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Kraken Awareness Center


Spacetraindriver

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We have all encountered it once (unless you are that rich one who has a supercomputer the size of the first computers but 9999999 times more performance) the Kraken. It has created great suffering, or great laughs. I made this thread so EVERYONE can warn everyone else of all the types of Krakens.

I'll go first.

x0Kdh87.png

this one was caused by Bob's innocent act of falling off a ladder to land onto the platform in-between my train's tender and locomotive. Because it was moving it summoned this Kraken to send the 1 very scared Jebediah into an infinite abyss.

You know when Jeb is freaked out like that that you messed up royally. He kept on screaming in fear until I closed the game and reopened it to revert time.

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No, not the NAN Kraken, that is a special one that can only be done with hyperedit. This is your standard End of the Universe Kraken, which occasionally occurs in the stock game for unknown reasons entirely, but can also be forcibly triggered in hilarious ways (often with the Claw).

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It's always fun when you switch to a vessel on its way to another planet and suddenly goes through a rapid unplanned dissasembly on load and sends random parts flying through space at velocities over the speed of light :P Dont know what kind of kraken that is, but it happends :P

-UniQ

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Here, too many klaws on an asteroid

https://dl.dropboxusercontent.com/u/3152580/sshots/screenshot175.jpg

And these decouplers are just broken. Kraken attacked about a minute later.

https://dl.dropboxusercontent.com/u/3152580/sshots/2015-06-20_00004.jpg

The craft moved. The nodes refused to budge though. Not sure how.

https://dl.dropboxusercontent.com/u/3152580/sshots/2015-06-21_00008.jpg

Squad still haven't fixed the large decoupler bug? For reals? I haven't used them to decouple anything since they where released. To still have them broken today is inexcusable. Come on Squad, sort this out!

:rolleyes:

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Is there a name for the kraken which freezes ship interaction while increasing AP at a fast rate (up 400Km in a minute with no thrust applied) while shrinking PE...

...Then the ship explodes? :[

LOL no idea.. I think if you discover a Kraken 'feature' you should get to name it.

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Squad still haven't fixed the large decoupler bug? For reals? I haven't used them to decouple anything since they where released. To still have them broken today is inexcusable. Come on Squad, sort this out!

:rolleyes:

I Wasn't Aware Squad was manting all mods these days..

im sure if we put in a nice bug report on a clean install, rumor has this might have been fixed for clean installs.

Mods.jpg

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The most annoying kaken for me would have to be the resonance kraken (or what i call it).

It happens when for some reason (seems to happen alot if you use alot of ibeams as your ship frame) the craft or parts on the craft start to wobble (regardless of whether sas is on or off although sas on seems to increase severity), until somnething breaks off. It seems like the bloody ship starts to resonate and energy is created out of thin air, until something is broken apart.

This is EXTREMELY common when trying to make competitive armor, and seems to be one limiting factor with my capital ships (you cant really use alot of ibeams or the kraken will hit it).

Aside from that, it seems that there are ALOT of bugs with the 3750mm decoupler, that thing (unless its a very basic rocket) seems to cause lots of bugs and explode ships, and i dont need to mention how bad kawls are right now (the most i ever use them for is attaching to something, pulling fuel, and decouple immediately or you have more chances to vaporize someone, and attaching, going elsewhere, and returning to the ship has a good chance of vaporizing stuff, as does enabling pivoting which is a near guaranteed vaporization when you time warp.

The game is really great, but there are too many bloody parts that are completely broken right now (or well not broken all the time, but very prone to bugs).

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The NaN Kraken made me sweat a lot trying to save my save files, since it randomly deleted my ships...

Currently it happens if I go directly from the tracking station to a craft which is outside kerbin's SOI, so I usually switch from my space station to the desired ship to avoid issues

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The most annoying kaken for me would have to be the resonance kraken (or what i call it).

It happens when for some reason (seems to happen alot if you use alot of ibeams as your ship frame) the craft or parts on the craft start to wobble (regardless of whether sas is on or off although sas on seems to increase severity), until somnething breaks off. It seems like the bloody ship starts to resonate and energy is created out of thin air, until something is broken apart.

This x1000

Someone has to find a way to harness that kraken energy for good and not evil.

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We have all encountered it once (unless you are that rich one who has a supercomputer the size of the first computers but 9999999 times more performance) the Kraken. It has created great suffering, or great laughs. I made this thread so EVERYONE can warn everyone else of all the types of Krakens.

I'll go first.

http://i.imgur.com/x0Kdh87.png

this one was caused by Bob's innocent act of falling off a ladder to land onto the platform in-between my train's tender and locomotive. Because it was moving it summoned this Kraken to send the 1 very scared Jebediah into an infinite abyss.

You know when Jeb is freaked out like that that you messed up royally. He kept on screaming in fear until I closed the game and reopened it to revert time.

I've encountered this particular beastie twice. Both times, the following conditions had been met:

- one vessel in solar orbit, with a maneuver node at least 100 kerbal days out

- a base on Minmus

- At least 8 vessels in flight, and an equal or larger amount of debris

- Have to have switched between vessels via the bracket keys ( [ and ] ) at least a dozen times, gone to the VAB afterwards, switched to another vessel via the tracking station, time warped, then jumped to another ship via tracking station, time warped again, and THEN, when you go to another vessel... it'll strike.

Where the vessel is doesn't matter. First time it happened, it was when I was switching to a spacecraft in Solar orbit, the second time was when going to a space station in orbit around Kerbin. But, if you've quicksaved, and then use that as your replacement for the now-corrupted persistent save, and you reload after rebooting the game, switching to the same vessel as the first time it crashed is going to trigger the Kraken to return.

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This x1000

Someone has to find a way to harness that kraken energy for good and not evil.

Ive made space bombs that abuse this kraken and deployed them once sofar in DMP. When someone really annoyed me once, i teleported a warship that near instantly went kraken as soon as you Hedited it into space. I Hedited it inside the vessel the enemy of mine was flying, INSTANT DEATH.

Aside from using the resonance kraken as a weapon (or defensive mine or something), there arent many uses (unlike the linear phantom forces that can propel you to infinity.

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I HAVE FOUND A NEW BREED OF KRAKEN. (No pics because I was too freaked out to lose Bob) I call it, The Door! I think it has something to do with parts spawning in. Basically, if you leave a kerbal in a cargo bay on EVA, not seat, go to Space center, then go back(to the kerbal), you might awaken this new breed. What happens is first, you see it normally for a couple milliseconds, then SPLASH. You see Bob in ragdoll mode and in a destroyed Kerbin. Y'know when Danny uses his claw planet destroyer, the blue core, etc. Now this might work on land, but again, I just discovered him. (Also can we get tips on how to NOT get a Kraken in here? Or maybe things to do to escape a Krakens grasp?)

- - - Updated - - -

Dem mods mythbuster! DEM MODS!

​Oh and cool 844

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It's always fun when you switch to a vessel on its way to another planet and suddenly goes through a rapid unplanned dissasembly on load and sends random parts flying through space at velocities over the speed of light :P Dont know what kind of kraken that is, but it happends :P

-UniQ

I like to call that one the WTFTL Kraken.

(WTFTL = What The Faster Than Light)

The one I hate the most is what I call the "Bigger on the outside" kraken. That's the one where you lose parts on ships (usually spaceplanes) landing at KSC due to collisions with VAB, launchpad, etc, when the ship you were landing wasn't even remotely close to the thing it "collided" with. For some reason it seems to happen more often when approaching the runway from the West (over the ocean).

This one is why I think it's probably a better idea to land spaceplanes on the patch of flat ground to the north of KSC. Preferably 3km from any KSC building. Doing that should prevent any of those buildings being physically simulated, which should prevent collisions that should have been impossible anyways.

Edited by SciMan
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I Wasn't Aware Squad was manting all mods these days..

im sure if we put in a nice bug report on a clean install, rumor has this might have been fixed for clean installs.

http://sjwt.org/meme/KSP/Mods.jpg

At that time (1.0.2) my only mod was KER, and the buggy behavior of these decouplers occurred even before I installed KER.

Of course 1.0.4 didn't fix it.

So, nope, that's a stock bug, not related to mods. The large decouplers tend to behave really weird, e.g. as I'd drop a stage, they would phase through the droptank, separately from the tank being dropped (as if they were immaterial separators). At another occasion they would refuse to drop all with a single stage - if I had four of them in a stage, I'd need to press space five times - one for "stage" and then four times for the four decouplers.

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