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I guess I'll contribute by saying that the silent running mode is surprisingly effective! I was able to sneak past the lost river ghost leviathan without alerting it a few days ago. Next up: try it on sea dragons in the ILZ.
Other than making it rock a bit it didn't do any damage or press any attack.
If the engine is off, they can't find it. Even when they run into it head first.
You can watch at the radar. There is a lightblue bubble around the ship that represents the noise generated by the ship. A creature inside will attack, a creature outside will ignore you. Silent mode will reduce the size of the bubble by approximately 50%. So a cyclops on "Ahead slow" with running stealth-mode is indeed barely noticeable, even if a creature is just a few meters away.
http://www.oceangate.com/submersibles/cyclops1-submersible.html
When in the cockpit of the Cyclops - all of those icons in the strip on the right ... do something. More things if you've put in the corresponding upgrades. There you can initiate the defense system, ping sonar and more. But even w/o upgrades you can control 3 separate cameras while driving the Cyclops and they are invaluable for navigating close quarters and provide a much clearer picture than regular cockpit view. Mouse wheel scrolls between the cameras (top, bottom and rear) and each camera can be rotated with the mouse all while you drive with your other hand (WASD,C,<Space>
Laugh if you want but I did not know this for a long time playing and I'm probably not alone. Navigating the Cyclops through the camera views is so much better I actually like the Cyclops now.
Ion Power Cells are massive. I have one from a time capsule. I want all six to be Ion.
The current Ahead Standard speed was how fast the Cyclops could once go at Ahead Flank. The speed you now see as Ahead Slow was once its Ahead Standard speed, and before all of thesedifferent speeds were implemented, that was as fast as it could go. With all the talk of Cyclops vulnerability, we sure take speed for granted.
That's what I've found noteworthy about it, at least. Could be more that I'm forgetting.
Biofuel, on the cyclops?
"There a bug? with the Cyclops' headlights. The first time you turn them on, they'll display opaque light shafts which make it even harder to see. Exiting the Cyclops while the headlights are on and climbing back in seems to fix this."
THANK YOU for this tip!
How do you recharge Cyclops ? You build an outpost with chargers and wait ?
Biofuel ON the Cyclops, not FOR the Cyclops :) As I mentioned lower down, I tend to set up temporary "scanner bases" to look for wrecks and resources, so it helps to have a couple planters full of Marblemelons, if nothing else. Were I playing in Survival, those could also be used as fuel for the player character - food and water and such.
Now that we're on the subject, it's also useful to have a Noah's Arc locker, with one seed of each plant you may wish to cultivate in new Habitats. I like to grow everything I need locally.
Before the Thermal Reactor upgrade? Yeah - I don't know of any other choice. It's tedious in the extreme, though, which is why I'm hoping for that "Cyclops Dock" mentioned in the Habitat Module suggestion thread. If you have a good idea on how to cut down on the tedium, I'd love to hear it because it's one of the less fun aspects of it.
Well, I have not found the charger modules so i charge those batteries by plugging them in seamoth and prawn and docking them in moonpools, so you can imagine how annoyed to death I am.
Personally I would implement cyclops to use plutonium rods for fuel, not frakin batteries
Unfortunately i do not have skills in hacking dlls in assembly.