I was able to launch the rocket before the update but like everyone else didn't get the "Leave only time capsules" and "Go among the stars" achievements.
Now loading just before I initiated the end game I can't launch. It's showing as "Rocket Not Ready" even though all the 6 prerequisites are complete.
To shorten my retort up as succinctly as possible. My point of the proper place/time (not a patch notes thread) still stands. This is not the place to request controller support or fixes.
As for your other inflammatory statement about "Do I even know what vulkan API is?" Short answer? NO. I don't (or didn't) and that is perfectly fine. There are literally thousands, perhaps hundreds's of thousands, maybe even millions of API's out there. Nearly every company, even non-tech companies have some need for API's these days. It's easy for you to spend 15 minutes crafting a response, linking Wikipedia articles, and other tech articles related to Vulkan API to look knowledgeable, but the short answer is, you probably don't know what vulkan API is either. Do you know exactly (technically) what it does better than it's competitors and/or predecessors? Probably not.
Unless you're working on it, or do similar work (i.e. you work in the game industry) you don't either. Access to information (i.e. the internet) does not equate to inherit knowledge. There's a difference between reading about how something works, and knowing how it works. And generally speaking as a consumer of games, I spend my time doing three things in a day: Working, spending time with my daughter, and when I have some free time, playing games). Notice how there's no allocation of time to "lookup different back-end projects and/or API's related to games so that way I am completely omnipotent when it comes to forum knowledge and arguments"?
Until something becomes main stream (i.e. your comment about how Microsoft poured money and resources into making DirectX a thing) most people ARE NOT knowledgeable or aware of such back-end software projects such as Vulkan API.
Please remember this in the future, and refrain from going all "internet commando" just to prove yourself.
Did this affect the Mods? I just opened a save and none of the mods are active. Anything I need to do?
All the mods I run are non functional with the update, although for some there is some residual impact like unknown items in storage. I expect the mod authors needs to match the update.
I'm new to this post and here because I'm having similar problems. Ya know where Steam shows how many hours you've been playing..... After the update I lost 9 hours of gameplay, now the Neptune Rocket wont allow me to make it ready for take off (where I had already taken off and finished the game previously, so when I came back the rocket was sitting there ready to go) and still didn't get last two achievements. I know I'm probably repeating some stuff it's frustrating. Do the devs even read this?
Do I have to go hatch the eggs and get the cure all over again in order to be able to make the rocket ready and finish the game (again) to finally get the last two achievements? Is that even possible? I just want to know. Are the devs aware of the screwup they made of the update and are they going to fix it? Or do they expect us to play through the end game sequence again?
Any help appreciated.
I'm new to this post and here because I'm having similar problems. Ya know where Steam shows how many hours you've been playing..... After the update I lost 9 hours of gameplay, now the Neptune Rocket wont allow me to make it ready for take off (where I had already taken off and finished the game previously, so when I came back the rocket was sitting there ready to go) and still didn't get last two achievements. I know I'm probably repeating some stuff it's frustrating. Do the devs even read this?
Do I have to go hatch the eggs and get the cure all over again in order to be able to make the rocket ready and finish the game (again) to finally get the last two achievements? Is that even possible? I just want to know. Are the devs aware of the screwup they made of the update and are they going to fix it? Or do they expect us to play through the end game sequence again?
Any help appreciated.
Had to vent a little... or a lot
Thanks
You should go to the Bug Reporting forum, read the rules and then make a post a proper report. That is, if you want to help the game to improve.
To shorten my retort up as succinctly as possible. My point of the proper place/time (not a patch notes thread) still stands. This is not the place to request controller support or fixes.
I completely agree this is not the place for such suggestions, as there is a specific forum for this.
However, you shouldn't belittle other people opinions like this. Specially in such borderline hostile way.
Your analogy with cherry pie was terrible as he didn't demand, rather suggested it.
And only because you're not a specialist doesn't mean you can't get to know something, even if superficially.
But your point stands, it is not the place for this.
Did this affect the Mods? I just opened a save and none of the mods are active. Anything I need to do?
All the mods I run are non functional with the update, although for some there is some residual impact like unknown items in storage. I expect the mod authors needs to match the update.
Run QModManager in the Managed folder. You need to do this after every update since it patches a file that gets overwritten.
Speaking of updates, I got update 84 downloaded through Steam and played it a while, but then I closed the game later on and had a second 330mb download through Steam. Anyone know what this was?
Still crashing like this :
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 8388608!
Crash!!!
Hey I know this my not come into play but do you think one day there will be a way to dock you cyclops to your base? Its irritating getting in and out of the base to get to my cyclops and risk getting hurt by monsters
The sunbeam shouldnt be shot down by the gun when it is off. When it is off the sunbeam just leaves due to a debris field. If it is still being shotdown that means commands were used or you disabled the gun during the timer or actived the timer after disabling it
Why should it matter when you deactivated the gun (Also if not before or during the timer, then when should the gun be disabled?) if the gun is deactivated then it should not fire.
The reason why it matters is that if you activate the timer or do it while the timer is on screen, once it hits zero it starts the Sunbeam getting shot down scene. Basically, it is a developer oversight with the timer and stuff. Either way it doesn't really matter since the devs don't want the sunbeam to save you
Even in a speedrun, there's no way you can you can disable the gun before the Sunbeam, unless you either hack, glitch, or for some reason the quest doesn't fire until the very end of the game. I'm guessing you thought it was disabled, but you probably ignored the story point when you got there. It wasn't disabled.
Controller support is generally not something devs look into unless they've specifically mentioned it. I don't use controllers to play PC games (not sure why you would either unless it's a poor console port that the devs of that game did a bad job porting to pc).
I have to disagree with you there, buddy. It all depends on the game of course, but certain games were designed with controller use in mind. Final Fantasy XI can be played on PC with a mouse and keyboard, but it plays oh so much better when you are using a gamepad controller to play it. (It also was originally designed for the PS2, so I must point out that Square-Enix did an excellent job porting it to PC). Then there are other games I've had the pleasure to play on PC that work better with controllers instead of a mouse/keyboard kludge setup, such as Starsiege: Tribes and Rise of the Tomb Raider.
Again, I must point out it depends on the type of game you're playing, and which setup is better suited. But not all games are created equal, and having an attitude vs an open mind against any particular gaming setup is just bizarre to me. You may not like it, but controllers are a great way to play PC games in this day and age... Just thought I'd share my 2 cents.
Oh man. Skyrim is a mess without mods to give a decent mouse keyboard interface. Pretty much any console port or multisystem game that isn't a fps is better with controllers imo. Besides, this game has an XBox port, why wouldn't they want an option for controllers on PC if they think it works fine on consoles?
Did this affect the Mods? I just opened a save and none of the mods are active. Anything I need to do?
I run the mods I have through the QMods tool. After reinstalling QMods, all my mods were able to run again as normal. If you aren't running QMods, then possibly attempt to reinstall each mod one by one and see if they take.
The sunbeam shouldnt be shot down by the gun when it is off. When it is off the sunbeam just leaves due to a debris field. If it is still being shotdown that means commands were used or you disabled the gun during the timer or actived the timer after disabling it
Why should it matter when you deactivated the gun (Also if not before or during the timer, then when should the gun be disabled?) if the gun is deactivated then it should not fire.
The reason why it matters is that if you activate the timer or do it while the timer is on screen, once it hits zero it starts the Sunbeam getting shot down scene. Basically, it is a developer oversight with the timer and stuff. Either way it doesn't really matter since the devs don't want the sunbeam to save you
Even in a speedrun, there's no way you can you can disable the gun before the Sunbeam, unless you either hack, glitch, or for some reason the quest doesn't fire until the very end of the game. I'm guessing you thought it was disabled, but you probably ignored the story point when you got there. It wasn't disabled.
Uhhh, you can disable the gun before the sunbeam comes without glitching. It is an intended feature in game. You just have to ignore the radio messages. If you do disable the gun before the sunbeam you get a special message from the sunbeam saying they can't land due to debris
Update on the second patch. It makes Neptune rocket ready for takeoff (allowing you were at that stage of the game I suppose) and will give you the last two achievements upon completion, among some other stuff about fixing the ladders in the moonpool and other things. I copied the link I was looking at. http://steamcommunity.com/app/264710/discussions/0/1698293068434220605/
To Mr Nasty... I had just spent several hours trying to contact some kind of "customer support" and all I got was a bunch of links to forums that had nothing to do with the problem I was having. This is the first one I found where the people were actually talking about the same issues I was experiencing. You'll see a few people mentioned that now the rocket is not ready for take off.
Hope the link helps you guys educate yourselves on what the developers did with the patch after the update. My game is working correctly now. Thanks for the comment (Deiwos) about reloading the Qmod Manager too. I was wondering if I had to wait for an update to the mod or what so you answered that question.
Outta here..........
p.s. got here kinda late. had to wait out the one day to be able to post links deal...........
OH! You're planning expansions?!
-More FOOD RECIPES. Add spice plants! - Simple way to improve awesome. - Add recipe decorations for tables in base.
-Down the road..., add recipe for a robot psychologist (Psych Bot) that can roam seabase (hover?). Will check on your mental stability on occasion when you enter said seabase (Ex: Nearly got kill by a Reaper encounter, Psych Bot inquires of your mental stability.) It could also bring prepared food to you if there are food ingredients in the new "Pantry" locker.
Just an idea to make seabases feel more alive.
Also, Psych Bot could also simulate cleaning base like wiping windows, sweeping, etc. It could alter lighting for mood (red, blue, green, or set according to time of day); could add a small music library to a base-wide music system (new age - calm, darkwave/synthwave, etc.)
Comments
There already is, lmao
Just build a bed and sleep
Also, nighttime is beautiful, why would you want to skip it
Now loading just before I initiated the end game I can't launch. It's showing as "Rocket Not Ready" even though all the 6 prerequisites are complete.
:-(
Build a bed you silly goose!
To shorten my retort up as succinctly as possible. My point of the proper place/time (not a patch notes thread) still stands. This is not the place to request controller support or fixes.
As for your other inflammatory statement about "Do I even know what vulkan API is?" Short answer? NO. I don't (or didn't) and that is perfectly fine. There are literally thousands, perhaps hundreds's of thousands, maybe even millions of API's out there. Nearly every company, even non-tech companies have some need for API's these days. It's easy for you to spend 15 minutes crafting a response, linking Wikipedia articles, and other tech articles related to Vulkan API to look knowledgeable, but the short answer is, you probably don't know what vulkan API is either. Do you know exactly (technically) what it does better than it's competitors and/or predecessors? Probably not.
Unless you're working on it, or do similar work (i.e. you work in the game industry) you don't either. Access to information (i.e. the internet) does not equate to inherit knowledge. There's a difference between reading about how something works, and knowing how it works. And generally speaking as a consumer of games, I spend my time doing three things in a day: Working, spending time with my daughter, and when I have some free time, playing games). Notice how there's no allocation of time to "lookup different back-end projects and/or API's related to games so that way I am completely omnipotent when it comes to forum knowledge and arguments"?
Until something becomes main stream (i.e. your comment about how Microsoft poured money and resources into making DirectX a thing) most people ARE NOT knowledgeable or aware of such back-end software projects such as Vulkan API.
Please remember this in the future, and refrain from going all "internet commando" just to prove yourself.
All the mods I run are non functional with the update, although for some there is some residual impact like unknown items in storage. I expect the mod authors needs to match the update.
... thanks for the update, MICKEY ...
Do I have to go hatch the eggs and get the cure all over again in order to be able to make the rocket ready and finish the game (again) to finally get the last two achievements? Is that even possible? I just want to know. Are the devs aware of the screwup they made of the update and are they going to fix it? Or do they expect us to play through the end game sequence again?
Any help appreciated.
Had to vent a little... or a lot
Thanks
I completely agree this is not the place for such suggestions, as there is a specific forum for this.
However, you shouldn't belittle other people opinions like this. Specially in such borderline hostile way.
Your analogy with cherry pie was terrible as he didn't demand, rather suggested it.
And only because you're not a specialist doesn't mean you can't get to know something, even if superficially.
But your point stands, it is not the place for this.
Run QModManager in the Managed folder. You need to do this after every update since it patches a file that gets overwritten.
Speaking of updates, I got update 84 downloaded through Steam and played it a while, but then I closed the game later on and had a second 330mb download through Steam. Anyone know what this was?
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 8388608.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 8388608!
Crash!!!
The 12th word is expansions in this post. If you read the first 11 you should have your answer.
Even in a speedrun, there's no way you can you can disable the gun before the Sunbeam, unless you either hack, glitch, or for some reason the quest doesn't fire until the very end of the game. I'm guessing you thought it was disabled, but you probably ignored the story point when you got there. It wasn't disabled.
Oh man. Skyrim is a mess without mods to give a decent mouse keyboard interface. Pretty much any console port or multisystem game that isn't a fps is better with controllers imo. Besides, this game has an XBox port, why wouldn't they want an option for controllers on PC if they think it works fine on consoles?
Sure you can. Never repair the radio, never build another one.
I run the mods I have through the QMods tool. After reinstalling QMods, all my mods were able to run again as normal. If you aren't running QMods, then possibly attempt to reinstall each mod one by one and see if they take.
Uhhh, you can disable the gun before the sunbeam comes without glitching. It is an intended feature in game. You just have to ignore the radio messages. If you do disable the gun before the sunbeam you get a special message from the sunbeam saying they can't land due to debris
To Mr Nasty... I had just spent several hours trying to contact some kind of "customer support" and all I got was a bunch of links to forums that had nothing to do with the problem I was having. This is the first one I found where the people were actually talking about the same issues I was experiencing. You'll see a few people mentioned that now the rocket is not ready for take off.
Hope the link helps you guys educate yourselves on what the developers did with the patch after the update. My game is working correctly now. Thanks for the comment (Deiwos) about reloading the Qmod Manager too. I was wondering if I had to wait for an update to the mod or what so you answered that question.
Outta here..........
p.s. got here kinda late. had to wait out the one day to be able to post links deal...........
-More FOOD RECIPES. Add spice plants! - Simple way to improve awesome. - Add recipe decorations for tables in base.
-Down the road..., add recipe for a robot psychologist (Psych Bot) that can roam seabase (hover?). Will check on your mental stability on occasion when you enter said seabase (Ex: Nearly got kill by a Reaper encounter, Psych Bot inquires of your mental stability.) It could also bring prepared food to you if there are food ingredients in the new "Pantry" locker.
Just an idea to make seabases feel more alive.
Also, Psych Bot could also simulate cleaning base like wiping windows, sweeping, etc. It could alter lighting for mood (red, blue, green, or set according to time of day); could add a small music library to a base-wide music system (new age - calm, darkwave/synthwave, etc.)
more food recipes
ability to use bathroom: shower and toilet
character. creator
and more exploitable plant life for food
And on. other can't. wait till full xbox release
thanks for agreat game