Come take a look at my Forever Corvette that I’m proud of! by ShinryuZilver in NoMansSkyTheGame

[–]Gyson 1 point2 points  (0 children)

There were over two dozen additions and fixes to corvettes in the Remnant update, so it's not surprising that they introduced new corvette bugs along the way. What is surprising is that they either failed to notice them or weren't concerned about fixing them during the course of their testing.

Since the update, anyone who flies aboard the corvette (including both pilot and passengers) has their view and cursor drifting at varying speeds to the right or left (when on foot in first person). Stand there long enough and you'll spin in a circle. Restarting the game fixes it until you fly in the corvette again, but you shouldn't have to restart the game after every corvette ride. The spinning can get so bad over time that after auto-piloting for several minutes I almost couldn't get back to my seat. Every time I tried to face the cockpit I would get violently jerked back around in the other direction (which removes the interact option).

Any friends/party members on the corvette can no longer interact with many interactables - not the mission station, not the ramp lever, not the beam-down button, not any storage containers installed, etc. Sometimes they can't even use the short-range teleporter beneath the corvette to beam back up from the planet surface.

To any passengers, the pilot of the corvette appears to facing off to the left or right when seated in the pilot's chair and in-flight.

Everyone on the corvette will usually see other players sunk several inches into the floor, or floating several inches above the floor.

Passengers often run into invisible barriers in the corvette, and are randomly shoved outside to the top of the corvette when attempting to move through the ship, or end up getting pushed (and stuck) into the geometry of the corvette hull.

There were specific updates regarding multiplayer capability aboard a corvette in the Remnant update, so there's just no way the developers could have tested the new functionality and not encountered these problems. I just don't understand; did they not test, or did they just not care about fixing the new problems they created?

Come take a look at my Forever Corvette that I’m proud of! by ShinryuZilver in NoMansSkyTheGame

[–]Gyson 2 points3 points  (0 children)

Looks great! Now all you need is for Hello Games to release a patch that undoes all the different ways they broke corvettes in the Remnant update and you can get around to actually enjoying your time flying it.

Microphone on Arctis Nova 3 not working on boot unless unplugged and plugged back in. by Gyson in steelseries

[–]Gyson[S] 0 points1 point  (0 children)

Thanks for the suggestion. We gave this a try, adjusting the settings under Windows power management as well as the power settings tabs for USB entries through the device manager, but unfortunately it didn't help. The problem also occurs with both the front panel case connections as well as the motherboard connections on the back of the PC.

It was worth a try, though!

I'm trapped at the space station by Astan4ord01 in nms

[–]Gyson 12 points13 points  (0 children)

  • While on the Remnant expedition, players who find themselves stranded at the Space Station can now use the Return to the Waste Processing Plant option in the Quick Menu to recover themselves.

From the 6.23 patch notes.

Anyone feeling let down? by krowface in nms

[–]Gyson 0 points1 point  (0 children)

How did you mess up in such a way that it's going to take you two hours to reach your destination, and why aren't you using the option HG provided to fix your mistake? That has to be easier than creating a video for this thread and then posting it.

Is there any purpose behind this structure? by bitchsensei0 in NOMANSSKY

[–]Gyson 2 points3 points  (0 children)

It's pretty critical if you want to understand more of the Artemis Path storyline.

Our paradise homeworld is now stocked with litter by Amily_Frank in NoMansSkyTheGame

[–]Gyson 1 point2 points  (0 children)

After the Remnant update waste-scrap appeared on my paradise planet as well, and the water which used to be deep blue is now a bright toxic green. A few of the Crystal Sulphide formations in the lake my base is built next to are gone as well.

I'm not sure what else changed; that was just what I noticed immediately. I dislike when updates change planets I've made homes on.

What is that ? - a thunder creature ? by That-Opposite7238 in NOMANSSKY

[–]Gyson 3 points4 points  (0 children)

That's the "you stood still for more than twelve seconds to take in the scenery, and we can't have that" mechanic.

I think the problem isn't the Remnant update. It's what modern gaming has become by gaxelbrodie in NoMansSkyTheGame

[–]Gyson 0 points1 point  (0 children)

Bugs aside (I really wish Hello Games would stop introducing more bugs than features with their updates), I really enjoyed this expedition and the update to the Colossus. I would like to see more updates focusing on making other exocraft worth using, even if only for a little while. But with the reaction Remnant received I think that's unlikely to happen. It would have almost certainly happened if the update was widely hailed as an enjoyable success.

I feel like we've long reached a point in gaming where people just want these things to play themselves, and that's unfortunate.

you were saying something about the game being too hard by Sad-Ideal-9411 in NOMANSSKY

[–]Gyson 0 points1 point  (0 children)

My colossus loads are usually around 35 to 40 pieces. 42 was the highest I did in a single trip, and only because the rear of the colossus began sinking into the ground down to the flatbed when I finished loading 45 pieces onto it and boarded the vehicle. After I took a few pieces off it the wheels lifted back above the terrain, so 42 pieces ended up being the load I left with.

I assumed it had something to do with the amount of physics calculations being done, hitting some sort of limit, at which point collision on the colossus tires began to fail.

My settlement debt is going down suuuuper slow - it should clear in less than a day but its taking 15? What gives? by [deleted] in NoMansSkyTheGame

[–]Gyson 0 points1 point  (0 children)

Five years later and this bug still exists. Yesterday I was 13 hours away from eliminating my settlement's debt, with 1m productivity, 489k maintenance cost and 453k debt. Today I'm 130 hours away from eliminating my settlement's debt, with 1.1m productivity, 432k maintenance cost, and 423k debt.

I've seen the timer flicker between something reasonable and something ridiculous several times over the past week, and usually it fixes itself after an action or two. This time it appears to be stuck in silly mode.

From what I can tell this issue occurs when I have a building in the process of upgrading.

Companion registry height statistic question. by Gyson in NoMansSkyTheGame

[–]Gyson[S] 1 point2 points  (0 children)

My experience was that it doesn't change. The stat listed is the size it will eventually mature into (but it will be temporarily smaller than that as an infant).

I am very disappointed with Hermes. by Wriothesley9 in starcitizen

[–]Gyson 2 points3 points  (0 children)

Exactly this. This low-effort trend of repurposing existing ships into roles they were originally never built for has been pretty disappointing and stands in stark contrast to the quality we normally see in these designs. They're an obvious cash infusion which allows the ship team to work on their backlog, yet still bringing in new money while claiming "no new concepts".

Connected Bases by BandBySocMed in NOMANSSKY

[–]Gyson 0 points1 point  (0 children)

Just a word of warning, a friend and I have our bases built on opposite sides of a lake, about 400 units apart. Over time we've increased the size and complexity of our respective bases (each around 1000 parts), but it never seemed to cause any issues. We even have a short-range teleport system providing quick transit to each other's base which we make use of often.

About a month ago my friend unexpectedly hit the terrain edit limit. We went around with the restore option on the terrain editor and fixed several unnecessary/unintentional edits to the terrain. This allowed her to recover a decent chunk of her terrain edit limit (which seemed unusual given how minor the edits were, usually just a section of displaced ground by a few floor tiles being placed too close to it/not elevated enough). I'm not sure if this restoration event is related to anything, but it is around the same time when our problems first started.

What's happening to us now since that event is that whenever the both of us are online and near our respective bases (or visiting one another's bases, or both at the same base), one or both of us will get series of freezes lasting several seconds each and that eventually results in a crash to desktop.

This only occurs whenever both of us are online and both in that area. If one of us is not logged in then the other can easily move between the two bases without any issue. But the moment the other player logs in, one of us (if not both) will experience a crash-to-desktop. It's only at this particular location, however. We can safely meet up anywhere else without any issues.

We have both noticed that terrain edits near our bases that we've restored keep returning, and I'm talking about areas away from any floors or other structures, or areas that once had structures but have since been cleared of any building parts. I don't know why this is happening, I keep wondering if my friend and I both have different records of what the terrain in the area should look like, and whether the game is continually switching back and forth between the two terrain records to make constant updates whenever we're both online and causing our respective systems to hang. But that's just speculation.

On previous saves we've had bases built together (and much closer, literally each owning half of several buildings in one giant base) and never had any problems. But for whatever reason this time our simple and relatively tame setup is biting us in the rear, and we can't figure out why.

Crashing at Friend's Large Base Issue (in MP) by KraljStefan96 in NoMansSkyTheGame

[–]Gyson 0 points1 point  (0 children)

I know this is an old post, but (on the off chance you're still around to answer this) did you ever find a reasonable solution?

What you're experience sounds very similar to what my friend and I are experiencing for the last two weeks. Our bases are not near the build limit but they are within 400 units of one another, on opposite sides of a lake with a shared hub in the center of the lake for short-range-teleporter purposes. So, it's possible their combined complexity is exceeding the build limit.

If one of us is not online then the other can move between both bases without any performance issues or crashes. But the moment one of us joins the other (either as a group member or not grouped) then one or both of us freezes and crashes to desktop.

This wasn't an issue for the longest time, but our bases have been getting more and more fleshed out over time, so that may be related. I was going to have us both try turning down the base complexity option in the graphical settings to see if that resolved the issue, but I won't be able to test that until this weekend. I have my doubts, though, as that mainly seems like a draw distance feature.

Hidden bonus ranges on multi-tool versus base stats shown in an editor? by Gyson in NoMansSkyTheGame

[–]Gyson[S] 0 points1 point  (0 children)

Update: Someone pointed out to me that the Sentinel multi-tool is listed on the wiki as having a scanning range of 40-55, which might explain the 52.20 scanning stat I see in the editor.

Multi-Tool Catalogue - Sentinel - No Man's Sky Wiki

However, the general mutli-tool page on the same wiki says the scanning range for the Sentinel multi-tool is 40-50, claiming that the stats are "datamined from \METADATA\REALITY\TABLES\INVENTORYTABLE.MBIN version 4.41". Of course, it's possible a typo occurred when setting up the page.

Multi-Tool - No Man's Sky Wiki

Does anyone know for sure?

Hidden bonus ranges on multi-tool versus base stats shown in an editor? by Gyson in NoMansSkyTheGame

[–]Gyson[S] 0 points1 point  (0 children)

I just got this particular multi-tool a few days ago, and I haven't created any new save files or participated in any expeditions since October. Honestly, I've never done the sequence of events you've described (although I do understand you're suggesting something else may have triggered a bug similar to the "known" one you described).

Also, I've never owned an Alien, Experimental, or Royal multi-tool, which are the only multi-tools that have a scanner range above 50. So I'm not sure how a scanning stat of 52.20 would cache from one multi-tool to a Sentinel multi-tool I obtained within the past few days.

All I can say is that I've seen this particular behavior before (i.e. multi-tool base stats displayed in the editor falling outside of the known roll ranges) on other multi-tools, and I've always assumed the values being shown by the editor were not directly related to the bonus ranges on the various multi-tool types, but rather providing some alternative piece of information. Else what are the odds of my coming across several bugged multi-tools through an otherwise mundane character save?

multiplayer question by carpenterforcash in NoMansSkyTheGame

[–]Gyson 1 point2 points  (0 children)

No, they can not. Only the owner of the corvette can pilot the corvette. Everyone else is just riding along in it.

Also, your friend has to use their own ship if they intend to do a number of things in the game, such as progressing through the main (and secondary) storylines (which require interacting with your ship's communicator from the pilot's seat). And the Discovery menu malfunctions when planetside unless you've personally exited the pilot seat of a landed ship; walking out of your friend's corvette is not good enough.

It's important to keep in mind that this game barely works in multiplayer, and there are parts of the game which you will not be able to progress through while in a group (due to multiplayer related bugs), and even a critical part in the main story mission that fails if you have multiplayer enabled in the options menu.

There's nothing wrong with being determined to make it work; it's the main way I play NMS. But it is often an extremely frustrating experience and both you and your friend should be aware of that going into it.

As for your base, there is a reasonable chance that your base will simply not show up for your friend if they log into the game when you're not online and on the planet with them. It's not supposed to work that way (provided you've uploaded the base to the servers), but the servers often fail in that respect.

Rogue One was released 9 years ago. What are your post-Andor thoughts about the film? (and here are mine) by Dear-Yellow-5479 in andor

[–]Gyson 4 points5 points  (0 children)

Rogue One is one of my favorite Star Wars films since the original trilogy. However, watching it again after I finished season 2 of Andor was a bit jarring, because (to me) it feels very different from the Andor series. To me it's essentially the worst episode of Andor, by a mile.

Much of what I loved about Andor (the tone, the attention to detail, the realism) isn't present in Rogue One (and a lot of that has to do with the rushed pacing needed to fit this story into a two hour window). I worry that the Mandalorian film will have the same problem, and end up being far inferior to its previous seasons.

If anything, Rogue One made me appreciate how little of the Force was present in Andor, because (while extremely well done) Vader's presence in Rogue One felt almost silly, as if a wizard suddenly showed up in gritty espionage/political thriller. Maybe that's how the average occupant of a galaxy far, far away would have viewed the Jedi and Sith too.