Seamoth+Cyclops= 1FPS
Spacediver
Belgium Join Date: 2016-05-11 Member: 216633Members
Been lurking a bit but I can't see anyone else report the exact same bug so here goes;
When I dock the Seamoth into the Cyclops, the Cyclops becomes unusable making the game run at a whopping 1 or 2 FPS. Both subs on their own do not show any problems tho.
My wide guess would be that the 2 subs' code are having a conflict of some kind.
I wanted to report this with the F8 report option but elas, that also broke in this update
Comments
Report has not been working since the update, I check it daily. And yes I'm always online on said desktop.
The 'see your stuff tru walls' is a different thing altogether. Since the FPS starts dropping the moment Seamoth docks inside the Cyclops, and plummets down when I activate the steeringwheel aka I don't even have to be driving thus it has noting to load, this is why I'm pretty convinced there is Seamoth code is conflicting with that of the Cyclops.
What I mean is this: Whenever the Seamoth moves, the frame rate drops to single digits. As soon as it stops moving, FPS returns to normal. This is whether I'm driving it or pushing it around from outside. Same thing if it's docked to the Cyclops: As soon as I try to drive the Cyclops, FPS drops. Without a Seamoth docked, Cyclops operates just fine. It is related solely to the Seamoth.
If I build a new Seamoth, it works fine for that play session. The old ones never recover from this, so I just destroy them.
This is in the stable build.
My setup: AMD FX processor, R9 graphics (2GB onboard), 8GB system memory. Graphics card and monitor drivers are up to date.
This bug has been going on for the last several major updates.
It's getting old. It's a little cumbersome having to drive the Cyclops everywhere. Especially until they add in the powercell rechargers, or a docking/recharging option for the big sub.
Cheers,
J
Cheers,
J