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Big Ink posted:The safest and quickest way is split-saw the door and move to the side. You don't stand in front of a raging bull after all. Right? The thing is, while it's rare, opening a door (either with the button or the cutter) can break the ECU and cause the entire ship to blow up. It's rare, but I've had it happen, and as far as I can tell there's no real way to avoid it.
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# ? Jul 17, 2020 21:33 |
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# ? Jun 2, 2024 09:47 |
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Big Ink posted:You can move a large mass just by grappling something unattached, such as a chair or anything, and place it against the object and lightly swinging your grapple in the direction you want the mass to go. It's a physics bug. It's not a bug, it's a design issue. Being able to do that is how physics would work in real life. The limit on weight is purely an artificial one for gameplay reasons and they probably don't test for the combined weight of all the contacts because it would be terrible for performance.
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# ? Jul 17, 2020 23:23 |
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Fair enough, the point was really to let people know they can move large objects without tethers. You can move an entire makerel to the processor/furnace without a single cut. But, you can't move the entire gecko as such. Or if you can it takes an incredibly long time to get any motion out of it.
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# ? Jul 18, 2020 00:07 |
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Big Ink posted:Fair enough, the point was really to let people know they can move large objects without tethers. You can move an entire makerel to the processor/furnace without a single cut. edit: no, too massive, can't even put them with a detached keel in free play Sestze fucked around with this message at 09:58 on Jul 18, 2020 |
# ? Jul 18, 2020 09:44 |
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Big Ink posted:The Interesting. I never thought about doing that. I like how the game blows the doors in the correct direction according to air pressure. (Cut into the storage room raises the pressure in the main cabin pushing the doors into first class.) I may give the game a break for a while because of the fuel tank glitch. I've started pulling off computers and fuel tanks first before anything moves, but it still seems to happen. Even had a free floating tank and when I picked it up it rocketed off and destroyed the back half of the Gecko. Still greatly enjoying the game 40 hours in.
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# ? Jul 23, 2020 13:10 |
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Travic posted:Interesting. I never thought about doing that. I like how the game blows the doors in the correct direction according to air pressure. (Cut into the storage room raises the pressure in the main cabin pushing the doors into first class.) Knock on wood but I've never had the fuel tank glitch happen. Plenty of other ones, but not that one. Wonder if it's something hardware/system specific.
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# ? Jul 23, 2020 13:17 |
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I'm just writing off the fuel tanks for now. They're not that valuable and clearing one extra work order isn't worth risking the rear end-end of a Gecko. They go into the processor still attached to the aft hull.
Skippy McPants fucked around with this message at 13:20 on Jul 23, 2020 |
# ? Jul 23, 2020 13:18 |
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If you want the fuel tanks turning Vsync either on or off fixes it. Or: -Pull the tank to about 90% then fast click grapple/pull until it comes off, this way you'll 'catch' it as it comes off rather than flinging it -Place your left hand (default [z]) on the tank and pull -Combine the previous two But the best solution aside from vsync, pull the tanks before moving the rear hull plate. Otherwise they aren't really worth the time. Edit: with today's update WO who knows Big Ink fucked around with this message at 17:45 on Jul 23, 2020 |
# ? Jul 23, 2020 13:36 |
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Big Ink posted:If you want the fuel tanks turning Vsync either on or off fixes it. Unfortunately it still happens. There are times when I'll grab a free floating tank and it will start flying around the dock like it has an invisible tether on it. I've even tried tethering the tanks and computers off instead of grappling them and the physics actually fight the tether all the way down. I'll have to try the Vsync. It's the one thing I haven't tried. I love this game so I'd be overjoyed if that fixes it. I'm sure they'll get it fixed sometime though.
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# ? Jul 23, 2020 14:03 |
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https://www.youtube.com/watch?v=2a9opsgjIFs 13 million single shift run. Subtitled commentary in the captions Heffer fucked around with this message at 22:16 on Jul 23, 2020 |
# ? Jul 23, 2020 21:58 |
Going to give this game a break until it's had a few more optimization passes, as it maxing out both my CPU and GPU seems to have been what caused my (now former) power supply to start dying. I'm happy with what I've experienced of it for now, so I'll wait for more polish and content.
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# ? Jul 23, 2020 22:24 |
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More ship designs are starting to trickle in--no brand-new hulls yet, but I just had a Mackerel with multiple power cells & no interior walls.
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# ? Jul 23, 2020 23:53 |
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https://store.steampowered.com/newshub/app/1161580/view/4354369689165784584 Greetings Cutters, We are back this week with an update full of additional employee-suggested content! For this update, we focused on bringing more variety to the current gameplay so that every shift at Lynx Corp feels like a real challenge! Thank you all for the precious feedback and suggestions you have shared with us since launch. Players will be happy to learn that Mackerels are now set up to introduce more diversity between roles: Heavy Cargo Mackerels now have a unique interior layout, with more room for carrying extremely dangerous cargo. Light Cargo Mackerels have now been set up to transport a mix of objects. All Mackerels have had their Reactor, Power Cell and Coolant Tank setups revisited, so you will see much greater variation in where these components are located. Additionally in-game mouse and keyboard rebinding is now also available. This is only the first step towards more content as the Lynx Corp HR team are already working on adding more variety within each ship but also bringing new types of ships to the table! Major Changes & Additions O2 Drain can be toggled in Open Shift mode For our Space Cutters eager to fight their limits without being pressured by time, feel free to try to dismantle everything while your oxygen is running out! Increased variety between Mackerel roles. Increased Work Order Objective Variety. In order to pinpoint which space cutters are real talents for Lynx Corp, variety has been added to work order objectives! Get ready for different work orders from now on during your shifts. Additional Player Voice Option Added to Contract. In-game Mouse & Keyboard Rebinding. Gamefile keybinding is now a forgotten feverish dream as cutters can now rebind directly in-game.  Patch Notes: Audio Couple of audio mix tweaks. Added work order complete sound to when a work order has all of its objectives completed and none failed Fix broken reactor room audio. New implementation that supports randomised reactor spawn location. Sound effects and vo hookups for work order complete Fixed an issue where door based decompression sounds didn't always play when going from unpressurized to pressurized Data Viewer, Text and Audio Log fixes Added new sync'd audio for power generator dejoint that matches the vfx UI and Text Added missing restore to defaults popup link. Set Wrench hud marker visibility on and off when entering the kiosk Added loading bar for creating user feedback Moving all Work Order Objectives to be possible instead of guaranteed. Fixed delete profile prompt text getting cut off Fixed hab device owner text getting cut off Cutter Heat UI, now renders behind damage vfx Fixed tooltip prompt being active during game loading Fixed overlapping text in French All data drives and credit drives now uses the same texture with color variations. Fixed text misbehaving en francais on continue button on rank up Grey'd out the "Ship Diagnostic" Pause Menu option and added a "Coming Soon" tag. Changed the Good Morning Cutter message to mention that fees need to be paid daily not monthly. Fixed title news not being localized correctly Corrected several scripting bugs related to turning off the Macker's Thruster Terminals due to the recent Mackerel updates. Art, SFX & animation Added new ECU powerdown SFX when you pull the last cryo collectible Added new power generator powerdown SFX for success and failure Found narative (data drives) interactable glows Fix suffocation animation not ending properly. MISC Corrected a seemingly rare issue in which Normal difficulty Mackerel nacelles would spawn without a frame or cut point. This would cause an issue where the nacelles could simply be pulled away, and the ship would be exposed to the vaccum of space, and yet not decompress. Added an atmosphere regulator to the Flight Deck of the Commercial Transport Gecko. Cockpit door update, including some new jointing that had to be done for it. Structural beam work for the crawlspaces (but not the nose) of the Mackerel. Implemented dimorphism between the two Cargo Mackerels, using role distinctions instead of theme distinctions. Now the Industrial Cargo will spawn with LOTS of explosives, and the Commercial Cargo will spawn with more mundane things like computers and beds.Retuned for Commercial Cargo Mackerel difficulty. Some rework of how things spawn inside the mackerel, particularly walkways, and walls - mostly as part of the above. Mackerels can no longer spawn with a pipe attached to their reactors. When activating the manual override, the thruster itself will now leak uMBRe (Fuel X). Fixes for gecko rooms Fix incorrect shatterable component volume calculation In-game configurable keyboard hookup Armour plates are now configured on Geckos and will show up in the Work Order. Improved consistency of blocking grapple push when an interactable is on screen The Tutorial Mackerel now has a ship role (Training). Correcting an empty 'room' in the side of the Mackerel. Corrected an issue where the Thruster Braking Update Asset would show the wrong text. Fixed an issue with the rank on the frontend, minimum value of 1 on the rank on the frontend Corrected an issue where cockpit doors in the Mackerel would never open. Corrected an issue where cockpit doors in the Gecko would not always properly joint to the frame of a ship. "Cruel" (IE: Very Hard) Mackerels no longer spawn with Thruster Terminals now. Now removing the tail, cutting the cut points below the terminal, and activating the override should now all properly turn off the terminal. Corrected an issue where some cargo terminals would spawn unconfigured. Corrected a placement issue where the updated Normal Difficulty Fuel Pipes would spawn clipping slightly into the updated reinforcement beams- this would cause the Mackerel Tail to jitter when cut loose. Corrected the positioning of all remaining crawlspace lights. This should prevent lights spawning in floating or disconnected. Set work order slots based on difficulty Reworking the flow zones in the Bay. There were claims that the furnace was too aggressive- which seemed strange since the furnace and processor share a flow. Overall, the new zones remain aggressive and dangerous, but are now positioned much cleaner. Setting the spawn rate of the Extra Extra Large Cryo Tanks to 0 for all difficulties. Fix selecting buttons when clicking the back button in the cert screen Corrected an issue where some chassis pieces around the cockpit in the Mackerel were not being properly jointed. Personal Terminals that spawn in the flight deck can now be properly salvaged. Properly uniformalized the interior chassis structure parts in the Mackerel. Now they should behave much more consistently, especially in scan-mode. Slight re-tuning of the furnace flow volumes again. Now it should be possible (but difficult) to recover objects from beyond the yellow line- especially lighter objects. Added new roll sensitivity option Modified how the Thruster/Reactor spawn. Because the pipe has been removed, the difficulties have been rethought a bit, and now Medium and Hard difficulties simply changes the chance for damaging the thrusters when using the manual override. Very Hard removes the terminal and guarantees damage on the manual override. The reactor for the Mackerel can now spawn in several places, starting from Normal difficulty and higher. High difficulties increases the chance of an unconventional reactor spawn. Fixed a pseudo bug where the large fuel canisters jointed to panels, in particular the large panel below them. This was a side-effect of how canisters were jointed, and arguably as designed. It wasn't a good design though, so now the fuel canisters separate along with the tail segment. Ceiling spawning soft crates are more frequent, more varied, and much more likely to spawn properly jointed. Corrected some very slight offsets in the Mackerel which could cause difficulty separating objects. Corrected an issue where nose-positioned reactors in the Mackerel had a high chance of spawning unjointed. Corrected an issue where medium difficulty Mackerels would have their fuel canisters zoom off when disconnected because of an intersecting cut point. Corrected an issue where an uncommon bed spawn in the Industrial Gecko would place batteries in the cockpit door, and cause nasty mesh clipping and Z-fighting. Setting up object specific Work Order Objectives.
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# ? Jul 24, 2020 00:01 |
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I had a dream I flew the space shuttle...except it was a Gecko and fell apart during liftoff. I loving love this game.
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# ? Jul 24, 2020 11:43 |
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Travic posted:I had a dream I flew the space shuttle...except it was a Gecko and fell apart during liftoff. I hear the music night and day, it's amazing!
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# ? Jul 24, 2020 13:25 |
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It's very cool that they made the oxygen toggle-able in free shift mode. Just a small thing, but shows that they are really listening to feedback.
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# ? Jul 24, 2020 17:18 |
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It's great they're adding in the variations of ship configuration and I hope they do more of that. I mean I want a stupidly big ships to deconstruct but I don't think the game would be great at that and instead it would really shine with just a couple more additions and then focusing on mixing up the challenge of each ship. I want the ship where the previous crew/owner was a dick and welded the bottom half of the ship to the frame and you can no longer easily cut out the floor/bottom by just hitting the critical junctions. How about one that's being scrapped because a quarter of it is floating debris after a rock/weapon impact and you have to try and salvage what's left instead of the whole thing. Or where the ship is being scrapped because it had a major fuel rupture and the interior of the ship is covered with it so you have to be really precise with your cuts or risk igniting everything.
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# ? Jul 24, 2020 17:41 |
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nessin posted:It's great they're adding in the variations of ship configuration and I hope they do more of that. I mean I want a stupidly big ships to deconstruct but I don't think the game would be great at that and instead it would really shine with just a couple more additions and then focusing on mixing up the challenge of each ship. I want the ship where the previous crew/owner was a dick and welded the bottom half of the ship to the frame and you can no longer easily cut out the floor/bottom by just hitting the critical junctions. How about one that's being scrapped because a quarter of it is floating debris after a rock/weapon impact and you have to try and salvage what's left instead of the whole thing. Or where the ship is being scrapped because it had a major fuel rupture and the interior of the ship is covered with it so you have to be really precise with your cuts or risk igniting everything. I want to sometimes have a note from the previous crew explaining why the ship is being scrapped, except the explanation is total bullshit. Just the equivalent of some guy who has tried to fix his his car, screwed everything up, and is now taking it to the mechanic while scratching his head and saying he has no idea what could have gone wrong with it. "Yeah she's running a little rough, think maybe something went wrong with one of the nacelles, not sure..." You get in there and the fuel and coolant pipelines are welded together into some unholy mess. StarkRavingMad fucked around with this message at 17:51 on Jul 24, 2020 |
# ? Jul 24, 2020 17:49 |
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AFAIK, the lore is that they updated the infrastructure ships use to get around and older ships can't be easily retrofitted so they're all scrapped en masse.
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# ? Jul 24, 2020 18:28 |
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Gotta tear half the goddamn ship apart because a space-raccoon went and crawled up into the works of the dang ol' thing and well you KNOW that it ain't skitter'n out for hell or high water y'naw?
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# ? Jul 24, 2020 19:24 |
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I hope the ending of the game is you pay off your debt then get a message, Hey Cutter, looks like the company is enacting cost cutting measures and you're job is being automated. Sorry, but we gotta cut you loose.
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# ? Jul 24, 2020 19:45 |
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I figure any cutter that pays off their debt is laid off or otherwise reassigned because a debt free cutter would be making all that money for themselves instead of paying the money back to the corporation.
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# ? Jul 24, 2020 20:05 |
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Doesn't the debt include a ticket to the outer solar system already as the actual carrot on the stick? You get the ride to orbit now and the ride out on payment in full. And then you get to be a wage slave in the outer solar system.
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# ? Jul 24, 2020 20:22 |
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Galaga Galaxian posted:I figure any cutter that pays off their debt is laid off or otherwise reassigned because a debt free cutter would be making all that money for themselves instead of paying the money back to the corporation. I'll be amazed if Lynx wasn't making more off of everything you scrap and salvage for them than what you actually get
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# ? Jul 25, 2020 01:04 |
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SPACE HOMOS posted:I hope the ending of the game is you pay off your debt then get a message, Debt payoff spoilers: when you finish paying off your debt you get a letter from corporate saying your account manager has passed away and, due to a number of major clerical errors on his part, your debt isn't fully paid off. In fact, it's such a kerfuffle nobody seems to know how much you actually owe so, uhh, just keep working and they'll get back to you. After that your debt counter goes negative, i.e. -1,302,300 owed. The debt counter also stays RED, which is what I found most infuriating. I was so looking forward to it turning GREEN.
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# ? Jul 25, 2020 01:18 |
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Skippy McPants posted:Debt payoff spoilers: when you finish paying off your debt you get a letter from corporate saying your account manager has passed away and, due to a number of major clerical errors on his part, your debt isn't fully paid off. In fact, it's such a kerfuffle nobody seems to know how much you actually owe so, uhh, just keep working and they'll get back to you. After that your debt counter goes negative, i.e. -1,302,300 owed. lmao I hope that's the level of dark corporate dystopia this game stays at. I'm busy living in the RL corporate dystopia, I don't need some downer Moon-esque ending when you pay off your debt.
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# ? Jul 25, 2020 01:37 |
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Wrr posted:Gotta tear half the goddamn ship apart because a space-raccoon went and crawled up into the works of the dang ol' thing and well you KNOW that it ain't skitter'n out for hell or high water y'naw? A game mode where a spider skittered through the air vent and the whole ship has to be taken apart until you find it.
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# ? Jul 25, 2020 01:43 |
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Heffer posted:A game mode where a spider skittered through the air vent and the whole ship has to be taken apart until you find it. Nothing goes to the barge or processing, everything you pull or cut is just labeled "Furnace."
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# ? Jul 25, 2020 03:34 |
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Umbreon posted:I'll be amazed if Lynx wasn't making more off of everything you scrap and salvage for them than what you actually get Well, yes, of course. But all the share of the money their cutters are earning is basically immediately going back to Lynx to pay off their cutter's debts, and what incentive do they have to keep a debtless cutter when they can just grab another of the desperate masses that passes a few tests?
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# ? Jul 25, 2020 05:27 |
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Skippy McPants posted:Debt payoff spoilers: when you finish paying off your debt you get a letter from corporate saying your account manager has passed away and, due to a number of major clerical errors on his part, your debt isn't fully paid off. In fact, it's such a kerfuffle nobody seems to know how much you actually owe so, uhh, just keep working and they'll get back to you. After that your debt counter goes negative, i.e. -1,302,300 owed. It's a real email as well, they'll respond after a few days. They told me my claim of exempt from accounting errors due to being from Galactic sector ZZ9 plural Z alpha was non recognized religious designation and my debt would be reissued shortly. It was a silly effort of my part, but why not have a bit of fun where you can?
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# ? Jul 25, 2020 12:49 |
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Galaga Galaxian posted:Well, yes, of course. But all the share of the money their cutters are earning is basically immediately going back to Lynx to pay off their cutter's debts, and what incentive do they have to keep a debtless cutter when they can just grab another of the desperate masses that passes a few tests? Because getting through all the debris in orbit is difficult and not guaranteed. One of the data things written to a new ship breaker is that you should knock yourself out for the flight and hope you wake up
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# ? Jul 25, 2020 13:19 |
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So just clone a new cutter from their Day 1 and leave out the memories of their accumulated experience. Maybe that violates some silly ethics laws but I’m sure the proper forms and waivers could be included in the sign up process. The did have you sign permission to make an endless amount of clones after all and I’m pretty sure it didn’t say only one could exist at a time.
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# ? Jul 25, 2020 19:12 |
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The original cutter sold his DNA children in to slavery, and is currently living in luxury on Mars
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# ? Jul 25, 2020 20:40 |
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Heffer posted:The original cutter sold his DNA children in to slavery, and is currently living in luxury on Mars As if. The original DNA rights got signed away for $100 and a donut as part of a medical study. Hub Cat fucked around with this message at 23:45 on Jul 25, 2020 |
# ? Jul 25, 2020 20:53 |
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Very Hard Gecko work orders are asking for more stuff than the ship actually has
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# ? Jul 27, 2020 21:29 |
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So i can't get past the tutorial because i don't know wtf it's asking me for the grapple push. I tried every single iteration of C and having an antenna grappled wtf.
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# ? Jul 28, 2020 00:45 |
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Arghy posted:So i can't get past the tutorial because i don't know wtf it's asking me for the grapple push. I tried every single iteration of C and having an antenna grappled wtf. Blast it with the F key into the big blue barge below you
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# ? Jul 28, 2020 00:47 |
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Wrr posted:Blast it with the F key into the big blue barge below you Seriously?! Why doesn't the goddamn tutorial say anything about the loving F key?? It say's i should use C very clearly.
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# ? Jul 28, 2020 00:52 |
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Maybe it's an issue with adding control rebinding or just a simple mistake. I don't remember that happening but it's been weeks since I did the tutorial so I would report it to them.
Hub Cat fucked around with this message at 01:40 on Jul 28, 2020 |
# ? Jul 28, 2020 00:55 |
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# ? Jun 2, 2024 09:47 |
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Things like how to interact with the kiosk needs to be explained far better too, wondering why they never included a return to level option for a space sim too. I mean the earth is right below you haha you clearly have a plane of reference for down. The joys of purposefully venting the reactor into the barge only to mix up what tool you have and shoot it with a cutting laser hahaha.
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# ? Jul 28, 2020 05:54 |