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Da Space Kraken Strikes!


yoyo478

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Trying to crash some kerbals into the sun. What happened in the end was the kraken got the ship, messed with the fuel lines, and made it so I could only use the little fuel left in the tanks attached. So, I was stuck with my final stage. I came pretty close to the sun, but in the end I couldn\'t make it. I was pretty angry, as it took a little more than 30 minutes to get out there.

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'Lucky'? I\'m guessing you\'re saying I\'m lucky because my ship didn\'t break apart. While the ship didn\'t, it did give me false hope, and that\'s worse. Hey, it gave me a good screenshot, so there\'s that.

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The space kracken seems to be a speed thing in my experience, speeds over 5kps get a bit dodgy.

Learned this trying to land on the sun, its possible(ish) btw, I got a ship to 100kps due to a warp accident...

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Technically if you\'re going to crash into the sun, the Kraken shouldn\'t really mess with you, because for the most part, you shouldn\'t be travelling at more than 8km/s. If you wait until sunrise before launching, and fire straight up until you reach some 3.6km/s, when you leave Kerbin\'s SOI, your apoapsis should be between 20 billion and 100 billion metres. Maintain 10000x warp between attaining the necessary speed, and reaching the apoapsis. At that point, you only need to remove around 2km/s to 4km/s of your velocity, and fall in. Make sure your trajectory doesn\'t become linear, ensure a minimum velocity of some 150m/s, or you\'ll get the NaN bug.

Edit: With your Kerbalnauts left to decay in a permanent orbit, I\'d say they\'re worse than dead...

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Technically if you\'re going to crash into the sun, the Kraken shouldn\'t really mess with you, because for the most part, you shouldn\'t be travelling at more than 8km/s. If you wait until sunrise before launching, and fire straight up until you reach some 3.6km/s, when you leave Kerbin\'s SOI, your apoapsis should be between 20 billion and 100 billion metres. Maintain 10000x warp between attaining the necessary speed, and reaching the apoapsis. At that point, you only need to remove around 2km/s to 4km/s of your velocity, and fall in. Make sure your trajectory doesn\'t become linear, ensure a minimum velocity of some 150m/s, or you\'ll get the NaN bug.

Edit: With your Kerbalnauts left to decay in a permanent orbit, I\'d say they\'re worse than dead...

It got me long before I started firing my engines.

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