Using the command ENTRESET through the command console removes the offending floater. Solution was found here: in [BUG] Cyclops auto-surfacing Comment by Jaga October 2016