https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Aerolfos&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-29T14:04:49ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Talk:Deep_Space_Kraken&diff=28385Talk:Deep Space Kraken2013-11-10T12:32:54Z<p>Aerolfos: /* New type of Kraken? */</p>
<hr />
<div>== PhysX is not KSP's Physics engine? ==<br />
<br />
PhysX is a "physics" engine that adds different particle effects to games. It doesn't actually control or define the physics of KSP, unless the devs sneaked it in without telling anyone? My graphics card is an AMD, and I also experienced the space kraken, which I will use as proof that PhysX should not be mentioned on this page. --[[User:Tofuturkey|Tofuturkey]] ([[User talk:Tofuturkey|talk]]) 03:26, 3 May 2013 (CDT)<br />
:PhysX is the default physics engine for Unity3D, the development system used by Kerbal Space Program. The only way not to use it is to write your own or install another. (Currently Bullet Physics and a few others have community modules for integrating into Unity3D). PhysX will run without an AMD card, and only certain versions include GPU acceleration. Specifically, it uses high-precision fixed point or floating point, and utilizes SSE instructions. Whether high-precision fixed point or floating point depends on the routines used. If I recall, KSP uses the fixed-point (a.k.a. integer-based) routines in order to reduce unexpected bugs due to floating point errors. --[[User:Ruedii|Ruedii]] ([[User talk:Ruedii|talk]]) 08:41, 3 May 2013 (CDT)<br />
<br />
== Does this count as a stub? ==<br />
<br />
I don't think it does. Sure this article is short, but what more can you really say about this. Potentially, you could move this page to be just a section in some sort of terminology page, but I think it justifies its own page. [[User:Thecoshman|Thecoshman]] ([[User talk:Thecoshman|talk]]) 09:46, 12 October 2012 (UTC)<br />
<br />
:The problem is that it seems Squad has, in the past, jokingly referred to *all* bugs as "the work of the Kraken", while the community seems intent on narrowing it down to one bug, giving all the others a variety of names. Each specific short-lived bug having it's own specific name is going to cause a lot of confusion down the road.<br />
<br />
:I say we expand the Kraken to refer to any kind of unexplained anomaly that destroys your ship so we can actually expand on this article.--[[User:Craigmt1|Craigmt1]] ([[User talk:Craigmt1|talk]]) 15:52, 12 October 2012 (UTC)<br />
<br />
::Yeah, I think making the Kraken to be more like a story element / reason why shit breaks is a lot better then trying to make it out as one particular bug. [[User:Thecoshman|Thecoshman]] ([[User talk:Thecoshman|talk]]) 18:15, 12 October 2012 (UTC)<br />
<br />
Threw in a picture of a Kerbal being affected by the Kraken's influence.--[[User:Boinciel|Boinciel]] ([[User talk:Boinciel|talk]]) 12:42, 23 April 2013 (CDT)<br />
<br />
== EVA Kraken Causes ==<br />
I'm too new at KSP for the !!Science!!, but it shouldn't be difficult to find out what speed the Kerbal needs to be moving at to trigger an attack when crossing the 200m Kraken Radius. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 03:18, 23 July 2013 (CDT)<br />
<br />
== Dead or Hell Kraken? ==<br />
<br />
Hi, I never saw an error like [[:File:Dead kraken.png]] so I'm wondering, if all kraken here described appear as '''Dead Kraken''' in the log? Otherwise the section about the hell kraken should be renamed to Dead Kraken and a little note should then explain that it is also called hell kraken because of the altitude. Of course when also other kraken produce this kind of log output, the section doesn't need to be renamed. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 05:04, 7 September 2013 (CDT)<br />
:Probably the Dead Kraken is the easter egg on Bop. So maybe the physics were completely broken, and some parts managed to crash into it. Unlikely, but possible. Or some other, normally unreachable parts of the universe are also named "Dead Kraken" for some reason/bug. --[[User:Dgelessus|dgelessus]]&nbsp;<sup>([[User talk:Dgelessus|talk]]&nbsp;&middot;&nbsp;[[Special:Contributions/Dgelessus|contribs]])</sup> 07:32, 7 September 2013 (CDT)<br />
::Yes, but the ''Launch Stability Enhancer'' clamp? That's not supposed to leave the KSC launchpad. The most plausible thing (that isn't hacking or some shenanigans) would be that a player named their craft the "Dead Kraken". But that doesn't explain the 40-minute gap. That said, this picture looks like it'd be more appropriate under the NaN (Not a Number) Kraken. Half the readings on the Report have bugs characteristic of that. So perhaps someone ''did'' hack Bop's orbit to enter Kerbin and, by a long-shot, smashed into the DK.--[[User:NoxBlast|NoxBlast]] ([[User talk:NoxBlast|talk]]) 11:15, 21 October 2013 (CDT)<br />
<br />
== New type of Kraken? ==<br />
<br />
Hi once when descending from kerbin orbit with a manned mission in career mode I hit the physics warp to speed things up, at 4x and when hitting the 500m above ground my parachutes ripped off of the ship... my pod was doomed but I recently found a parachute on debris.... several million km from the entire Kerbol system. Is this a Kraken or just Physics warp? This was BTW in career mode, 0.22. I have screenshots, how do I upload them?<br />
54,419,519,000,000 altitude and rising, speed 861209.1 m/s<br />
A simple top mounted parachute the one you have at the start.<br />
<br />
I also made the Hell Kraken crashing into Ike with a small "missile" fired from a ship, consisting of Lv-909 engine, 3 t100 fuel tanks, the small remote guidance unit and an aerodynamic nose cone, with a radial decoupler. Before the Hell Kraken though when trying to decouple the pair of missiles my ship was ripped apart leaving the main control stage and the 2 "missiles" as well as a t100 fuel tank... one of the missiles when fired supposedly escaped Ike and the other crashed into it, making the Hell Kraken when I tried flying the ship again. It also affected ALL my saves, leaving black KSC on 3 different ones. Restarting the game seems to have worked though.</div>Aerolfoshttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Deep_Space_Kraken&diff=28384Talk:Deep Space Kraken2013-11-10T12:31:48Z<p>Aerolfos: /* New type of Kraken? */ new section</p>
<hr />
<div>== PhysX is not KSP's Physics engine? ==<br />
<br />
PhysX is a "physics" engine that adds different particle effects to games. It doesn't actually control or define the physics of KSP, unless the devs sneaked it in without telling anyone? My graphics card is an AMD, and I also experienced the space kraken, which I will use as proof that PhysX should not be mentioned on this page. --[[User:Tofuturkey|Tofuturkey]] ([[User talk:Tofuturkey|talk]]) 03:26, 3 May 2013 (CDT)<br />
:PhysX is the default physics engine for Unity3D, the development system used by Kerbal Space Program. The only way not to use it is to write your own or install another. (Currently Bullet Physics and a few others have community modules for integrating into Unity3D). PhysX will run without an AMD card, and only certain versions include GPU acceleration. Specifically, it uses high-precision fixed point or floating point, and utilizes SSE instructions. Whether high-precision fixed point or floating point depends on the routines used. If I recall, KSP uses the fixed-point (a.k.a. integer-based) routines in order to reduce unexpected bugs due to floating point errors. --[[User:Ruedii|Ruedii]] ([[User talk:Ruedii|talk]]) 08:41, 3 May 2013 (CDT)<br />
<br />
== Does this count as a stub? ==<br />
<br />
I don't think it does. Sure this article is short, but what more can you really say about this. Potentially, you could move this page to be just a section in some sort of terminology page, but I think it justifies its own page. [[User:Thecoshman|Thecoshman]] ([[User talk:Thecoshman|talk]]) 09:46, 12 October 2012 (UTC)<br />
<br />
:The problem is that it seems Squad has, in the past, jokingly referred to *all* bugs as "the work of the Kraken", while the community seems intent on narrowing it down to one bug, giving all the others a variety of names. Each specific short-lived bug having it's own specific name is going to cause a lot of confusion down the road.<br />
<br />
:I say we expand the Kraken to refer to any kind of unexplained anomaly that destroys your ship so we can actually expand on this article.--[[User:Craigmt1|Craigmt1]] ([[User talk:Craigmt1|talk]]) 15:52, 12 October 2012 (UTC)<br />
<br />
::Yeah, I think making the Kraken to be more like a story element / reason why shit breaks is a lot better then trying to make it out as one particular bug. [[User:Thecoshman|Thecoshman]] ([[User talk:Thecoshman|talk]]) 18:15, 12 October 2012 (UTC)<br />
<br />
Threw in a picture of a Kerbal being affected by the Kraken's influence.--[[User:Boinciel|Boinciel]] ([[User talk:Boinciel|talk]]) 12:42, 23 April 2013 (CDT)<br />
<br />
== EVA Kraken Causes ==<br />
I'm too new at KSP for the !!Science!!, but it shouldn't be difficult to find out what speed the Kerbal needs to be moving at to trigger an attack when crossing the 200m Kraken Radius. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 03:18, 23 July 2013 (CDT)<br />
<br />
== Dead or Hell Kraken? ==<br />
<br />
Hi, I never saw an error like [[:File:Dead kraken.png]] so I'm wondering, if all kraken here described appear as '''Dead Kraken''' in the log? Otherwise the section about the hell kraken should be renamed to Dead Kraken and a little note should then explain that it is also called hell kraken because of the altitude. Of course when also other kraken produce this kind of log output, the section doesn't need to be renamed. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 05:04, 7 September 2013 (CDT)<br />
:Probably the Dead Kraken is the easter egg on Bop. So maybe the physics were completely broken, and some parts managed to crash into it. Unlikely, but possible. Or some other, normally unreachable parts of the universe are also named "Dead Kraken" for some reason/bug. --[[User:Dgelessus|dgelessus]]&nbsp;<sup>([[User talk:Dgelessus|talk]]&nbsp;&middot;&nbsp;[[Special:Contributions/Dgelessus|contribs]])</sup> 07:32, 7 September 2013 (CDT)<br />
::Yes, but the ''Launch Stability Enhancer'' clamp? That's not supposed to leave the KSC launchpad. The most plausible thing (that isn't hacking or some shenanigans) would be that a player named their craft the "Dead Kraken". But that doesn't explain the 40-minute gap. That said, this picture looks like it'd be more appropriate under the NaN (Not a Number) Kraken. Half the readings on the Report have bugs characteristic of that. So perhaps someone ''did'' hack Bop's orbit to enter Kerbin and, by a long-shot, smashed into the DK.--[[User:NoxBlast|NoxBlast]] ([[User talk:NoxBlast|talk]]) 11:15, 21 October 2013 (CDT)<br />
<br />
== New type of Kraken? ==<br />
<br />
Hi once when descending from kerbin orbit with a manned mission in career mode I hit the physics warp to speed things up, at 4x and when hitting the 500m above ground my parachutes ripped off of the ship... my pod was doomed but I recently found a parachute on debris.... several million km from the entire Kerbol system. Is this a Kraken or just Physics warp? This was BTW in career mode, 0.22. I have screenshots, how do I upload them?<br />
54,419,519,000,000 altitude and rising, speed 861209.1 m/s<br />
A simple top mounted parachute the one you have at the start.<br />
<br />
I also made the Hell Kraken crashing into Ike with a small "missile" fired from a ship, consisting of Lv-909 engine, 3 t100 fuel tanks, the small remote guidance unit and an aerodynamic nose cone, with a radial decoupler. Before the Hell Kraken though when trying to decouple the pair of missiles my ship was ripped apart leaving the main control stage and the 2 "missiles" as well as a t100 fuel tank... one of the fuel tanks when fired supposedly escaped Ike and the other crashed into it, making the Hell Kraken when I tried flying the ship again. It also affected ALL my saves, leaving black KSC on 3 different ones. Restarting the game seems to have worked though.</div>Aerolfoshttps://wiki.kerbalspaceprogram.com/index.php?title=Deep_Space_Kraken&diff=28383Deep Space Kraken2013-11-10T12:13:57Z<p>Aerolfos: I just made the Hell Kraken with a small unmanned rocket, adding that</p>
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<div>The '''Deep Space Kraken''' is a bug in the game that is experienced in deep space. It is an error with the games physics engine, [[PhysX]], which attacks spaceships as their velocity increases. The number of [[parts]] in your ship has a large effect on what speed the Kraken manifests itself, as well as how much it affects your ship. It primarily causes your craft to go off trajectory due to forces that shouldn't be there. The name comes from the [[w:Kraken|legendary deep sea creature]] that supposedly attacked and sometimes destroyed sailors' ships.<br />
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The cause of this bug is extreme velocity; the bug subtly exists even in [[Kerbin]] orbit, though is mostly only noticeably experienced in [[Kerbol]] orbit due to velocity you "gain" when you transition SOI to Kerbol. A fix was implemented in 0.17, involving offloading velocity to the universe around you meaning that the focused vessel will always be at a somewhat low speed. However, the same bug under a new name, the space Cthulhu, can break apart ships when quickly warping out of high time accelerations (as of 0.17). It has been reported that Cthulhu can attack ships that are still on the launch pad when coming out of a high time warp.<br />
{{SpoilerBox<br />
|description=<br />
|content=One of the Easter Eggs in the game is a dead deep space Kraken that can be found on [[Bop]], the small rocky moon orbiting [[Jool]].}}<br />
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== Variations ==<br />
=== General Kraken ===<br />
[[File:kerbalkraken.png|200px|thumb|right|The gyro kraken strikes a lone kerbal!]]'''General Kraken''' or '''The Kraken''' is a less serious form of Deep Space Kraken and mainly occurs during interplanetary travel. General Kraken only breaks a few parts of a spacecraft which may then collide and result in explosions. The Kraken may also force parts slowly through each other and result in catastrophic explosion. Unlike the Cthulhu, the Kraken tends to attack when exiting the Map View and IVA mode.<br />
<br />
=== Gyro Kraken ===<br />
'''Gyro Kraken''' is when a spacecraft will spin around vibrate so intensely that the spacecraft will be obliterated. The rate of spinning is so extreme that it is impossible to be replicated manually.<br />
<br />
=== Warp Kraken ===<br />
'''Warp Kraken''' is an 0.19 bug that attacks kerbals exiting spacecraft that have just come out of a high time warp. Upon contact with the surface the bug causes the kerbal to be shot out of the solar system at an insane velocity (possibly exceeding the speed of light) while destroying all spacecraft in the vicinity. This bug has so far only been encountered on the Mun and has not been confirmed to exist in 0.20.<br />
<br />
=== Deep Space Cthulhu ===<br />
'''Deep Space Cthulhu''' is a fan-made term for a {{Version|0.17}} bug similar to the Kraken, except it only seems to attack when exiting high time warp speeds. Instead of adding phantom forces, Deep Space Cthulhu instead tends to detach parts from one another. In milder, yet more infuriating forms, Deep Space Cthulhu will instead detach small groups of engines, making it impossible to perform orbital burns.<br />
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[[w: Cthulhu|Cthulhu]] is a cosmic entity from [[w:H. P. Lovecraft|H.P. Lovecraft]]'s novels, and bears a slight resemblance to a Kraken.<br />
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=== EVA Kraken ===<br />
The '''EVA Kraken''' is a 0.20 bug that spectacularly destroys a spacecraft if a [[kerbal]] on [[EVA]] approaches it at high speed. It only occurs in fairly specific circumstances. A kerbal must EVA from a ship and go far enough away that parts physics stops acting on the ship (200 metres). Then if the kerbal comes within 200 metres again at high speed there is a chance the ship will explode in spectacular manner, with the debris shooting off at high velocities (sometimes enough to escape low [[Kerbin]] orbit). Sometimes the unfortunate kerbal will be killed as well. <br />
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==== Causes ====<br />
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The reasons behind this form of kraken are not well understood. It is possibly due to the parts clipping into each other as physics starts to act, or another theory is that it is due to physics trying to start too quickly to keep up with the rapidly approaching kerbal. At the moment very little concrete data exists. What is certain is that it always starts as the kerbal passes exactly 200 metres from the craft, and that it only occurs when the kerbal is moving at relatively high speeds. The kerbal does not have to come from the ship it destroys. It is unknown what happens if physics starts to act on multiple ships at once.<br />
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==== Prevention ====<br />
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There are good reasons to take precautions against EVA kraken as it always destroys the affected ship completely. The best prevention tactics known so far is to approach ships slowly and quicksave often. <!-- SPECULATION: It may or may not help If you use Jebediah for EVA's. Whilst there is no evidence to support this tactic, Jebs overall awesomeness and kraken slaying history may have a positive effect. --><br />
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=== Hell Kraken ===<br />
<br />
[[File:Dead kraken.png|thumb|The hell kraken]]<br />
[[File:Mun rover kraken.jpg|thumbnail|right|Mun rover loaded again after being effected by the hell kraken (v. 0.22)]]<br />
The '''Hell Kraken''' is a form of Kraken which was discovered during the 0.21 version. It seems to strike when a [[kerbonaut]] on [[EVA]] hits a celestial body's surface, causing the screen to turn black, with the UI remaining though. The altitude will remain at 666 666 m, which earned this type of Kraken its name.<br />
Confirmed to work with a small unmanned rocket when crashing into [[Ike]]. <br />
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It also stops any Kerbal from leaving the spacecraft via EVA and makes it impossible to launch or build new vehicles by blacking out the [[Kerbal Space Center|space center]].<br />
<br />
It seems that quiting and then re-launching the game may help solve the problem, but it may also delete the vessel it occured on.<br />
<br />
=== NaN Kraken ===<br />
The '''NaN Kraken''' is a form of the Kraken which can only be evoked if the orbits of celestial bodies are altered, via a mod or the alteration of the game's code. If a ship is on the surface of a planet, and another planet is suddenly moved so that the craft is within its SoI, the sudden change in gravity will cause the craft to go towards the latter at incredible speeds, and will sometimes even go through a planet to accomplish this. Please note that the gravity of the second planet does not have to be greater than that of the first, though the reason for this is unknown. This Kraken gets its name from one of the many bugs it causes; when this Kraken is acting upon a vessel, its velocity in the Tracking Station will display as "NaN".<br />
<br />
Some players might not consider this a form of the Kraken, but rather, PhysX having a strong reaction to extreme conditions. However, it can be considered a Kraken in many respects, since it can suddenly separate a ship from launch clamps, cause launch clamps to disconnect from the ground but remain in their position relative to one another, and will automatically remove any and all connecting struts and fuel pumps, as well as distorts a Kerbal just like the Gyro Kraken and the Deep Space Cthulu.<br />
<br />
=== Quickload Kraken ===<br />
[[File:Quickload kraken.png|thumb|The "Quickload" Kraken]]This '''Quickload Kraken''' was recently [http://forum.kerbalspaceprogram.com/threads/54242-Quickload-Bug-v0-22 found] in KSP version 0.22. This type of bug looks similar to the Hell Kraken, but acts differently. It can rarely happen by quicksaving before entering an atmosphere at high speeds (~10km), changing the Physical Warp to x4 once in the atmosphere, exiting the atmosphere, and then quickloading (with x4 Phys. Warp still going) to your last quicksave. The result may end up to be like the photo on the right.<br />
<br />
The game appears to focus on a craft named "ActiveVesselScaled", with the background being either black or white emptiness. The altimeter stays at zero, you cannot switch to map view, and the GUI is bugged. For example, lets say you try to click on the Docking controls at the bottom left of the screen. The game would then continuously show the animation of switching from Staging to Docking. You cannot leave to the Space Center through the Escape key. The only way to get rid of the screen is to exit through the desktop and reload KSP.<br />
<br />
This type of Kraken will not affect your save files or harm anything else. In the Space Center, your craft will be back at its last quicksave point.<br />
<br />
=== Kore Kraken ===<br />
This kind of Kraken was [http://www.reddit.com/r/KerbalSpaceProgram/comments/1pafeq/atlantis_base_located_800m_below_the_seas_of/ discovered] in KSP version 0.22. This type of Kraken will only occur when parts somehow manage to come to rest below the surface of the sea of Kerbin. Good methods usually involve exploiting the non-buoyancy of Orange tanks. When resumed some parts may not make contact with the ground and can actually float through the ground and towards the core of the planet. When the parts get near enough to the core of the planet, they will gain extreme speeds (about 97.8% of the speed of light) and shoot out towards infinity strangely not actually hitting the far side of Kerbin when they shoot out.<br />
<br />
Little is known about this type of Kraken, but it will most likely not break the save file or harm it in any way.<br />
<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* (Bug fix) 'Off loading' velocity to the universe alleviated this problem, though it still exists in 'new' form.</div>Aerolfos