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I thought the same too, but spadefish have always damaged seamoths apparently. Maybe it's causing more damage or there's other fauna causing additional damage? Certainly feels like I'm repairing seamoths more in the new update, but I can't pin down what's causing it....or maybe I had hull reinforcement modules in the past skewing this issue too.
It's basically for speedrunners, was called the Super Seaglide (SSG).
You could damage a seabase so that it starts to flood. Then decontstruct & reconstruct the hatch or a window. The game believes you are swimming & walking so it adds the speed together when using a seaglide. It goes back to normal if you exit the water, but you just have to reenter the base and deconstruct & reconstruct the hatch/window again.
It was eventually patched sometime before this recent update, but you could also do the same thing with flooding a Moonpool players found out afterwards. With this 2.0 update though, SSG is no more but a fleeting memory.
Normal forward speed is 11.25 m/s, but if you move in three vectors simultaneously (so forward, sideways, and ascending), you can hit speeds of over 19 m/s.
done that in the past, have the seamoth jump out of the water, the height you can gain is insane if you do it right. never used mods to play SN, not about to start either.