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  1. Hello. I would like to report a problem. You see, my 5m engine plate is decoupling prematurely. Could it be a kraken? If anyone can fix this problem, please reply.
  2. Description This tough ship has seen many battles and will likely see many more. It serves as a haven for Samus. She can fully charge her Energy, Missiles, and Bombs by entering the ship. No other place recharges Samus to this extent. It’s also a Save location. It’s always a good idea to save your game here when you can. so hit that F5 key! This is Samus’s famous Gunship from Samus 2: Samus returns / Super Metroid. Runs on Kraken Tech to fly and can travel and transverse many worlds. Comes fitted with 2 Plasma cannons to take out pesky Space Pirates Has an energy lift in the back to enter and exit just like Samus does in the games. (be careful because this will launch you like a missile!) Custom Cockpit with rotating chair to easily reposition your character and walk around inside the ship. Comes with 2 cargo bays (compact) that you can carry very narrow items. NO MODS all STOCK Turn on infinite energy Main Throttle - Vertical Kraken Drive. (to lift craft or hover) Stage (space) fire plasma cannons Gear G (Raise Lower Landing Gear) AG1 Forward Thrust (1st Kraken Drive) AG2 Open Hard Light Lift (to enter/exit ship) AG3 Toggle Lift (You will be launched from the ship just like in the game) AG4 Toggle Back Ladder AG5 Toggle From Seat AG6 Toggle from RC001 AG7 Rotate Chair AG8 Leave Chair This will absolutely require these flags to get the full look of the ship. Download here https://kerbalx.com/InterstellarKev/Samus-Aran-Gunship Flags below https://www.dropbox.com/s/wd9wwls6u8yd9iy/Gunship.zip?dl=0 https://drive.google.com/file/d/1uHYZLoMjE_qYwjkfeVzYP6iqLt95Xdm5/view?usp=sharing A stock aircraft called Samus Aran Gunship. Built with 509 of the finest parts, its root part is Panel2. Built in the SPH in KSP version 1.12.2.
  3. Yes. Today i made a spaceplane that looked very fine to me. One flaw it had was due to the annoying kraken made it spin sideways. Even using RCS or even SAS doesn't fix the sideway-spinning kraken. Even restarting multiple times doesn't fix the annoying kraken. edit: I realized it was that tiny little annoying dragging @ssh0le basically why does even atmospheric drags exist?
  4. Yes. Today i made a spaceplane that looked very fine to me. One flaw it had was due to the annoying kraken made it spin sideways. Even using RCS or even SAS doesn't fix the sideway-spinning kraken. Even restarting multiple times doesn't fix the annoying kraken.
  5. REVELATIONS OF THE KRAKEN Every World must Break a KSP novel, part III of: Every Tower must Fall The Kraken Trilogy Shadows of the Kraken Whispers of the Kraken With great thanks, edited by @Ten Key & @KSK, compiled by @qzgy Ongoing offline PDF compilation available here, updated 8/28/19. Prologue: The End and the Beginning --------------------------------------------------- The White Horse Chapter 1: Wake, O Sleeper Chapter 2: Rules Chapter 3: Awakenings Chapter 4: Patient Zero Chapter 5: Dire Words Chapter 6: While You Were Sleeping Chapter 7: Truth and Consequences Chapter 8: Dead Inside Chapter 9: Pride Chapter 10: The Island of Misfit Toys Chapter 11: The City that Never Sleeps Chapter 12: Questionable Tastes Chapter 13: Ice and Fire Chapter 14: Shatterer of Worlds Chapter 15: Acts of Contrition Chapter 16: One Night in Bangkong Chapter 17: Psychosurgery Chapter 18: She Moves in Mysterious Ways Chapter 19: Night Visions Chapter 20: The Eclipse Chapter 21: Whispers from the Past Chapter 22: Going South Chapter 23: Kermangrad Chapter 24: Telling Stories Chapter 25: Relics Chapter 26: The Sound of Silence -------------------------------------------------- Interlude: Bodies in Motion -------------------------------------------------- The Black Horse Chapter 27: Hurt Chapter 28: The End of the World Chapter 29: When the Mountains Tremble Chapter 30: Visions Chapter 31: Before the Shadow Chapter 32: Perfect Tonight Chapter 33: Monster Chapter 34: Truth... and Consequences Chapter 35: Ivan Grozny Chapter 36: Balance Chapter 37: Fire Chapter 38: Talking at Windows Chapter 39: The Walking Dead Chapter 40: Blood from Stone Chapter 41: Shadow and Flicker Chapter 42: The Heist Chapter 43: Stormwinds Chapter 44: Falling Down -------------------------------------------------- The Red Horse -------------------------------------------------- The Pale Horse
  6. Screenshots: Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: SpaceDock Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm French, sorry for my bad english, thanks. If modders detect faults and wishes to use has the correction, to contact I by mp, thank you!
  7. When Kerbals started to expand to the stars using the now found Kraken technology, murmurs started to spread that an ancient cosmic entity spoke to the scientist and gave them one name Cthulhu. impacted by visions of this unimaginable creature that is said to be a god, Bob Kerman stated that he was enamored to create a craft in the form of the creature he saw. He stated its name... Cthulhu This Craft is Stock with DLC. USES NO MODS using the latest in Kraken Technology from my Pantheon series Comes with vertical and horizontal Kraken Drives for Single Stage to Anywhere operations around the Kerbal System. Each Kraken drive comes equipped with 32 LY-05 and G11 hinges for thrust (x2 for both vertical and horizontal flight). Flight Instructions and Action Groups Set Unlimited Energy and Propellant (for weapons) Stage Fire Front Weapons Throttle Vertical Lifting Thrust AG1 Horizontal (Forward thrust) AG2 Up Flight Control AG3 Forward Flight Control AG4 Kraken Energy Vent (Visual) Flight Instructions (SAS) ON, tap Radial Out, Press AG 2 then Full Throttle to start to rise. after around 200-300m you will start to rise at a fast rate. Be patient as the Kraken kicks in. After around the 40k - 50k m. you start to turn automatically as the Radial out will flip. (DON'T PANIC). At this point, Press AG3, Drop throttle to zero, and you will start to follow the Radial out point. Keep this up until your Apoapsis reaches around your desired height (I recommend at least around 130k m.) At this point turn off Radial out and keep accelerating and correct until your circularise. ( I recommend turning off acceleration until you reach near Apoapsis) From here you are free to go anywhere you choose. Will be able to get on and off every planet that is viable. Does require Flags for some Visual (NO MODS) Flag Downloads: Drop Box: https://www.dropbox.com/s/1cg4u2qgwwu4qaj/Cthulhu Flags.zip?dl=0 Google Drive: https://drive.google.com/file/d/1nMp2ztLV0py3NMwu1_UDs-Z98dvKj4dO/view?usp=sharing Downloads Kerbal X: https://kerbalx.com/InterstellarKev/Cthulhu-Kraken-Corvette
  8. From wiki. Phase Orbit shells (km) Number of satellites Inclination (degrees) Half size contractual completion time Full size contractual completion time Current completion (23 May 2019) 1 550 1,584 53 March 2024 March 2027 62[43] 1,110 1,600 53.8 0 1,130 400 74 0 1,275 375 81 0 1,325 450 70 0 2 335.9 2,493 42 November 2024 November 2027 0 340.8 2,478 48 0 345.6 2,547 53 0 So, they distinguish 335, 340, and 345 km orbit, and as well 1110 and 1130. They also distinguish 53° and 53.8°, i.e. 0.2° = 12' ~= 12 nm ~= 22 km. So, this gives us a mesh step ~= 5..20 km in their sat pattern. Total area of a sphere of radius: 330 km = 4 * pi * (6370+330)2 ~= 564 mln km2 1330 km = 4 * pi * (6370+1330)2 ~= 745 mln km2 So, 564*106 * ((345+5) - (335-5)) / 7500 = 1.5 mln km3/sat in 340 km orbits. 745*106 * 20 / 4400 = 3.4 mln km3/sat in higher than ISS orbits. A 340 km orbit length = 2 * pi * (6730 + 340) ~= 44 400 km. A 480 km orbit length (ISS) = 2 * pi * (6730 + 480) ~= 45 300 km. So, say, our orbit is ~45 000 km long. Say, our cross-section area is 20 x 20 m ~400 m2 = 4*10-4 km2. (A large sat, a spaceship + upper stage, or else). Total volume of the orbital torus = 45 000 * 4 * 10-4 ~= 18 km3. So, the probability of a sat crossing our way is roughly: ~18 / 1.5*106 ~=1.2 * 10-5, 1 chance per ~80 000 orbital turns in LEO. ~18 / 3*106 ~= 0.6 * 10-5, 1 chance per ~160 000 orbital turns in typical OS 480 km orbit (ISS, Mir), when the sats orbit get significantly decayed. 1 day = 24 / 1.5 = 16 turns. Chances to hit a sat spending in 340 km orbit a day = 1-(1 - 1.2*10-5)16 = 0.0002 = 1:5000 a week = 1-(1 - 0.0002)7 = 0.0014 = 1:700 a month = 1-(1 - 0.0002)30 = 0.006 = 1:160 a year = 1-(1 - 0.006)12 = 0.07 = 1:14 Chances to hit a decaying orbit sat spending in 480 km orbit a year = 1-(1 - 0.6*10-5)16*365 = 0.034 = 1:30 *** Say, a sat lifespan is ~15 years. This means that every year they should deliver ~1/15 of total sats amount = ~800 sats/year. Probably they are going to deorbit the failed sats, so ~800 sats are going to deorbit. But as a launch vehicles are ~0.98 reliable, and the sats to be deorbited are by definition out of service, we can presume that ~20% of sats will stay in orbit as garbage. So, +160 sats every year. Twenty years later there will be ~3000 additional dead sats plus to the initial amount. *** Plus kesslerization of this Say that 15 years long Starlink sat. Say, its cross-section is ~5 m2 (including the solar panel) Its orbital torus volume ~ 45 000 * 5*10-6 ~= 0.2 km3. At 1.5 mln km3/sat around, the probability to hit another Starlink sat is ~ 0.2/1.5*106 ~= 1.3*10-7 per turn. Per year = 1-(1-1.3*10-7)16*365 ~= 0.00076 = 1:1300. So, we can expect ~5..10 Starlink collisions per year. Every collision creates, say, 10 debris, so +several hundred objects per year. Of course, most of them will deorbit, but while deorbiting they can hit a Starlink sat in a lower shell. *** So, if the Starlink had been raised, 30-40 years later there will be no safe orbit below the radiation belts for anything bigger than a Starlink sat.
  9. Details Type: SPH Class: ship Part Count: 847 Pure Stock KSP: 1.12.2 Description The newest edition to the Phaethon series, Tsukuyomi the Mun Queen Using Dual Kraken Technology to explore the Kerbin system. Capable of landing on the planetary bodies of Kerbin, an SSTA (single stage to anywhere). FULLY STOCK WITH DLC NO PART MODS. (Optional) Required flags for the legs and painted panels if you would like the same look. you can download flags here: Google Drive: https://drive.google.com/file/d/1VAGzfbkZZ2iSP2a6vd_oK9TmlhdsCb17/view?usp=sharing Dropbox: https://www.dropbox.com/s/ueqt4axq0eod84z/Tsukuyomi.zip?dl=0 Does not require fuel. Recommended infinite energy for max performance Action Groups (note for the main throttle is based on Kerbin gravity decrease a little for lower gravity bodies) Main Throttle Full Throttle (anybody) will have max accent ar around 220 m will start to increase speed ½ throttle (on Kerbal) hover mode with a 1-2 meter a sec decline Gear: Control Custom Landing Gear (x10) AG1 Forward thrust Kraken Drive AG2 Toggle Main Cargo Bay AG3 Toggle Back Cargo bay (to transfer Kerbals to planet surface) AG4 Toggle Docking ports (x4) AG5 Toggle 1st Cargo bay claw AG6 Toggle 2nd Cargo bay claw Flight Instructions Use radial out until you are off-planet Keep vertical accent until you reach around 34,000 meters the nav ball will flip once this happens it will attempt to turn to match the radial out at this point switch over to prograde after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit around kerbal. At this point, you have 2 choices. You can use the forward Kraken thruster (docking port Kraken drive) or continue to use the LY-45 Kraken Drive. Have fun exploring the system. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2572756363&result=1 Kerbal X: removed for now. The site deleted my file some how in a error and it refuses to upload the craft for some reason. Will update whenever I hear back from the developer of the site. Have fun! update don't download the kerbal X link for some reason the site corrupted the file and im removing for now. Contacting site moderators the issue.
  10. I can't be the only one who has a problem with the KJR Mods in 1.11 Most of my Crafts, especially with Mod parts wobble around like stupid, no matter which KJR version I take. I also tried Autostrut but it has almost no effect at all, worse than the KJR mods. It also seems like nobody continues the KJR mods anymore and I couldnt do it myself. So is there anyone out there working on a new version? I just want to play KSP peacefully again without being annoyed by constant Kraken effect.
  11. This is a challenge where you need to build the most Kraken-ish rocket you possibly can and then try to get to Duna. RULES: Do not use any type of struts At least one stage of your spacecraft should be powered by a Kraken drive Do not use cheats Bring at least 5 Kerbals Mods are allowed, but with certain limitations. The mods that you use should not affect KSP's physics engine in any way. If you are planning to bring a rover, make sure that it can breakdance Don't forget to take screenshots along the mission, BADGE: For those who are looking for extra spice should land a huge doughnut at the North pole's pyramid on Duna.
  12. So, I was testing a new crew vehicle and I decided to go visit my refueling station. Nothing seemed out of the ordinary until we got close. Around the station there was a cloud of various debris, and a quicksave + reload wouldn't fix the issue: I decided to go and dock with it anyway, and nothing else seemed wrong. I wasn't getting any errors or anything. However, the station is supposed to look like this: The station is missing 2 of the fuel modules, one tank is weird, the other tank is missing the lower half, and one of the tugs docked to the bottom had completely lost it's engine module. I have no idea what happened, as it was usually fine and all of the parts were auto-strutted to heaviest part. I don't exactly know how to reproduce this either, as it was like this when I arrived. A previous occurrence of something like this has happened in this save before, with one of my EV-class interplanetary vehicles losing the entire NERV engine module (very similar to the tug), but not as serious as this, as it only lost the adapter containing the engines and 2 antennas near the front. I'm playing on 1.9.1, and my mods are below: KSP.log: https://drive.google.com/file/d/1CyMGoCR-iP_kRLr-r5Ql7JwIJFYUp0Ef/view?usp=sharing I can provide a version of the affected save file if necessary. Thanks in advance for helping.
  13. This is a long standing issue, I've noticed it goes back to at least 2015 and probably well since the inception of the game. Many people have various ideas on how to fix these issues and some appear more successful than others. At the end of the day it appears to be how the game loads things in the persistent state and if a part ends up colliding into something else at the time of loading (likely just some slight movement of a part into something else). The fact that I am noticing this still as of the time of this writing 12/19/2020 in an unmodded version of KSP 1.11.0 is still quite surprising. It has forced me to look at some things and dig to find the issue. As of writing this I am testing on a stock KSP with no mods and the problem still persists. The problem that I have is a drill rig that I have constructed explodes a second or two after loading, after having successfully landed it at Minmus with no issues otherwise. I believe that this is due to some flux on some close parts that when extended collide into each other at the time of loading. What I would recommend is that all extendable parts should load collapsed and then auto-extend after the physics engine has initialized all the parts. I think this will resolve the flux issue creating this problem. If saving a game with any craft with extendible solar panels, radiators, etc (basically anything) what I would recommend is collapsing/storing all parts before saving or switching away from the craft, I believe this will fix these issues for good as the problem doesn't appear to happen when loading with all parts stowed/collapsed.
  14. It maybe a little early for KSP2 Krakens but it good to be prepared. Have you found any KSP2 Krakens?! Report here and send images and other useful insights fo this new KSP2 Kraken. Here on this topic. Report now! (When KSP2 is released)
  15. (It's so big part of the legs didn't fit in. Made in Paint) If you don't know, this is how the Kraken looks when it is able to enter our reality in the K Files (It's more than a glitch now.). It possesses a statue (like this) and is able to affect our reality. This statue first appears in K Files Vol.4 and again in Vol.5. (and will appear again in OIO Archives finale) This thing is massive. It's around 400m tall.
  16. Hello! I am playing an heavily modded game. Coming back to KSP after a couple of years of break, today I installed all my old beloved mods using CKAN. The KSP version I play is 1.9.1 but some mods are rated only for 1.8.x, bacause some reputable sources on this forum stated that this should not matter and 99% of the mods for 1.8.x should work on 1.9.1, too. However I still experience some random crashes when I change view (especially when I enter the VAB). I have more or less 90 mods all installed together, so I have no clue which is the offending one. Uninstalling the mods one by one is not an option because the crashes are random and sometimes do no occur for hours. My question is: is there another way to pinpoint the crashing mod/mods? I tried looking through the logs but to no avail. Player.log KSP.log modlist.txt OS: Windows 10 64bits KSP: 1.9.1.2788 ckan: v1.27.0
  17. OwO o no The Kraken has struck. The tentacles have pulled apart your Jool-bound ship. What do you do now? me? I harness the power of Lucida Sans, and the godly font saves me from oblivion. *beautiful chanting to the one true font*
  18. Hello everyone, I was flying my knockoff F-14 Tomcat Replica and this happened https://imgur.com/a/lVLIMLL Yeah, don't ask, something went very wrong here. Please help. Nothing worked, not Esc, not F3, nothing Thanks
  19. I discovered today that I have two kerbals listed as K.I.A. and I have no idea what happened to them. Is there some kind of record in the save file? Were they victims of that overly complex rotating ring station that I made? Or did I fall asleep after their de-orbit burn late one night and forget to stage the 'chutes? Or did I get them home safe and then send them on a collision course with Jool, but forgot to set a KAC alarm for the mid-course correction burn? I need to know !!!!
  20. Hello, I didn't tried to create anything crazy in term of design in the plane but I think there is a bit of a problem with this particular plane. And yes, I can reproduce this "thing" on every single flight. I can share the design if needed. 1.8.1.2694 WindowsPlayer x64 en-us (not sure if these 2 qualify my install to modded or not) 1.8.1 Making History 1.3.1 Breaking Ground Win 10 Pro 1903/18362.476 i7-5820K 16GB GTX1080 / 441.20
  21. I have built a large rocket to take my space station to orbit and i keep getting kraken attacks. I have auto strutted everything in my build so can somebody help me? Heres a screen shot, https://prnt.sc/pzbc63
  22. I wouldn't call it the kraken but for whatever reason my game is currently bugged beyond comprehension and I've no idea what is going on. Here I am just about to come in for a landing with my Mun Rover, I've left a satellite in Orbit to relay the signal and I've got plenty of fuel, SAS and gimbal to successfully to do the landing, everything *should* have been good to go, the probability for success was 99%. But you know that 1% really bit me in the ass this time. For whoever is interested, I'll share my save file, if you load it up and load up Quick save #4 you'll be about 3 km from the Mun Surface, plenty of fuel but have a completely dysfunctional control system, it's neigh impossible to land and I've attempted many things to try and rectify the issue to no avail Any help would be appreciated as I cannot for the life of me figure out what I've done wrong to make the SAS completely dysfunctional. https://drive.google.com/open?id=15vXKpJ4dEq6PaoQCv73KUD5ys-hkDdVo PS this is complete stock, no mods, trying out a complete stock playthrough for the first time.
  23. I've found that complex robotic installations used as wheel mounting points can be very shaky and reduce the wheel output by up to 80%. And I mean in the weird part clipping jitter way, for example a servo-hinge joint jumps all around the place non stop. If the devs could fix it that would be great.
  24. Hi all, wonder if anyone can help. I've made a MASSIVE LKO refuelling base (it's almost the size of the SPH), and I've found that once it's in orbit, some of the components seem to break, but stay connected. Is there any way to stop this happening? A few points that may provide clues.. I have everything strutted to 'grandparent part'. Everything has 'rigid attachment' set to on. I had to cheat it into orbit, using the F12 menu. I installed the Kerbal Joint Reinforcement mod to stop everything wobbling and collapsing when on the runway. I got some advice to switch off Rigid attachment, which I did, and relaunched, but the problem persists. I Cheated the new version to orbit with the 'visualise autostruts' setting on and all was well. However, I switched to another vessel in LKO, then switched back, and again the breakages appeared as soon as I switched back.What's also weird is that when I switched back, half of the autostruts seem to have disappeared. Can anyone advise how to get over this issue? Thanks to anyone who can help... It's taken HOURS to construct this station and I don't want it to go to waste!
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