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  1. CRAFT DOWNLOAD KERBAL X: https://kerbalx.com/InterstellarKev/The-Eurydice-Interstellar-Super-Yacht STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2860955302 The Eurydice Kraken Powered Interstellar Super Yacht This luxury vessel from The Collective Industries features an elegant design that is both aerodynamic for in-atmosphere travel as well as highly maneuverable Interstellar Travel. Taking queues of history's greatest ships this craft will serve you well on the high seas as well as in the void of space. Dual Kraken Drives for forwarding propulsion and Anti Gravity VTOL Hover and lift modes. In-game Status - NO MODS - Fully Stock but does need DLC to use. Custom .png flags are needed for Decals and Tinted Windows. *find links below* Main Throttle - 50% Slow Decent 75% - Hover Mode 100% - Anti Gravity Lift Mode Action Groups - AG1 - Forward Propulsion AG2 - Elevator Lift AG3 - Toggle Landing Gear AG4 - Toggle Landing Lights Flight Instructions Turn on Infinite energy and Fuel for RCS In case of Kraken attacks make sure to reload and actively save when on long gameplay. When leaving a Planetary Body - Use radial out 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. Switch over to Normal Mode after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit. Flag Instructions Download Zip File Unzip all files in the Eurydice to your Flags Folder if using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) FLAG DOWNLOADS Google Drive Link https://drive.google.com/file/d/1_D03RknOwB850HTcsvfWUC9FIkSRyBIk/view?usp=sharing Dropbox https://www.dropbox.com/s/5xlikdzjhp2u6u0/Eurydice.zip?dl=0
  2. At first, it seemed that reddit user Zompidgespons first discovered the Zompi drive. However, before that, apparently KerbalX User Fishinator made this: https://kerbalx.com/Fishanator/Propellant-is-for-ameratures The vessel clearly uses a Zompi type K drive. However, Even before that, forum user @Urus28 was using a mod that added a magnet to the Klaw - and it was 1 way, like the docking port magnets. Urus28 found a way to make a kraken drive from it, 2 YEARS before Fishinator rediscovered it, and even longer before Zompidgespons redicovered it again. As it functioned in the same way as our modern Zompi Drives, I'd say that Urus28 is the actual first discoverer of the Zompi Drive.
  3. Yes your mission is to launch an orbital station and get it to either eve,duna, or jool. It won’t be accepted if it not powered by a kraken drive. You must show me the kraken drive and explain how it works as well. I hope you enjoy this challenge which is my first.
  4. (Cross post from the Reddit board) So I came across some YouTube videos about Kraken Drives which seemed to re-iterate a few misconceptions about them and their capabilities. Myth 1: Limited carrying capacity A kraken drive relies on the non-Newtonian wheel "reaction" force to propel a craft forward. A single wheel will have a certain carrying threshold; more force required = more wheels can be placed in parallel. Myth 2: Hard to control Kraken drive force is no different to an un-gimballed engine: put the force along the centre of mass and it will work fine. There are some complexities, primarily around where the centre of force on a wheel/lander leg is generated, but these are simply things to be aware of in the vessel design. There is a maximum amount of force you can put through a wheel before it deforms, creating less predicable effects, and also wheels can only be compressed by a given amount before they warp and twist, also reducing their predictability and effectiveness. Myth 3: Cannot be used in time warp Prior to self-interaction, this was true. These days Kraken drives can be time warped without any issue. Interestingly they only work at full power in single physics time, however. Physics warp appears to maintain their output but over a longer time frame (i.e. reducing their actual force), and this can even be used to make more precise manoeuvres Myth 4: Cannot be used in interstellar space This myth is based on a true fact: applying kraken force to a wheel in Kerbol SOI (particularly further out than the Kerbin orbit) generates a tremendous amount of wheel stress which can cause the wheel to buckle a few seconds after being turned on. This can be alleviated by reducing the spring and damper strength to 0, but the real trick is to add a KAL which "cycles" any kraken drive wheels, toggling their self-interaction on and off over a period of about 3-4 seconds (from my testing this only needs to be off for <0.5s, so the power loss is limited, and if this is staggered over all wheels then the effect is smoothed) as this stops the wheel damage from occurring while allowing thrust to be maintained indefinitely. To provide evidence that these myths are indeed just that I knocked together a rocket which took 10500 units of Ore from KSC to Dres. Having spent many dozens of hours investigating their use, I have already shared some of my creations here and on KerbalX, but could also think about making a longer tutorial, if there is interest.
  5. This isn't really a craft showcase, more of a concept awareness post, I'd like to see more kraken powered craft floating around. https://imgur.com/gallery/6qKxa https://kerbalx.com/TheUnamusedFox/Longinus-K-Drive-Prototype Kraken drives have been around for a while. Earlier versions, before the various krakenbanes and bugfixes and physics changes, were based on landing legs. My current iteration is based on pushing an undocked landing gear shaft down onto the ship, creating acceleration... Spooky kraken wibbly wobbly physics. This ship is capable of landing on Duna and returning, with no engines, only using RCS for the encounter. There are some challenges in this, due to the way the K-drive works, and the arcane rules it works within. The K-Drive accelerates faster and more stably the faster you are moving relative to your current planetary body. Taking off in the atmosphere from the launchpad will not give you constant acceleration, it will lock you to somewhere between 8-20 m/s, until the ship spasms and starts accelerating at ~10g. This may also cause the landing gear to be scattered across the spacetime continuum, and is also not guaranteed to happen at any altitude. You can wait for 30 seconds or 10 minutes, it's magic. As you start to pick up speed and break past ~300m/s, your acceleration will start to dramatically increase, until you hit about 1000m/s, then stabilize. This has been the same across 4 different drive designs, modded and stock. This drive does NOT function at all in solar orbit, or even past certain altitudes for planets. Duna's limit is about 600km (in my game! it may be different for others, who knows, this is more magic than science), activating it past that altitude is likely to break the landing gear and will not provide any thrust. The drive also becomes less stable and more jittery again when below about 1km/s, which is somewhat noticeable in Duna orbit. Note that this drive is big mostly for visibility, so you can see what is going on very easily. Tiny drives can be made, and even smaller ones can be made without throttle control. There are a few different methods out there, this is just a big clunky one I made once I had the thought to try and get some more people into making k-drives. Timewarp will kill the drive. Sometimes just the thrust, sometimes literally killing the drive. Don't do it. CONTROLS - 1 undocks/decouples node There are two sets of airbrakes. The top airbrake set pushes the shaft back into the docking port, allowing you to timewarp. The bottom set of airbrakes is your throttle. Kraken is invoked for thrust at about 51 on the bottom airbrakes, keep the bottom set pinned on your screen. -I don't know how often kraken craft are posted, or if all that many people know about this kind of thing, as I don't browse the forum regularly. I mostly end up here in long bursts once every now and then...
  6. I'm wondering how to construct a Kraken Drive, or a glitch device to harness physics bugs to generate a nonzero force on a vessel. It must be small enough to fit somewhat-comfortably in a (closed) Mk2 long cargo bay. I'm really looking for a rough tutorial than a prebuilt thing. Also, don't link me to the wiki page about it, it didn't help at all
  7. I need a tutorial on how to build Kraken Drives in the versions mentioned in the title. If someone has a download that'll fit inside a mk2 cargo bay, that would also be acceptable
  8. The Kraken Drive returns! After looking at people making wheels using legs and 2 separate crafts and such I've decided to dig deeper. My efforts have proven successful: Download http://imgur.com/a/rWE3A (for some reason cant see how to embed imgur...no i on the right.)
  9. I wanted to make a glitchy cargo SSTO but all my prototype K-drives don't work. Has anybody found a way to make them work in this version? Danny I'm talking to you.
  10. 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.
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