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  1. The Deep Space Kraken has officially endorsed Donald Trump for President, citing his plans for outrageously large structures, as well as his toupee. The Kraken stated, "Donald Trump is the best possible candidate for President due to his massive plans without regard for the well-being of others." Donald Trump supports an unstable economy, which is "just one step away from an unstable rocket."
  2. Ever since I upgraded to KSP 1.2 (and coincidentally, transitioned to Windows from Linux, if it matters), the spirit of the Kraken has been overwhelmingly strong in my games. It started with my vessels blowing up (100% of the time) when they transitioned to the Mun SOI. I "fixed" that by turning on invulnerability cheats, and the transition became a mere "spin my ship around wildly" instead of blowing up. When I went to land on the Mun, I was constantly be batted around by unseen phantom forces. I landed anyway. This angered the Kraken greatly, and it has increased its' fury. This video is the latest example of my crappy, not-entirely-legit Moho probe crossing into Moho's SOI, with invulnerability cheats turned on to try to survive the onslaught. I can just HyperEdit into orbit around Moho (which at least shows it's the transition that's the issue), but that ruins the adventure of it. Here is a log. I am using a fair number of mods, not all of which are updated to 1.2.1 (still 1.2 mainly), but even when they were up to date with 1.2, this still happened routinely. In the log I see a fair number of NRE's related to BasicOrbit, which is a flight info mod, but I suspect those are generated after the Kraken attack, and the mod is simply overwhelmed. In the face of such primal fury, I'm kind of at a loss of what to do, besides stay on the ground and build sand castles. Any help would be greatly appreciated.
  3. Hi, So I built my first rover.... Its rather wide so I had to transport it to Minmus slung under the lander. I tested everything, well almost everything on Kerbin. Dropping the lander and driving it away using the built in probe body worked fine so I launched and landed on a slope just short of one of Minmus' flats. I dropped the lander, but when I tried to drive it the Kraken struck and everything exploded into bits of exploding rover, lander and terrified Kerbal. I tried to move the rover repeatedly but every time - Boom. The only way I could get around this was to use the landers RCS and hop it away from the rover. I could then drive the rover fine. The other issue I have with this rover is that Kerbals get fired vertically out of their seats several metres every time they try to get out of the seat. I have not played KSP for some time, but don’t remember that happening in previous versions any ideas? On the plus side I was able to visit Minmus’ Lesser flats, Slopes, Lowlands, Midlands and Poles all in a few hours of driving which gave well over 1000 science points Has anyone else had these problems?
  4. So I've finally returned to the game after a few months hiatus, blazed through career and updated to 1.2. In Celebration of this I built a neat little Minmus base that serves to purpose but to look cool. I send over the core unit, a mobile scientific rover, a expansion craft to dock it with 2 modular solar arrays, a rover to ferry around said arrays, and a bigger rover to ferry around the bigger parts. After that I decided to dock up the rover and start piloting the abandoned fuselages I used to land out of the 2.4k range, least to save performance. After moving 2 I switch to the one closest to the base and lo and behold the physics take over and rip my base apart. No matter if I turn out cheats the base still freaks out and does a little kraken dance, ripping out the solar arrays, the rovers, and the general structure of the base falls apart. I'm not sure what's causing it but the running theory is that it has something to do with my compact little rover, maybe the fact that it's made out of mostly small panels and ant fuel boxes is making the rover lose it's mind, upon watching the base rip itself apart it seems that my rover's panels meld together and the game has no idea as to what it Should look like, or something I don't know. I would love an answer to this problem as I have spent the last 12 hours meticulously making sure that every single component of this base fits, both rovers are able to move stuff around, and making sure that I still have room to expand this base after this expansion is done. So please let me know, I'm basically open to all interpretations and hints as to a solution to this problem.
  5. hi. today i wanted to go for dres and back. i think you know, that it is pretty easy to re-entry in kerbin's atmosphere with just SAS turned off. but stuff happens, and SAS kraken attacks. again... idk what to do, because my orbit speed is 5k m/s, and no fuel left. when i tried to aim retrograde, i always fail (because of ridiculous re-entry speed). does someone knows how to fix this?
  6. I just made this drawing of a kerbal facing a kraken: It is my submission for Fanwork Friday
  7. Hello, I've read this forum a long time and found it very helpful to me in KSP. So today, I launched a Space Shuttle to service one of my Space Stations. During re-entry, it tore apart at 20,000m above the glistening sea. Luckily, the Mk3 Command Pod (and the Kerbals inside) survived the splash. However, when I entered the Tracking Station, this happened. It's a 99 Large Landing Gear. What could have happened?
  8. To be more specific, wobbly self-destructing base woes. My Minmus mining base has been waiting very patiently to come online and start sending interplanetary missions, but trying to build it has been a nightmare. Beginning with the landing leg rotation bug that prevented (or at least made it very difficult) to place landing legs the way I wanted to, followed by the undocking bug which basically super glued the fuel storage tank to the skycrane in LMO and now my most feared bug has returned to lay waste to this poor outpost. I haven't been able to nail down what exactly causes it, but it seems if there's too much mass spread out over too long a distance (such as 4 full large ore tanks and 16 drills placed far away from each other, see included image) then any tiny nudges or oscillations tend to constructively interfere and basically build up until the entire structure tears itself asunder. The docking ports also seem to contribute to the instability of the whole system. Assuming those are the reasons this is happening, I could attempt to redesign the whole base by using the Sr sized docking ports and keeping the mass close to the center, but that's just a theory and it may not even work. Why is this bug still in the game? I seem to recall having this issue years ago. And do we know what exactly causes it? KSP 1.1.3 1289
  9. Hello everyone! As the title already says, in my modded main install are frequently ships going missing (at least 4 by now, 3 of them interplanetary) . I did not remove any modpacks required for them. The Victims are manned, unmanned, modded or stock. It even happened when I did not have anymods installed but KAC and graphical ones. For saving before closing the game, I use the Save button on the escape menu in the KSC view. I tried manually editing the ships from previous saves where they still existed in, but failed and nothing happened. I also can't load previous save files from the escape menu, as the game crashes when I try to do so. When I have set up an alarm for that vessel and it dissapears, KAC states "vesselID not found". It seems to be a variation of the nullspace/hell kraken, as when I have last switched to a vessel that went to the grave some saves later, the altidude meter changed to white, speed went to NaN, black main screen. The only way to fix it was alt-f4 to save the vessel, but it also happens when I do not switch to the vessel before, it can randomly dissappear at any time as I feel. Does anyone know a trick to edit the save mechanic to prevent this or some other tips? It really bugs me out, lost the Eeloo rover, a manned moho mission, the 1.000.000 funds refueling station in Kerbin orbit and a contract kerbol refueling station with duna landers on it already.
  10. Hey guys, I've been wondering why the glitches/features known as Kraken attacks that we have all come to know and have a love/hate relationship with obtained their name, and when it first started being used. Did it first appear on the forums as some kind of casual reference? Was it used by the devs when those bugs first arose? Is there one forum user who should be duly praised for starting the tradition?
  11. Oh boy, this has been driving me mad for the past three hours. I play KSP on version 1.1.2 with (quite) a few mods. (These mods being Aviator Arsenal, BDArmory, BD Vessel Switcher, Camera Tools, Dark Multiplayer, Destruction Effects, Firespitter, KAS, KAX, Hyperedit, Kerbinside, KIS, MechJeb, North Kerbin, Tweakscale, Texture Replacer, and Vessel Mover) How this Kraken attack goes: Load up the game, everything is normal, but music is off even though music is set to on. Press "Start Game" and "Load Save" and it shows a blank screen. I press cancel and open up "Load Save" again, thinking it was a one-time bug, the "Load Save" button stops working. To test something I make a new save and re-open KSP. Surprise surprise, the save is gone. I did some investigating and opened up my saves folder to be caught off guard by seeing all my saves still existing, but unplayable. Anyone know what is going on here? I'm assuming I just need to reinstall, but I don't know what caused it and if it will happen again due to my mods.
  12. This is a reboot of the original Kraken Program thread, which was deleted by the Great Forum Migration because of the removal of the Rocket Builders, where it was located. The focus of the thread is the same; studying and developing methods to harness the Kraken. Primary Goals: Identify new methods of harnessing the Kraken Categorize the different kinds of Kraken Drives, and understand the fundamentals behind them Test pre-1.0 Kraken Drives and determine if they are still funtional Achieve speeds of 10c Increase the reliability of Kraken Drives Have fun crashing games and corrupting saves! Kraken Tamers Laythe Dweller EladDV Frozen_Heart Rune CliftonM Majorjim Lago kmMango quasarrgames Stevie The Crusher Tw1 inigma 322997am Identified Kraken Drives The Pusher Drive The Pusher Kraken drive works by using a moving part such as landing gear or gear bays to push against another part of the ship. This results in phantom forces causing the ship to accelerate dramatically, and sometimes results in unplanned rapid disassembly. The Pusher Drive has 2 modes, which Kraken experts believe have something to do with the Krakensbane, which resolved a bug in the game's calculations early on. Mode 1 is generally called "Surface Mode," and the Kraken drive usually produces a milder thrust. This mode is the defualt mode at launch, as it occurs when the ship's velocity is less than 800 m/s and is below 60 km altitude. The other mode, Mode 2, is called "Orbit Mode." The drive enters this mode when the ship is at a velocity over 800 m/s and is above 60 km. This results in high phantom forces, and accelerations have been measured as high as 22 G. If the "pusher" is misaligned, then it can result in a large debris field. Likewise, if the "plate" is clipped partway through another part, this can result in extreme spinning and maniacal laughter from Jeb. However, research suggests that multiple clipped plates can result in higher acceleration. It still works in 1.0.x, although it is less reliable. Examples: EladDV's Pusher Drive: http://imgur.com/a/7Mvir | Download Quasarrgames' Pusher Drive: A table made by EladDV The Magnetic Repulsion Drive The MR Drive works by setting up a detached docking port that is wedged in the ship opposite another docking port attached to the ship. A notable property that has been observed is that it only produces thrust when marked as "landed" by the game. The principle behind it has largely been unexplored, as only one example exists (I can't find it after the Great Forum Migration). It has been theorized that it is powered by interactions between the magnetic locking system in the two ports, but this fails to explain why it only works while "landed." Much about this drive is unknown, so it would be appreciated if someone were to make a replica. Here is the thread where it was first discovered (credit to selfish_meme): http://forum.kerbalspaceprogram.com/index.php?/topic/117951-subject-change-docking-port-magnetic-kraken-drive/&page=1 The Ladder Drive The Ladder Drive produces thrust when a Kerbal on EVA climbs a ladder, but is obstructed by something on the same ship. This setup often requires a "cage" to hold the Kerbal, making it unsuitable to carry said Kerbal somewhere unless the crew is housed in a seperate crew chamber. This drive is the easiest to set up, and usually requires a low part count. This still works in 1.0, although it has less thrust. Examples: Tw1's Eve SSTO Eventually I plan to have examples of each kind of K-Drive, and I also want to compile much more data on their inner workings. More data is needed for a table showing parameters for each Kraken Drive. I need others to join me in researching and building Kraken Drives, so post if you want to help! If you know any examples of new Kraken Drives, please post them here.
  13. it krakens when i use [] to switch vessels. soimetimes also, my rockets are "stuck" on the pad. http://steamcommunity.com/sharedfiles/filedetails/?id=692108590 http://steamcommunity.com/sharedfiles/filedetails/?id=692108493 also, occasinal blackscreen http://steamcommunity.com/sharedfiles/filedetails/?id=692108679 log: https://drive.google.com/file/d/0B8EAjKTlkqEqVnJ3aFktX1RaSVU/view?usp=sharing line 68952 is where the krakening happens
  14. We've all been there. You start docking together space station modules, then try to rotate the whole thing to get more sunlight, stabilize with SAS... and the whole thing starts to wobble uncontrollably. Apparently, the bigger your station is, and the more reaction wheels it has, the higher the chances of wobbling and snapping apart due to excessive torque on the parts. Keeping your huge stations stable and in one piece is fun in career mode, but I wonder... Stations can wobble and snap apart - how small is the smallest station that can wobble and snap apart? Your goal: design a station that consistently undergoes a RTIDE (Rapid Torque-Initiated Disassembly Event) when exposed to excessive enough torque. Scoring: Designs will be ranked by two criteria (there will be two leaderboards): smallest end-to-end length, and lightest weight. Constraints for the rule-savvy: The vessel must be a space station by KSP standards: It must have crewable parts, it must generate electric charge (solar panels), and it must have a command module or probe core. No engines must be active during the RTIDE (no tearing apart the station by firing rockets in opposite directions). RCS thrusters (and vernors) should be fine. The vessel must be in a stable orbit. No atmospheric drag, and absolutely no physics warp allowed! No mods that change the structural integrity of parts. This means no part welding, no reinforced struts, and the like. Hyperedit to get your vessel in orbit is fine, though. This is a design challenge, not a see-if-you-can-fly-this-monstrosity challenge. I'll illustrate with my own quick entry: Wobble things and summon the kraken!
  15. I'm playing KSP quite some time now. Since the most recent update I'm having trouble launching my stations. Sometimes in the launchpad, sometimes in space my stations start to wobble slightly, but the wobble gets worse every second and cannot be prevented until the station is just a lump of parts. The only relevant mod installed is Kerbal Joint reinforcement. I have prepared an example Video: https://youtu.be/TVWBvM3oiB0 What is causing this, it really is preventing my Jool missions!
  16. I made a craft I was pretty proud of, it was supposed to be the backbone of my charter fleet. It works perfectly, it has got range, it is easy to pilot, it can reenter... Just minimum clipping actually but indeed I moved the wings with the SPH gizmos. The problem is that whenever I am already in orbit if I get back to the space center to arrange for another launch or any other KSC related activity and then I try to fly again the craft, the outer section of the wings gets ejected. Pics below, the issue is depicted in the fourth one. Has anybody experienced such an issue before? To me sounds like a clipping issue, but even if I tried to move everything I could not find the guilty part. If anybody feels like to have a first hand look, here you can download the craft; it is full stock. To reach orbit just pitch 5° at take off (1 to toggle the ramjets) and keep it straight. Add nukes at 19000 pressing 3. Jets will go out just a little bit over 24000, toggle intakes with 2. There isn't any external fuel line to save on drag so you will need to move the fuel manually from the wings to the inner tanks to feed the nukes. I do not have any "major" mod installed, just a few for aestethics and mechjeb. I am not even sure this is the right section where to post this, I apologize if I made the wrong choice. Thank you in advance for any feed back on this.
  17. All this has, I'm sure, been asked and answered, but I want to make sure I have things squared away. I like backups, and backups of my backups. I installed v.1.1 from Steam (since I've had a Steam account for a few years now), then upgraded to 1.1.1, thence to 1.1.2 (which I'm satisfied with, so far, knock wood, and now that I've written that, am thus Kraken-food from here forward). Soooo, what I've gathered from reading some threads here is that there are some steps I ought to take: 1. Immediately uninstall KSP and ensure there are no traces of it in my C:/Program Files (x86)/Steam/steamapps/common directory. 2. Run a fresh reinstall and verify local files. Use the Steam install as my working/updateable copy, and drag a shortcut of the KSP _x64.exe onto my desktop if I feel like being antisocial and playing KSP in peace while not having to connect to Steam and interact with my Steam Friends, who are wondering where the hell I've been for the last 2 years or so and frantically asking me to reinstall this or that game and start playing with them again. 3. Make a couple of copies of this virgin install and deposit in places like, say C:/Temp/KSP/KSP Builds and C:/Games/KSP/KSP Builds. Update and/or just add new builds to these locations as they roll out. 4. Keep copies of my save files in like locations. 5. Continue to climb the Mt. Olympus that KSP represents. Do I have all this about right? Thanks for any advice/answers/help/corrections in this.
  18. So I started up 1.1 with some mods, nothing special. SpaceY family, KER, MJ and old Kerbonov.. I made my usual LKO tourist craft (proven reliable during 1.x era), loaded some tourists and some science, went for 80x80 orbit. Everything went smoothly until I tried to return to Kerbin. Something was wrong. It should brake, but it didn't. Few explosions later I tried more gentle aerobraking at ~50km. After some time I checked AP... 300km... 400km... 500km... hmmmm. After aeroaccelerating was complete, orbit was intersecting Moho... Here's the craft file. Enjoy looking for new Kraken drive
  19. I'm not sure if there's anything I can do to save my game, but I seem to have awoken the kraken, although the wiki says this is a fixed problem. I'm playing in a career mode and it seems any aircraft I build will randomly start to fall apart shortly after takeoff. I use Kerbal Construction Time and the simulated flight flies fine, but as soon as I try to fly a built plane pieces just start falling off it. I know it's not the plane design because at the same time I see explosions happening on the Launchpad where nothing is sitting, and which is about a kilometre from my take off point. I have previously flown propeller aircraft in the current career and they were unaffected. I suppose I could do a backup and start experimenting with workarounds using different plane designs to see if it makes any difference, though its tedious with KCT installed. I'm kind of hoping this a known issue that has a fix hiding somewhere. Any advice appreciated! {UPDATE} Ok, it seems if I load the game and fly the plane all is well. It seems only to explode if I pilot another vehicle first.
  20. This is a group of challenges all involving asteroids, with each mission getting harder. easy: land on a asteroid/colonize it medium: put an asteroid in orbit around kerbin hard: crash a asteroid into the KSC extreme: crash an asteroid into the kraken Some mods are O.K. such as: Mathy ones (i.e mechjeb) visual effect mods are fine (i.e texture replacer) basicly no mods that add parts, or change gameplay
  21. Hello everyone, after playing around with some overpowered plane designs in the wait for 1.1, I tested a rather simple plane I named the X-69. This plane is basically a cockpit, fuselage, a few wing parts, and 4 turbo ramjets clipped into each other. After testing its limits in the upper atmosphere, I decided to play around closer to sea level (note that I had the max temp, no crash damage, and unbreakable joints cheats enabled). Under a few km, I reached speeds around 1700m/s. At this point, I quickly used 4x physics warp. This sent my craft into an escape trajectory of the Kerbol system at a speed of over 500,000,000,000m/s (over 1000x the speed of light!) and altitudes above the sun exceeding 1000 Petameters (1000 quintillion meters!!!) (over 1 exemeter = 1E+18m)! Upon exiting to the space center, I found that the Space Center screen was severely distorted, producing unusual building placement & zooms and terrain issues at various camera angles. Wanting to do this again, I (randomly clicked around) to enter the Space Plane Hanger and repeat. Well, i did the same procedure and got essentially the same results, this time reaching speeds in excess of, well, I don't really know, because the Kraken had already been summoned! This time upon exiting to the Space Center, the title screen contained absolutely nothing but stars. I was able to reproduce these results a few times over, and will continue to play with this. I just wished to share this with all of you
  22. Hello KSP Players, today i wanted to switch to a vessel that i launched about 30 kerbin days ago and everything disappeared space center kerbin etc. And even a quickload couldnt solve this so i had to delete my whole savegame. Im using these mods: What mods are causing this bug or what am i doing wrong? Greetings Dustin Fischer
  23. Hello everyone who is reading this. I would like to tell you about my recent encounter with the legendary space kraken. In my opinion a lot of people nowadays who encounter this creature in the game do not come across it "naturally". What I mean by this is that these people are usually messing around with mods (hyperedit is one of the most common ways the kraken is summoned). This kind of induced attack is not what I would call "natural". My recent encounter; however, was completely natural. For those of you who don't know about the kraken you should know that in games like ksp there are sometimes bugs. The kraken is a more specific type of bug. Based on what I can gather a normal bug is just something strange happening in a game for some reason. The kraken is a bug that is much more violent. A kraken attack can be classified by a bug or series of bugs that suddenly appear with little to no warning and often result in the total destruction of your craft in ksp. Often these series of bugs are quite interesting and strange. In the early game kraken attacks were quite common but as the game was developed further these because less frequent. One release (I can't remember which) after years of strange attacks the Devs announced that the kraken had finally been slain. To further emphasize their point they put a dead corpse of a kraken somewhere in the game (I won't say where to avoid spoilers). After this I saw no evidence that the kraken was still alive besides a video here or there where someone was messing around with hyperedit (which to be fair is just taunting this beast). For at least a year I would just encounter a normal bug here or there but nothing that really could be called the kraken. This all changed the day I wrote this post. I was testing an SSTO design that could go to the Mun's orbit and back. I got to the Mun, got into orbit, then came back to Kerbin. I aero braked once then went in for the final desent. I was trying to land at the KSC but I overshot so I turned around and flew back towards the runway by burning some on my left over fuel in my rapier engines. I lined up almost perfectly with the runway, throttled back my engines and pitched down to bring me onto the end of the runway. About 10 seconds before I would have touched down I saw a little puff of smoke fly by my plane. I remember thinking it was strange because normally when you see puffs of smoke like that you are much higher up and they are white or grey colored. This puff was black like the kind of smoke you get from explosions. I didn't hear any explosions and the puff was really small so I thought nothing of it. About 3 seconds later (7 to landing) I saw another puff of smoke that was much the same as the first one. At the same time the smoke left my screen I heard my jet engines dying and restarting in rapid succession but I saw no sparks and at this point my throttle was at 0 so it shouldn't have mattered. Immediately after this my plane started to yaw to the left quite hard. This all took place in the time of about 1 second. I was not hitting the yaw keys and my throttles were at 0 so there was no reason for this yaw to the left. At this point I knew something was very wrong. Sudden, off in the distance, the small fuel tanks off the front of the VAB and to the side of mission control exploded for no reason. My plane was in one piece so there was no reason those tanks should have exploded. At this time I was about 5 seconds from landing so I attempted to straighten my plane out so I could land. It was also at this time it dawned on me that this was the kraken. I was messing with no mods so this was a completely natural and unprovoked attack. As soon as I thought this there was a brief lag spike and at the end of it my plane was suddenly pointed straight up for no reason. After another brief lag spike the plane jerked again and was pointed in a slightly different direction. It was at this time I though to record this so I hit the pause button. My video should be live in a day or so so I will put the link to it in a comment on this post when it is done. My plane was too low to the ground to recover from the attack so I stalled and slammed into the ground. A large part of my plane survived (unfortunately the crew was killed) and after it came to a stop it suddenly shot forward, stopped against and then just sat there and vibrated until I reverted the flight. As you can see, this attack from the space kraken was unprovoked so it proves the kraken still lives. The areas above where my original post but some new stuff has happened. Specifically this happened again in almost the exact same way and this time the entire thing was caught on camera. Here is my video where it took place. If you are interested I just the bugs or the kraken watch the first 3 minutes and the last 5.
  24. Or is it just Americans realising how far they are behind Mexico? http://www.bbc.com/news/world-us-canada-35736435 compared to... Peace... Edit - realised this should have been in Science Forum. My apologies (please move!)
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