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Avoiding the Kraken


Noel32

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Until a few days ago I never used any gameplay changing mods and never really experienced many bugs.

 

Now I've installed a fair few and I'm actually much happier with my game as a whole and have no intention of going back to a vanilla playthrough.

However having started making a land base on the mun the following three things have happened to me in about one day.

1. A key member of my crew literally sank into the mun and vanished when I loaded a quick save.

2. An important piece of equipment sunk into the Mun.

3. When I loaded the base the Mun was far below and my base was falling rapidly down to it.

 

How can I avoid this, what can I do to keep safe from the Kraken?

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- build on flat terrain, or make sure the shape follows the terrain without stress.

I built a train on the Mun. I drove it up a slight incline, tail end still on the flat terrain, "nose" climbing up the slope. I parked it there, went elsewhere, came back. The train was perfectly straight, disregarding ground curvature; the nose part was dug deep under the surface and would be ejected explosively.

- Avoid fork structures with heavy prongs and light base. Tricouplers etc are a total bane - you may attach three engines to a tricoupler, but attach three tanks and you have RUD guaranteed. Attach tanks to a big, heavy tank, and make sure they are dry before the tank is, and you're fine. Also strutting the parts directly attached to multicoupler "to grandparent" helps. But otherwise - left one has full tanks attached to full tank. Right one - to empty tank. The phantom forces are baaaad.

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For same reason avoid KAS pipes.

- avoid dropping small items on the surface. They love to sink and then explode as they are ejected.

- never switch ground quality options except between starting new saves or having no ground structures. Planetary geometry changes.

- only use actual time warp (not phys-warp) with everything firmly and stably immobile on the surface. If anything is 'in flight' (even due to vibrations sending it airborne for 0.1 second) if it enters warp, it ceases colliding into the ground - and sinks. Then promptly explodes upon physics return.

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Haven't got a picture but my base was on a slope and I was using the KAS connection pipes.

 

I've been changing the ground quality settings too. 

 

Guess its its better to keep each part of the base separate and use the Pathfinder mod distribution abilities instead..

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  On 1/11/2017 at 4:39 PM, Noel32 said:

It seems pretty impossible to find anywhere flat on the Mum!!!!

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Note the base may be on a moderate *slope*. It's just important the slope is *flat*, not *curved*.
 


_________ <- OK
             
---___
      ---___ <- OK

---___---    <- not OK

After loading, your craft is deployed in shape which puts zero stress on the joints. If it's straight, it loads straight.

If it forms a noodle following the surface, it will not load as the noodle - it will be straight - and partially immersed.

If the slope is flat though, it will load straight, but at correct angle to lie flat on the slope. Sliding may be a bit of a problem, and landing legs love to introduce vibrations... (my Gilly base would all enter a wild oscillation and fly away until I found a single overloaded landing leg that was doing it, at a far end of a long branch of the base... as the engineer detached the offending leg, it sprung away so hard it was halfway to Moho when I last killed it on my debris termination spree..)

Also when applying autostrut make pretty damn sure the parts you're applying it are unstressed - no strain bending them from their default relative orientation. Loading craft with autostrut applied when the parts are out of alignment... usually is not disastrous. Just likes to snap connections, break the base in half, and so on. A breakage quite repairable but burdensome especially if both pieces are waaay heavy. But otherwise don't shy from autostrut. It can really help base stability a LOT.

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