Venting about Cyclops
zds
Finland Join Date: 2017-08-08 Member: 232317Members
Vive, Steam Controller, build 56549.
So, there are depths not reachable with Sea Moth, so I took Cyclops for a ride. Mission unaccomplished so far. The bugs in game combine in a way that makes it very difficult to survive in this vessel.
1) Rendering distance gets shorter over time; this means I was already over the area before the 3D model of the terrain finally renders. Makes navigation hard, especially in areas where there are obstacles all around as the landmarks are not visible at all until you have hit them.
2) Cyclops cockpit buttons get flaky over time, at least with Vive and Steam Controller. Some buttons stop working, or might work but the game no longer shows you tooltip indicating what the hotspot area for the button is; in this case it was the one that allows you to use cameras.
3) Possibly the bug above also meant camera lights did not work. Headlights were on, but didn't light the area I saw from the keel camera.
4) The keel camera is sometimes tilted.
So essentially I was moving in area that was invisible either because it was not rendered at all or if it was, it was pitch black because the lights didn't work properly.
The control bug sometimes resolves by docking to base, but if there are no bases close by, you are out of luck.
The only solution I have found to this mess is that if I really, really can't avoid using the Cyclops, I'll scout the route with Sea Moth and mark it with beacons (which I can't rename in VR, so I need to take SteamVR screenshots to remember what the number means).
There's still some work to do before this offers a playable experience.
So, there are depths not reachable with Sea Moth, so I took Cyclops for a ride. Mission unaccomplished so far. The bugs in game combine in a way that makes it very difficult to survive in this vessel.
1) Rendering distance gets shorter over time; this means I was already over the area before the 3D model of the terrain finally renders. Makes navigation hard, especially in areas where there are obstacles all around as the landmarks are not visible at all until you have hit them.
2) Cyclops cockpit buttons get flaky over time, at least with Vive and Steam Controller. Some buttons stop working, or might work but the game no longer shows you tooltip indicating what the hotspot area for the button is; in this case it was the one that allows you to use cameras.
3) Possibly the bug above also meant camera lights did not work. Headlights were on, but didn't light the area I saw from the keel camera.
4) The keel camera is sometimes tilted.
So essentially I was moving in area that was invisible either because it was not rendered at all or if it was, it was pitch black because the lights didn't work properly.
The control bug sometimes resolves by docking to base, but if there are no bases close by, you are out of luck.
The only solution I have found to this mess is that if I really, really can't avoid using the Cyclops, I'll scout the route with Sea Moth and mark it with beacons (which I can't rename in VR, so I need to take SteamVR screenshots to remember what the number means).
There's still some work to do before this offers a playable experience.
Comments
It's tedious and terrifying work to explore the indoor labyrinths with what's basically free diving, no denying that.
But this does mean it's sometimes also utterly frustrating, as you have to roam around until you figure something out or find some key ingredient you've been missing.