Subnautica

Subnautica

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WillieSea Aug 9, 2023 @ 6:28pm
Cyclops self destructing at speed
The Cyclops self destructs when I put the speed on the second setting. Is this mod related or something with the Cyclops going fast and I need to do something else?

I have the mod "Cyclops Speed Upgrades" and any time I go higher than 'ahead slow', the first settings, when I start moving the Cyclops almost instantly gets hull damage (I then turn the engines off) and starts on fire. Within 10 seconds the Cyclops blows up. If I hit the fire suppression quick enough it does not blow up. I go out and fix all the holes in the hull but it is still flooding inside, no power, and the AI keeps telling me there is external hull damage, even though there is none. The lights will not turn on and I can only 'remove' the batteries from the engine.

I was just wondering if it is the mod then I will remove it from my game.
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Showing 1-12 of 12 comments
Dirak2012 Aug 9, 2023 @ 6:58pm 
Even without any mods, moving at high speed will make your engine burst into flames.
WillieSea Aug 9, 2023 @ 8:00pm 
Does 'bursting into flames' also mean hull damage?

Without the mod added speed upgrades installed, the highest speed gives warnings about engine overheating. I never see that with the mod added speed upgrade, it simply and instantly destroys the Cyclops hull, then bursts into flames. I can literally watch the 'yellow hull health line' go down almost instantly.
rdbury Aug 9, 2023 @ 8:10pm 
I gather that full speed is really only meant for emergencies, not for normal cruising. It's not just overheating, but full speed is noisier too. Only use full speed when a reaper is chomping your, um, tailfins.
HuskyDynamics Aug 9, 2023 @ 8:16pm 
My guess is that it's the mod, though I'm not an expert on the topic. If you let the overheat fire from full speed burn for long enough it'll eventually cause hull damage, but it's not instant.
Sputnik Aug 9, 2023 @ 8:40pm 
Could fish-collision be the problem? I know this knocks the Seamoth around at high speed.
bongerman85 Aug 9, 2023 @ 9:59pm 
if hes carrying a vehicle, i think there was an issue raised recently about the seamoth not docking properly and getting torn apart and destroyed the sub being in motion. maybe its that, or there might be something lodged inside of the hull. honestly a few years back my sub kept getting stuck in misplaced collision barriers near the DRF. if you press f1 it should call up information on the player and the worldspace, there is a category named cell cache, take down that number the middle number is the depth, so that number doesnt have to be tracked, then save and exit the game. open your games install directory and locate the saved games folder inside of the managed folder. open the affected savefile then the cell cache folder locate that cell cache file and delete it. if something is lodged in the hull this will clear it by making the game rebuild that cell.

i use cylops speed upgrades and have not experienced this.
DrBonifarz Aug 9, 2023 @ 10:07pm 
Originally posted by WillieSea:
Without the mod added speed upgrades installed, the highest speed gives warnings about engine overheating. I never see that with the mod added speed upgrade, it simply and instantly destroys the Cyclops hull
You give the answer to your topic - this behavior is far from the regular mechanics. I never tried that mod, but I really don't think this is intended. Normally, flank speed does overheat the engine, but you can keep flanking over long distances with a fire suppression system, it never was a dangerous thing to do.
dragonbornzyra Aug 10, 2023 @ 2:42am 
Never felt the need to gotta go fast in my Cyclops. We have the seamoth for that. But indeed it sounds like the mod is causing this. I have never, not once, ever, heard anyone describe this problem with the Cyclops before.
WillieSea Aug 10, 2023 @ 5:57am 
Thank you all for your replies.

I had the Seamoth, then the Prawn suit in the hold when this happened. I will remove the vehicle and see if it still happens.

With the 'fastest' speed upgrade from the mod, even in "ahead slow" if I push the accelerator on the Cyclops the hull self destructs and fires break out.

I was cruising near the 'safe zone', almost at the surface, with the ground a hundred meters/yards below me.

I will try running with the 'shield' on to see if it is fish impacting the hull.

Originally posted by bongerman85:
...
i use cylops speed upgrades and have not experienced this.
This is what has me confused, why would the mod author even release the mod if this was normal behavior? That is why I was asking in the first place. LOL

I will report back my findings.
WillieSea Aug 10, 2023 @ 6:21am 
I removed the vehicle from the bay, the hull damage still occurred.

If I turn the shield on then I can go as fast as I want with no hull damage.

With the shield off, and I go at speed, first there is hull damage and when that gets to about the halfway mark (within half a second), fires break out.

When the hull damage occurs, there are NO 'hitting sounds' on the hull, so unless something can hit me silently that can't be it?

But something must be impacting the hull since the shield being on prevents damage. And why does the mod work for others but not me is the strange part.
Last edited by WillieSea; Aug 10, 2023 @ 6:22am
dragonbornzyra Aug 10, 2023 @ 6:45am 
Originally posted by WillieSea:
I removed the vehicle from the bay, the hull damage still occurred.

If I turn the shield on then I can go as fast as I want with no hull damage.

With the shield off, and I go at speed, first there is hull damage and when that gets to about the halfway mark (within half a second), fires break out.

When the hull damage occurs, there are NO 'hitting sounds' on the hull, so unless something can hit me silently that can't be it?

But something must be impacting the hull since the shield being on prevents damage. And why does the mod work for others but not me is the strange part.
I would bring this problem up with the mod creator/author and see if they can provide any insight.
WillieSea Aug 10, 2023 @ 8:27am 
The game is so old I doubt the mod author cares about 1 person having the problem. LOL

It would be best to remove the mod.

QUESTION:
If I remove the mod, is the game smart enough to not crash on loading since I made things from the mod and with the mod removed the items would become 'unknown'?
Most decent games will handle that by deleting the offending objects and continuing on.

Does anyone know?
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Date Posted: Aug 9, 2023 @ 6:28pm
Posts: 12