![]() It's easier to try to find it with the scanner interface. I found the point spot at the extreme lower left edge of the left screen. No more ejection and no more Cyclops displacement to outer space.ĭoor codes, scanner and Cyclops can be used painfully in VR. My workaround: maintain strafe left key pressed during the docking process until the player can walk inside the Cyclops. That would be the cause of the Cyclops massive jump when I enter into it with the Prawn. The first issue I've discovered is the lack of animation transitions when entering/exiting vehicles and pods. I have other games that do it perfectly, so that's not an impossible task. The main solution for most of the problems (especially the beacon renaming) would be an implementation of a mouse cursor visible in VR. I confirm all the bugs and suggestions above. Hello, I'm new here, because I feel the need to add my contribution. Subnautica is an awesome game but because of these issues. Really wish they had a better way for VR players to change the speed with a keyboard command. It's really difficult to change the speed of the Cyclops. This has worked but my character usually lands on the lower level and the Cyclops violently tilts hurting my character and taking some health points before the sub re-orients itself.ģ. backup the Cyclops a few meters and try again. If the docking fails and I lose the Cyclops. Before I dock a vehicle into the Cyclops. Unlock the door, save the game, exit the game and then restart the game in VR. To do so, I have go to the door, save the game, exit VR and restart the game and play on a monitor. ![]() Entering a security code to open a locked door is impossible. I just joined this forum in the hopes that maybe I would find the answers to these VR issues. Also, RUNNING speed increase and a toggle option instead of holding the left stick down.Ĥ) becon and other naming methods can be helped by fixing 1 and 3 Please allow us to use the right stick for vertical looking as well (to supplement out heads and save our necks). Allow us to slide the PDA back a bit please, would make a world of a difference.ģ) Controller controls to be worked on. Current method is really bad.Ģ) HUD and PDA to be fixed showing radio signals, subtitle and timer for sunbeam arrival. I paid full price v1 for this and it’s just not there yet in terms of vrġ) Cyclops and other input mechanisms to be fixed in a user friendly manner so that players can at least get a full run through of the game. The problem is it seems like the devs do not care about vr in the slightest. But I ageee with you in the sense that some things should definitely be prioritized over others. I don’t think it’s fair to downplay any of these bugs as minor.They all take away from immersion. Occasionally a stalker will spawn inside base near starting location. Cause may be linked to the fact that the exit hatch on the prawn suit or seamoth is not lining up with the corresponding hatch in the Cyclops docking station? If timed just right, the player can exit the Prawn suit or Seammoth after the Cyclops grabs it but before it is docked, and avoid having to chase the vehicles 500 meters. Then it will fall into the ocean and you can board. It will then float about 10 meters above water until the player approaches it and is within about 20 meters. Docking the Prawn suit or Seamoth into Cyclops causes player to eject and the Cyclops/docked-vehicle set to fly high into the sky above sea level and travel approximately 500-800 meters in a starboard direction. Sometimes Prawn suit slips through cracks in ocean floor and plummets until pressure kills you.ħ. Increase font size and move the tablet further away from player. ![]() Then, to drive Cyclops, you will need to change back to gaze-based interface.ĥ. This is very difficult to execute while wearing a VR headset. In default, it works, but player must hold down a button on the Xbox controller while typing on keyboard. Renaming a beacon is impossible in gaze-based viewing. Random selecting trial and error is especially not fun when being chased by a leviathan.Ĥ. As is, it’s impossible to tell if the pointer is hovering over a button on the hud. Even still, the pointer is slightly off-center on side buttons (specifically the speed settings, camera selector, and decoy button - the engine on/off and silent running buttons get a mouse-over pop-up indicator that would be very helpful for other buttons too). Gaze-based viewing only viable interface for driving Cyclops. Changing cameras/views in Cyclops offsets the center of viewing by about 30 degrees to the left. Cannot read help text at bottom of screen - it’s just outside the perimeter of vision.Ģ. ![]() I’m loving the game, but there are some issues that make it inaccessible to players unwilling to tinker. ![]()
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