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driver crash with dx 11

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Hi,

I recently got the game but the game is constantly crashing when utilizing DirectX 11.
I already tried setting different resolutions, fullscreen or windowed, and different quality settings. The crashes persist. I also tried the experimental branch, hoping the issue is already dealt with, but like the stable branch, it keeps crashing.
The only workaround is to launch the game in DirectX 9 mode via the -force-d3d9 parameter.

To be more specific, the game instantly crashes after loading is complete for the first time and the intro sequence starts. I get a Windows notification that the driver stopped and has successfully recovered, but the sound of the intro sequence can still be heard playing in the background. After switching to DX 9 I played through the intro sequence. Now that the sequence has been completed, switching back to DX 11 allows the game to load successfully too. I can even leave the lifepod, get on top of it and have a look around. But as soon as I jump down into the water, the driver crashes again. Also when leaving the pod through the bottom exit, I can still look around without the driver crashing. But as soon as I start moving for a few meters, the driver crashes. Maybe it's connected to loading new tiles?

My specs are:

Windows 10 Pro 64-bit (build 10.0.10586.420) (up to date)
AMD Phenom II X4 965
AMD Radeon HD 5770 1GB (driver 16.2.1 / 15.301.1901.0) (most recent driver since it's now a legacy card according to AMD)
6GB RAM

DxDiag.txt
output_log.txt
error.log
crash.dmp
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The Epic Trello Thread

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This thread is commandeered for any interesting bits and bobs I find on the Trello, daily or otherwise. I'll post links to the actual cards for the interesting and cool stuff, and will summarize anything else. Now let's see... the last activity was the new Posters.

https://trello.com/c/URJikKtx/5719-lava-fall-fx Done.

https://trello.com/c/cUMjkkaC/5700-exosut-drill-fx Done.

https://trello.com/c/Cwq8hGnS/5668-display-grayed-out-icons-in-crafting-menus-for-locked-blueprints This one is in progress...

https://trello.com/c/l7XOXp0o/5508-baby-sea-emperor-scale-attempts Oh, boy!

Escape Pods in the Safe Shallows have been moved...

https://trello.com/c/gqLBU0qB/5721-lost-river-bones-field-main-pass This one's in progress...

https://trello.com/c/gesU8gz0/5722-aurora-interior-ld HELL YEAH!

STILL NEW UPDATE/CANT GET IN MY GAME

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HEY CREW I HAVEN'T SEEN any update. for this game and. It's not letting me play my game either. So I'm not sure what's going on. Is anybody else having this? Issue. I've been letting this be on line for some time to see the update. Would work and I haven't seen anything yet? It's been online. 5 days in my other games have been updating lately, so I'm not sure why. This one isn't working right. Hopefully someone will see this and let me know what's going on? Why haven't seen any update for this game or why I can't play my game. Thank you.

Do items in containers cause lag?

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I have a cyclops full of tons of items inside it and as soon as I get inside my fps drops to like 5. This is also after I upgraded my processor which was my main source of lag before. I had no problem before with my old processor in my cyclops. However outside and pretty much anywhere else my fps is fine.

Funny Subnautica pictures and memes

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Behold: Our new Escape Rocket:

xfn3s2ffie7z.png
Picture is from Kuri, a Playtester from Subnautica

Alternate ending confirmed!
Just make 4 billion pipes and build your way out of there with your Life Pod or test it with the Aurora.

Let's build your own Lifepod Treehouse with the command „item pipesurfacefloater“ in Console!

Minor adjustment to the Multipurpose Room unlock

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By now we all know the trials and tribulations of the MP Room - for the longest time it was included in the survivor's PDA as a basic crafting recipe, but then it was changed to where you had to scan a pre-existing Room in order to unlock it. Now while that decision does make exploration more of a top priority, currently it means just a quick trip to the Floating Island or the Jellyshroom Caves instantly grants access to make it. In turn it makes a lot of the early game stress of base management null, as you can quickly build MP Room-exclusive items such as the Reactors or Water Filtration Machines much sooner.

My proposal is to make it so that scanning one MP Room only unlocks 1/5 of the recipe to create them (three on the Mountain Island and two in the JSC). This gives the other MP Rooms in the world more of a reason to exist and makes it more of a necessity to explore. Also, it seems weird that smaller appliances like the Reactors and Chargers need multiple fragments to unlock while a much larger construct only takes just one. It could be argued that the appliances are more complex as opposed to the simpler MP Room, but consider this: The MP Room has to accommodate multiple exclusive appliances; that's ostensibly not something as simple as plug-and-play, even in the world of Subnautica. I would counter-argue that such a complex building needs more than one scan to be able to recreate it, given its flexibility status.

By scouring one area for a base, it makes trips to other bases less exciting as you have fewer things to scan and unlock; why even visit those bases?Maybe more scans for the Observatory, Bulkhead and Spotlight should be a thing as well. I know personally I was frustrated that I could never find fragments for the Water Filtration Machine for months, until someone here mentioned the machine exists intact in the JSC. I never knew that, as I had no reason to visit that base in the previous updates... outside of mild curiosity. There used to be a Signal you could find in Chests that pointed to the JSC base location, maybe an event could be added so that players could be given a Signal to point them back to that base again?

All in all, I'm not driving to make it more frustrating to build such an important base item. I just feel that it's incredibly easy to unlock them and reap the benefit, all while driving down the purpose of the game: exploration and discovery. I hope that others maybe feel the way I do about this. :blush:

WHAT

Does anyone ever use light air tanks?

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It just feels to me that reinforced tanks are better in every way. Get more air per space, and if you need to zip around you just use the seaglide. Though by the later part of the game I only use one tank anyway. Unless I'm exploring a wreck.

The same with the charging fins. Why would I want to charge me easily replaceable and chargeable battery instead of going faster, which can save air and my butt from monster attacks.

POV/Perspective Issue - Creatures and structures, bigger than they look. [Spoilers, I guess]

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Hey, guys. Have you ever noticed how everything looks smaller in first person than it actually is?
Have you ever gone up to something big (like the sea dragon), then switch to freecam mode and notice that it seems even bigger, when you compare it to the player model?
Here's some examples, this is the sea dragon:

ppwm0e62cx84.png

And this is what happens when you compare its size with the player model:

7fqn38ambarm.png

It's a bit bigger here than it looks in first person, right? Or am I crazy...?


Here's another one, this is the sea emperor's current size

wh2hrhmqq44f.png

And this is how be he actually is:

lqr16f65b3o3.png

The sea emperor does look kinda small right now, at first glance. But he's actually huge, even though he's probably going to be bigger once he's finished.


Even the reaper leviathan is noticeably bigger in actuality than what he appears to be in first person:

9fcdigx6a0os.png

mgqc3ua4su6f.png


You thought the giant skeleton head in the lost river was huge already?:

2jyo3mfzbagb.png

Well, it's actually bigger...:

dp6dhvllqwma.png

9qpt7m7oq84o.png

You could almost build an entire city in its mouth...


Something that really took me by surprise is how big the ghost tree actually is.
This is the ghost tree:

ggnaibfymqqx.png

And this is how it looks when you're close to it in first person:

o9d8dfzat9xb.png

This is how big it actually is:

yzr253gc9f1t.png

mpd7p860sfxa.png


This is a problem that I really wish to be resolved in the future, because this problem really takes a way a lot of what the game is supposed to feel like:
You're a tiny human, in a giant world.
Giant creatures and structures in Subnautica is awesome, a lot of people have wanted this in Subnautica for a long time, but it's actually already in the game right now!
It just doesn't look like it is.
I tried playing around with the FOV ingame a bit, but it only made it look like the game was either zoomed in or zoomed out.

I asked Obraxis if they were going to resolve this issue in the future and he responded with: "We may put in a POV scaler before 1.0 but no promises".
A POV scaler could probably help a lot, but is it really enough? Maybe something needs to be changed about the position of the "camera" in first person or something.

What do you guys think? Do you have any thoughts about this issue?

When balancing goes wrong

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I know that games must offer a balance to support some challenge.
But sometimes the way things get done get awefully wrong only for the sake of balancing.
Here a list of balancing that looks like it went wrong to me (spoilers):
(1) Enter the Sea Dragon:
The Sea Dragon was thought to be the big fear enemy challenging the player, but implemented with 3 design problems.
  1. He guards a bottleneck, preventing a big sub from sneaking around him like a rogue.
  2. He can outmaneuver any vehicle in his depth, preventing you from playing with him and even less fleeing from him.
  3. He is surrounded by hordes of prey, thus unable to find the player by normal means.
So the solution was to turn the player into a beacon to him and turn that off with silent running, blinding him even if he rams the sub.
This could've been fixed:
  • a placable sound beacon for leviathans could allow to lure the dragon away from the bottleneck.
  • improving flank speed even more while locking the head turns and giving the Cyclops a Seamoth type navigation while in flank speed mode.
  • adding a passive nano stealth hull module that turns the Cyclops invisible if not moving and thus plausable for the Dragon to ignore it.
But maybe it was more important to "challenge" the player, than to fix the broken immersion.

(2) The long walk to resources:
There is no late game transport strategy in the game that allows to enjoy resource gathering. It's okay to restrict it early in game, but it's no fun forcing the slow Cyclops or Prawn multiple times accross the player map. And only because there is the fear of the resource gathering getting too easy, thus making it incredible tedious. There are 2 seperated Precursor warp nets (PCF hub & QEP-TPG-FI) for the Prawn, probably to avoid a warping around the map with the Prawn "without challenge". Connect them or let the player construct his own warp gates once he visited the PCF.

(3) The Prawn drilling massacre:
We are forced to drill, it's awefully slow, almost nothing is gained from it and you have a hard time finding the remains without a scanner room. Even worse the Precursors joined in to agree to store "drill-only-and-non-handy-ion-crystals" in their bases. Because everyone knows that top researchers like to drill and ion crystals never crumble being drilled.
Is that the artificial balancing reason to use a Prawn inside Precursor sites? Why not simply increase the robot danger inside Precursor sites? And why not get a warp resource extractor arm recipe after getting that warp tech to allow us to directly suck all components from a block into the inventory. Oh, and I forgot that the drill no longer kills creatures in seconds since the devs found this lethal "non-balanced" exploit and turned it blunt. This was the end of the Prawn drilling massacre on poor innocent predators.

(4) I have no ion battery but I must build:
The constructor tool is the only tool that won't accept ion batteries. That would make it too easy to build without recharging. Not that it would make much sense. And why shouldn't we get better building conditions after finding ion tech? Please, why not get that after visiting such a late game area?

(5) Begging for uranite makes me angry:
The nuclear plant got useless now if nothing is done as the new power usage rework will drain them in no time. The solar panels are cheap and provide a very early power access. Solar farms and power lines allow even more. The bioreactor has the advantage of infinite refilling through food farming and being a much cheaper base startup. The thermal plant is extreme expensive, but a very strong infinite power well.
So why do we need the only reactor that is expensive, non-infinite and only medium power? Why not dramatically increase the power and in reverse make it an instable risk to add some spice to the game? Or upgrade the nuclear reactor rods into 5x more powerful ion power rods after gaining ion tech? Of course, alternatively the thermal plants could need Precursor thermal plant tech, making them late game superior power and nuclear power mid game power.

(6) Player, I shrunk the containers:
Tiny containers. Because we should be forced to build armadas of containers, rather than a more expensive mass container. The same counts for the vehicle cargo extensions. I'd love to see a big cargo solution that needs more resources to build. Why should the biggest container be the players pockets? Why not have MK3 containers?

Out of power! What now?

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So I took a trip to the active lava zone and ran out of power due to leeches and the changes to shields and silent running (experimental). I have a nearly dead cyclops on a save game with no hope of getting back without it. What now?

I hit zero power and it said I couldn't launch my Prawn due to lack of power. Is my only recourse to load my save game and to launch the prawn at my 3% energy and start thermal recharge? If I was at 0% and saved, I'm pretty sure it would be a dead run and start from another save or from scratch. Endless drowning.

I don't think it's practical to hit a complete dead end if someone happens to save at 0% Cyclops energy and only keeps one save game. I can probably fix my game, by grinding out thermal recharges in the Prawn, and surface again at some point, but it seems like a flaw to have a sudden dead end (start over and be more careful next time) towards the end of the game.

Edit: If you take a Cyclops to a spot you can't surface in time from, and hit zero power, your game becomes a permanent wipe if you don't have another save.

Oxygen Tanks in Experimental

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EDIT: Check the SAFETY NOTE below.

I got back on my Experimental game today (updated to May-2017 47805, later 47813). Besides some welcome changes (knives no longer have durability, Silicone Rubber and Lubricant now only need 1 Creepvine Seed Cluster to fabricate--actually 1 CSC gives 2 Silicone Rubber), there's the change from this Trello post:
Morph_Guy wrote: »
https://trello.com/c/9ReT8fmg/6377-add-double-tank-not-the-final-name
Remove stackable air tanks. Air tanks only fit in the paper doll slot. Having an extra tank in the inventory has no effect.

To compensate there are two craftable tanks; a basic normal tank we have now with maybe a bit more capacity and an intermediary higher capacity tank that consumes the first to be created and is the equivalent of 3 original tanks.

This was implemented in Checkin 47799 and included by build May-2017 47805.

There's now 4 oxygen tanks. The first two blueprints are available on the Fabricator from game start. You can only draw oxygen from the tank on the paperdoll model. You can extend it but have to swap tanks manually.
Tank				Oxygen	 Speed    Made With	Components

No tank				  45s	 5.7m/s
Standark O2 Tank		 +30s	-0.4m/s   Fabricator	1xGlass 2xTi
High Capacity O2 Tank		 +90s	-0.4m/s   Fabricator	1xStandard O2 Tank 2xGlass 4xTi 1xSilver
Lightweight High Capacity Tank	 +90s	-0.1m/s   Mod Station	1xHigh Capacity O2 Tank 1xPlasteel Ingot
Ultra High Capacity Tank	+110s	-0.6m/s   Mod Station	1xHigh Capacity O2 Tank 4xLi

Speed penalties are doubled for tanks in the inventory.

As for Swimming Speed, the first two seem to have the same drag as the original tank and the last two as the previous Lightweight and High Capacity tanks from the Modification Station.

This is going to make extended swimouts more complex. You can't draw oxygen from tanks in the inventory directly; you need to manually swap and will need to either temporarily drop a tank or keep 4 spots empty in inventory. Yet a higher capacity tank will be easily fabricated earlier in a game. But the Modification Station tanks will need a lot more materials. The Ultra High Capacity Tank gives +110s, which is only 20s more than the Lightweight High Capacity Tank. I think the Lightweight Tank may be sufficient and the Ultra Tank unnecessary.

EDIT: SAFETY NOTE: Taking a tank out of a Wall Locker (and likely other storage) into Inventory without swapping into the Paperdoll leaves the tank empty.

BEFORE SWIMOUT, CHECK ALL SPARE TANKS FOR FILLING BY PUTTING THEM IN THE PAPERDOLL

Version: Experimental May-2017 47914

Just discovered this during a quick exploration of the Grand Reef after leaving the Floating Isle. While down at under 300m but fortunately close to the Cyclops.

I had 1 Lightweight High Capacity Tank in the Paperdoll. I'd taken a spare LHC Tank from a Wall Locker into Inventory. I'd explored close to the Cyclops.

Oxygen had gone down from 135s to under 45s. I swapped out my empty and put in the other. No extra oxygen. Tried swapping two more times. No extra oxygen.

Swam back to the Cyclops. Swapped tanks inside and saw the spare tank only fill in the Paperdoll.

Swam out again and ran oxygen down to under 45s. Swapped tanks this time and had a full LHC Tank now.

Posted this as a bug in the Bug Subforum.

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

PJAwuF0.png

4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

Progression Gating Ideas

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I feel like slightly more explicit progression gating of some areas would be good, for the combined purposes of giving more direction to the player and encouraging exploration.

In particular:
*The rad suit should not be craftable until you get it from the one pod that has one lying around. This is because you really only need one, it's an early game opportunity to teach the value of hunting life pods, and it means limestone deposits don't need to drop lead anymore (seriously, it's so disappointing when all you want is copper and/or titanium and you already have a rad suit)

*I think there should only be two propulsion cannon fragments in the game: the one in the Aurora, and a second one in one of the lifepods - perhaps Commander Yu's pod would be most appropriate. Combine that with a note by the one in the Aurora indicating that Commander Yu requisitioned a cannon shortly before the crash or something. Pushing the Aurora slightly into the later game I think is a good idea because the player gets a huge power boost from exploring it.

*People are going to hate this idea, but the floating island entrances should be blocked with rocks that need the propulsion cannon to move, or something along those lines. Possibly a more serious or simply different gating mechanic such as the underwater entrance being the only one, and needing the Seamoth to get there. Again, the floating island is a huge power boost, and once you have learned "bee line the floating island every start for infinite free food" it takes a lot out of the early game.

*Something something koosh forest. It's a cool area and there's not really anything you need there right now.

Possible crashfish bug?

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I've recently started a new game and for some reason there are no crashfish pods. I've checked every cave in the shallows and the only thing I find are random crashfish eggs on the ground. Is this a bug or is my game just goofing up? I'm in the experimental build.

Creature training, an advanced fabricator and two ships

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I came across this game on Fedupsamania and until today i'm watching it like a very peaceful tv series from the begining (Early Developmen, May 2015). When i watch it, things came to my mind. Probably you already thought of these things i'm gonna write about but i can't help myself =)).


- [Creature command] Surface!
-- After command, creature will grab us and unlike air bladder it will carry us to surface even we are in a deep sea cave. The time of reaching to surface is related to the creature's size (muscle) and it's speed.
-- Petted then tamed creatures going to gain this ability via training for a specific period of time. Character will pet; computer based hologramic tamer or character can tame and only the character can train any captured creature.
-- First stage is Petting. It consist of feeding or healing the creature's wounds. Second stage is taming. This includes a series of movement with the creature when it follows us (or holographic copy of us acting as tamer) with a light source on our hand or head. Every successful movement should be finished with feeding the creature [this can be done by a food dispenser with holographic tamer]. When the taming complete; stage 3 aka. training begins. Every command to be gained by the creature has a training needs to be completed. Training duration [prefentially] depends on the creature's classification.


- Transporting Fabricator:
-- It can teleport known materials (used by the fabricator for a specific period of time [complex materials needs more period of time in total]) in range of 100 meters (upgradable). Living materials can not be transported in the game (at least not until Subnautica 2). This way our character will never need to collect [or order other creatures to collect] needed materials if the material in range of our ship.


- Nautilus: After lots of research on marine life, computer gives us a battle submarine design similar to this creature¹. It can be just a similar design or it can be an organic-metal hybrid. To my suprise Google's similar feature showed me a very similar picture² in my mind. Tentacles will work like motors. The design gives a great maneuver capability unlike all the vehicles in game.
-- Size: [One of these =)).]
-- Speed: [Not the best, because maneuver capability is going to be best]
-- Weapons: [Much like a war submarine]


- Kraken: The ultimate dream of mine from Subnautica. This work of art will be designed to battle with all of the game bosses. Also it can capture almost any biggest creatures of the ocean and this way we can bring them in to gigantic fish tanks to pet then tame then train to teach commands when they follows us. And the computer won't say this joke when we enter it: "Kraken released captain."
-- Size: [Epic!]
-- Speed: [Classified]
-- Weapons: [Classified]


Hopefully i'll have a new computer that runs this game at full quality settings when it came out :)

Take care.


1. u384_Scans-Genes-Art-and-More-011.jpg
2. moore-nautilus.jpg

Hit me, but ...

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do we even need to get to the TPG or PCF with an intact Cyclops?

We really only need to arrive at these places with a Prawn as they offer warp link networks. So imagine the following scenario:



I seek the TPG or PCF getting the usual warning that it might not be wise to continue. I approach one of the places and face a Sea Dragon, who is the only real Cyclops danger. I might flee in panic, come back and try a silent approach, but near the end he gets too close, sees the Cyclops and thinks its a rival leviathan, attacking it until it's going to explode or sink. Because he ignores the Cyclops being engine dead as the Cyclops is too big to be not seen with his eyes.

But I get time to enter my Prawn or exit without before the Cyclops gets destroyed. Meanwhile an automatic emergency escape system launches a big leviathan decoy to distract the Sea Dragon who is then busy with the decoy and later a bit with tearing at the Cyclops wreck.

That gives me time to get to the facility I seek for maybe 30 secs. When the Sea Dragon turns its attraction towards the player the player is already safe from the dragon and can explore the facility with the Prawn or maybe only with his suit. But it's enough to reach and enter the facility.

Inside the TPG or the PCF the player finds warpgates to open links and travel back to safety, also allowing to come back through those portals. So he curses for the loss of his lovely Cyclops, but his mission was a success.

Finally he remembers the leviathan warning and the Sea Dragon stays in mind and will be remembered as the true Cyclops killer. It serves a good shock and story element like the destruction of the Sunbeam, but doesn't restrict story progression.

Of course the silence approaches still work as well as escaping with flank speed (if the devs ever implement quick escape turns that are faster than 15 secs turning time). So exploring the lava caves is still possible. Also veterans could still do the direct Prawn approach or stasis the Sea Dragon. So it doesn't contradict free exploration for those who seek it.

And there's enough material to build another Cyclops at any time. The only thing that matters would be implementing a Prawn escape mechanic like described above. That would allow it to get to the TPG and PCF even for beginners, although very shocked.

Cyclops Emergency Teleporter

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This allows players to completely screw up, and yet not be completely screwed. Losing a Cyclops in Kelp Forest would be simple- swim back out and repair it. Losing a Cyclops in ALZ? That's the "screw this, reload the last save" scenario. Which, IMO, is the kind of thing that should be avoided in a SP exploration game.

1: Disable complete destruction of Cyclops. What is currently "lethal" damage just puts the Cyclops into a non-functional state, requiring repairs to bring it back online, but items inside are preserved (though I suppose the plants and any aquariums might all get killed...)

2: MFR addition, on top of MFR, or built into the roof. Requires decently deep water. When triggered with a large amount of power, it teleports a Cyclops from any location to above the teleporter, tilts it back upright, and repairs it to water-tight. Then you can repair it the rest of the way, drive ALL the way back out, and try it again, but hopefully more carefully this time.

And... that probably wouldn't even be super-expensive to program? All the game does is remove a distant entity, move any stuff out of the way, paste the entity back in at your safe base, and modify it a little to not instantly die again. No animations, just reuse the glowy effect from building subs, and the player is inside the MFR watching when it does this.


Or... if you wind up back at base in a minisub, and you'd really like your Cyclops to not be at the other end of the map...

The current knives

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So the knives no longer have durability but because of this the harden blade is pretty much useless now. The thermal blade cooks food and does more damage. While the harden blade just does more damage than the normal knife but less than the thermal. The game isn't about killing but this makes the harden useless since it is A LOT cheaper to craft a thermal than the hardenblade. Maybe make it so the thermal blade doesn't stay hot forever. After a while it cools down and turns back into a normal knife. And maybe make the harden blade have something special. Maybe like the harden blade let's you get more materials when harvesting.

sea emperor update

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The Sea emperor has been in experimental for long time, it even has its own voice actor! I was wondering ( if developers see this ) if you guys can post stuff about it and maybe a update teaser?
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