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Seamoths do not stay synced between clients, especially after playing more than ~10-20 minutes.
Describe the steps you took to encounter the bug.
I play with myself and 3 other players, When we play we each have our own designated Seamoths.
If we each set one seamoth to be "ours" so each player uses exclusively one seamoth, we will go our on adventures, sometimes together or our own separate ways. And by the time we our back at our base, our Seamoths are visibly desynced between clients. Using this method the Seamoths may only be desynced by ~5-10m max between clients, but still roughly in the same area. ill provide a more in depth description of what a "desynced" Seamoth looks like at the end.
In contrast if we just decide to use the Seamoths without assigning a Seamoth to a player (which we don't due to this issue). The client will occasionally not update what I would call the "final position" of the Seamoth. Say player 1 and player 2 are standing next to each other and their Seamoth is in its "start position". Then say player 2 gets in the Seamoth and travels 100m north. When player 2 gets out of the seamoth, their client will show everything as expected, However occasionally the Seamoth for player 1's client will teleport back to it's "start position" where player 2 first entered the Seamoth.
When Seamoths become "desynced" they essentially are just applied what you could call a positional offset. Back to the last example, lets say the Seamoth started at x=0m and player 2 moved the Seamoth to x=100m. Player 2's client shows the Seamoth at x=100m but player 1's client shows the Seamoth at x=0m. If player 2 were to get back in and travel another 100m north, on player 1's client, player 2 will teleport back 100m to the seamoth(at x=0m), drive from x=0m to x=100m (on player 1's client). Player 2 will then exit and teleport forward again 100m. So finally on Player 1's client the seamoth is at x=100m and player 2 is at x=200m. On player 2's client both himself and the Seamoth are at x=200m as expected.
Relevant log output
No response
The text was updated successfully, but these errors were encountered:
Are you on the latest version of Nitrox?
Yes, I'm on the latest release of Nitrox.
Which OS are you playing on?
Windows
On which platform did you buy Subnautica?
Steam
Describe the issue.
Seamoths do not stay synced between clients, especially after playing more than ~10-20 minutes.
Describe the steps you took to encounter the bug.
I play with myself and 3 other players, When we play we each have our own designated Seamoths.
If we each set one seamoth to be "ours" so each player uses exclusively one seamoth, we will go our on adventures, sometimes together or our own separate ways. And by the time we our back at our base, our Seamoths are visibly desynced between clients. Using this method the Seamoths may only be desynced by ~5-10m max between clients, but still roughly in the same area. ill provide a more in depth description of what a "desynced" Seamoth looks like at the end.
In contrast if we just decide to use the Seamoths without assigning a Seamoth to a player (which we don't due to this issue). The client will occasionally not update what I would call the "final position" of the Seamoth. Say player 1 and player 2 are standing next to each other and their Seamoth is in its "start position". Then say player 2 gets in the Seamoth and travels 100m north. When player 2 gets out of the seamoth, their client will show everything as expected, However occasionally the Seamoth for player 1's client will teleport back to it's "start position" where player 2 first entered the Seamoth.
When Seamoths become "desynced" they essentially are just applied what you could call a positional offset. Back to the last example, lets say the Seamoth started at x=0m and player 2 moved the Seamoth to x=100m. Player 2's client shows the Seamoth at x=100m but player 1's client shows the Seamoth at x=0m. If player 2 were to get back in and travel another 100m north, on player 1's client, player 2 will teleport back 100m to the seamoth(at x=0m), drive from x=0m to x=100m (on player 1's client). Player 2 will then exit and teleport forward again 100m. So finally on Player 1's client the seamoth is at x=100m and player 2 is at x=200m. On player 2's client both himself and the Seamoth are at x=200m as expected.
Relevant log output
No response
The text was updated successfully, but these errors were encountered: