Difference between revisions of "Talk:Deep Space Kraken"

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== New Krakens or glitchs found by the Kraken R&D Lab. ==
 
== New Krakens or glitchs found by the Kraken R&D Lab. ==
  
We found a new Kraken (it might be a glitch, though): the Flyin' Landing Leg Kraken. It makes landing legs fly.
+
We found a new Kraken (it might be a glitch, though): the ''Flyin' Landing Leg Kraken''. It makes landing legs fly.
 +
 
 
It is easy to reproduce:
 
It is easy to reproduce:
 
  - Step 1:
 
  - Step 1:

Revision as of 08:27, 27 April 2021

Big update 15/12

This article has been updated December 15th, 2013 to remove or alter inaccurate information. Source for more information regarding the Kraken is here: http://i.imgur.com/erQw2K4.png — Preceding unsigned comment added by KasperVld (talkcontribs)

Can you link to the post directly instead of a screenshot? — xZise [talk] 12:53, 15 December 2013 (CST)
Unfortunately not because it's in a part of the forum that is not publicly accessible. - [KasperVld (talk) 13:27, 16 December 2013 (GMT)
Ah okay I tried to search for it in the forum but I can't find it. Unfortunately that it is not publicly available. — xZise [talk] 10:09, 16 December 2013 (CST)

PhysX is not KSP's Physics engine?

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. --Tofuturkey (talk) 03:26, 3 May 2013 (CDT)

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. --Ruedii (talk) 08:41, 3 May 2013 (CDT)
PhysX is not a physics engine at all, just like DirectX is not a graphics engine. These are both acceleration technologies that can be USED by game engines to make processing certain types of data easier for the game developer. PhysX can be used on any computer, regardless of GPU make, to assist in physics calculations; nVidia GPUs are also able to interface with PhysX to take even more load off the CPU. --Dstruct2k (talk) 16:43, 14 April 2014 (CDT)

Does this count as a stub?

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. Thecoshman (talk) 09:46, 12 October 2012 (UTC)

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.
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.--Craigmt1 (talk) 15:52, 12 October 2012 (UTC)
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. Thecoshman (talk) 18:15, 12 October 2012 (UTC)

Threw in a picture of a Kerbal being affected by the Kraken's influence.--Boinciel (talk) 12:42, 23 April 2013 (CDT)

EVA Kraken Causes

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. Krenshala (talk) 03:18, 23 July 2013 (CDT)

Dead or Hell Kraken?

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. — xZise [talk] 05:04, 7 September 2013 (CDT)

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. --dgelessus (talk · contribs) 07:32, 7 September 2013 (CDT)
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.--NoxBlast (talk) 11:15, 21 October 2013 (CDT)

New type of Kraken?

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? 54,419,519,000,000 altitude and rising, speed 861209.1 m/s A simple top mounted parachute the one you have at the start.

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.


I encountered a Kraken recently, which may or may not be of an already documented type:

I was returning a Kerbal to his capsule on the Mun, a MK1-2 command pod, with some debris and a small probe nearby. The capsule contained two other Kerbals, Bill Kerman and Dilcas Kerman. However, when he approached the capsule, the Munar surface disappeared along with all parts and Kerbals, leaving a mostly black screen instead. I returned to the Kerbal Space Centre, where a similar black screen occurred. After closing the program from the Desktop and re-opening it, the black screen was no longer there, but neither was the Kerbal who had just been on EVA and caused the problem, or the debris, but the capsule containing Bill Kerman and Dilcas Kerman, as well as the probe, were shot off the Mun at about 16kms-1, and later were 'On escpape trajectory out of the Sun', and currently are located about 2Tm from Kerbol

--Kaonicping (talk) 08:28, 10 August 2014 (CDT)

1) The parachute "ejection" is an extremely common result of the Kore Kraken, caused by your use of physics warp. The parachute being ripped off is simply a problem with using physics warp during parachute deployment. 2) That is a textbook Hell Kraken, even though it is very uncommon to get it with probes. It sounds like your rapid disassembly was more of a structural failure? 3) That is another textbook Hell Kraken. You seem to be very bug prone- you should consider updating your game (0.22 is really out of date) since the more recent releases have been (relatively) more stable. SGCam (talk) 08:48, 11 August 2014 (CDT)

Hell Kraken - Navball

The Navball disappearing after the Hell Kraken seems to manifest itself in a couple of different ways. For example, as evidenced by this screenshot I uploaded a little while back, it disappears completely, and as evidenced by the screenshot already on the page, it sometimes just goes black. Perhaps the article should be modified to compensate for this? Whovian (talk) 17:09, 8 February 2014 (CST)

Aren't most of these just the same bug under different circumstances?

A lot of the different versions of the Kraken listed here sound like the exact same issues, just from different perspectives or under different circumstances. For example, the issue of a single craft being "disassembled" when exiting time warp is due to rounding errors causing parts to clip into each other while physics is disabled, then getting pushed back apart at insane velocities once physics is enabled again. This is the exact same reason *other* ships get disassembled when you trigger time warp within physics range of them. Random thought: Couldn't the physics engine "normalize" the forces applied to misaligned/clipped parts across a couple seconds (instead of instantaneously) to prevent this "snapping" back into place force that destroys vessels? Dstruct2k (talk) 16:54, 14 April 2014 (CDT)

Kraken Questions

Hey everybody, I have a question about an attack I had.

So this is how it went: I had 2 ships docked in a Kerbin orbit. I fired the larger ship's engines to put me on a Hoffman Transfer to Minnmus. The smaller ship started swinging around on it's docking port. It suddenly clipped through the larger ship. Then both ships exploded, leaving nothing left.

Which Kraken was this? — Preceding unsigned comment added by Engineer Of Stuff (talkcontribs) 17:11, 2 October 2014‎ (UTC)

It is not possible to really answer this question, as there seems the notion, that all physics related bugs get some Kraken related name. — xZise [talk] 17:34, 3 October 2014 (CDT)

I had one of these weird glitches the other day. I sent a Kerbal out on EVA from a Mobile Processing lab MPL-2, and the Kerbal starting clipping through the crew hatch. Then the lab exploded, killing the other Kerbal inside it, and leaving all the parts that had been attached to it floating in space exactly where they had been! - Politas (talk) 01:03, 16 October 2014 (CDT)

Kraken's Similarities to the Great Galactic Ghoul

The "Great Galactic Ghoul" was a joke made to "explain" why many probes sent to Mars were lost.

Kraken, Ghoul -- similarity much? This would fit wonderfully in a Trivia section. Oriramikad (talk) 11:04, 8 January 2015 (CST)

Well there is also Kraken, so I'm not really sure how your info fit in. Afaik the developers itself used Kraken, but maybe Ghoul is itself related to the Kraken (just for in space). But nevertheless Ghoul is never mentioned on the page so I'm not sure how that is trivia apart from: “There is also Ghoul which wasn't used in the context but now you know.”. — xZise [talk] 16:21, 8 January 2015 (CST)
Oh and it seems you have replaced 'hell' and 'shit' with symbols. While I can sort of understand it with 'shit' it's not acceptable with 'hell' especially when there is a 'Hell Kraken'. So the easiest would be to just not change that because every person has a different definition of which words are bad (I for example have no problem at all with the world 'hell'). And replacing them with symbols isn't making them go away (I mean seriously, are there people who think: $§€→ is probably not a bad word?). — xZise [talk] 16:35, 8 January 2015 (CST)
Oops, that's my overbearing web blocker combined with me editing the whole page to add this new section. Sorry. =_= Maybe I should stop editing this page so you can fix that? Reverting to the version of this page before I arrived and then adding this section again might work . . . aaand there goes my web blocker again. Urgh. X_X Oriramikad (talk) 09:34, 9 January 2015 (CST)
Yeah it's in the version history so restoring it isn't too complicated at least if you just answer below: Copy the complete text from before; select everything on the current editin page except your post; done ;) . — xZise [talk] 10:13, 10 January 2015 (CST)

Kerbal Kraken

I added in some information about the bug that occurs when you fire a Kerbal with achievements logged to it. I don't know if this is the same bug as the Kerbal Kraken that was already on the page, but it has the same effect.

If anyone can reproduce the one already there or can otherwise confirm it is the same bug, then go ahead and adjust what I added to reflect that (and remove the bit about deleting the save file that's in the paragraph before). Maybemegan (talk) 22:45, 20 February 2015 (CST)

Asking for confirmation before officially adding a new kraken to the list

I may have discovered a new Kraken. I call it the Dark Kraken. It's trademark effect is causing the models of NCP Kerbals, ship parts, and sometimes entire buildings to completely spaz out. I have already uploaded screenshots of this effect to steam. Other effects are large shadows with bizarre patterns in the flickering to a precise rhythm, Hence the name Screenshots of this effect are also uploaded to steam. Sometimes, if you try to launch something during these effects, the kraken will cause the HUD to disappear entirely . Finally, the kraken will occasionally crash the game. Should I go ahead and add this to the main wiki page? Here are some links to the steam

http://images.akamai.steamusercontent.com/ugc/45377296703990535/6F28E9F63106AACF5E11C9A21CB198BA0B3AAFE4/

http://images.akamai.steamusercontent.com/ugc/45377296703993081/1BC7B6504AA5E5EFB9238754064A0C8CF724B804/

http://images.akamai.steamusercontent.com/ugc/45377296703996810/365651ACE735035FD51378772976863519EFC6AA/ This looks original but might be a mod related bug: this comment is from 322997am

Kraken

Hey community, I recently bought the game and I read about the kraken. When I evaed my kerbal from a cockpit near the runway and he fell and the screen went black but the ui was still there but the nav ball was spinning like crazy the velocity said NaN m/s in the map view but in normal view it was like128471947 m/s and the altimeter was blank and like 15 minutes later I got the catastrophic failure box which said the ship was destroyed ages ago and when I reverted the ui was still there but the view was orbital but the ui was staging and the solar system was gone. Tell me if I discovered a new kraken and I shall name it or is this a weird variation of the hell kraken? Also when I reloaded the game the neighboring ship died but the one Jeb got out of was still there. And the ship results said. [part] splashed down hard and was destroyed So neighboring ships were not destroyed the expected way.i shall name this the combo kraken because the effects were a combo of all the krakens

The Big Bang Kraken, I think I Just discovered something new. You'll know why its named that as soon as it happens to you or you read this

So While I was playing in Sandbox. My craft started spinning like the Gyro Kraken, But only after Kerbin, The Sun, The Mun and all the stars duplicated to 8 different ones. And then THE 8 KERBINS COLLIDED AND EVERYTHING EXPLODED!!! Then things kept duplicating until my computer lagged out and KSP crashed. I have pictures and Video


I SHALL NAME IT THE BIG BANG KRAKEN
If I have discovered a new one.

Heat Death Kraken

As of 1.0.5 I have been noticing that some of my spacecraft will suddenly and catastrophically overheat and explode when they are loaded from a save, selected from the tracking center, or rendered upon approach. This especially happens on craft that are using heat generating tools or modules. I have noticed any radiators will rapidly heat up and explode, followed by the various other parts of the ship. Sometimes every part will heat up simultaneously and evaporate to nothing. I do not know what causes it, but my hunch is that heat is tracked during time warps and exponentially builds up when the ship is being time warped outside the range of its rendering. Once the ship is encountered in real time, this might create a cumulative heating effect. So far I have been able to deliberately replicate the problem by leaving drills and converters on a craft running while doing other missions. The overheating will happen regardless of whether or not the craft is capable of controlling heat levels indefinitely. I have replicated it on the launchpad, on the mun, on minmus, and in orbit. Does anyone else have this problem? I have mods such as Stage Recovery, Alarm Clock, Infernal Robotics, and Kerbal Attachment System installed. Note that I have had this problem before they were installed though.


Waterboarding Kraken

In vanilla ver 1.0.5, I am often getting attacked by a Kraken during water EVAs on Kerbin. I take a kerbonaut swimming on an EVA to collect a water sample. Sometimes the Kerbal forgets how to climb during this process. One way or another I get the Kerbal back on top of the jet, and always do a quicksave (because the Kraken is nigh). Then the Kerbal tries to board. More than one time in 10, this will cause sudden massive rotation forces in the boarded craft, which will spin so violently that only the most durable parts survive. Sometimes they will be thrown 1000 meters into the air. When this happens, I try reloading the quicksave. About half the time, after simply reloading the save and waiting 5 seconds the entire craft explodes (which sounds like the above Heat Death Kraken, a bit?). Bewing (talk) 06:08, 16 December 2015 (UTC)

New/unidentified Kraken or glitch?

I'm not quite sure if this has been reported, but I could not find anything on it on this page or through Google. It's happened to me a few times; the next time, I will be sure to record the version number, time, etc. to report properly.

It seems to happen when I make very, very large ships, ones that would probably trigger a Launchpad Kraken. When I press Launch from the VAB, or when I revert flight to launch (after launching the ship successfully before), I may be faced with my ship on its side, seemingly floating quite far above Kerbin and moving downward. It will just move through the surface at a moderate speed and keep going. The stages, velocity, and time are missing, and the elevation constantly reads as sea level. My navball will show SAS options only available in orbit (such as the normal and antinormal) as well as the target symbol, although it reads Surface with SAS and RCS off. Thrust will be at zero instead of the default. I can't remember if there was ambient sound.

Usually, reverting flight to launch fixes it. During the most significant occurrence of this bug, though, which I [took a screenshot of], the ship's top thrusters were smoking despite them not being in the first stage, let alone triggered. As always, I [moved below the surface]. This instance differed not only because of the thrusters smoking but also because reverting the launch did not help; it would repeat this bug, or crash. I verified my KSP files and relaunched; everything was fine. The ship was on the pad, but I was a bit scared to load it on the launchpad itself. I instead loaded the ship in the VAB, but I could not edit the parts. I could not even build a new ship. When I launched it, it exploded and crashed.

I ended up deleting the save data for the craft itself. Everything was fine after that. I checked all of my orbiting ships, which were OK.

I had verified my KSP files, and I do not run mods. I always use the most up-to-date release of KSP. This along with the fact that I have encountered this about three times (though only once to the extent of the detailed incident) suggests to me that something is wrong.

Am I the only one to experience this? Or is this an unidentified Kraken?

KupferudelWolf (talk) 06:23, 21 December 2015 (UTC)

A new bug

This is somewhat similar to the 'New/Unidentified Kraken' above. I launched a three engined jet from the SPH, and as soon as it was launched, I was teleported into space with my plane stuck to the lower-left corner. The extra fuel tanks in front of the two Goliaths where smoking and the main Mk3 fuel tanks seemed to have disappeared because the strut connectors where connected onto space.The Map view was focused on Kerbol and there was no trace of the craft, either in space or on Kerbin. It then fell toward the Kerbin and fell through it. I could see a light source from inside Kerbin. When I reverted to launch, I could not move anything. In SPH, it couldn't be edited and when I tried to launch, it cannot be launched because the game said that it has to be brought into SPH. It was in version 1.0.5 and I use no mods. Does anyone ever had similar bugs, this only happened once to me.

Flag Plant Kraken

I think I found a new Kraken. I planted a flag, but then decided to go back to the Space Center mid-plant. When I came back I was at first surprised to see Jebediah still planting the flag, but I decided to still name the flag something, but as soon as I pressed a button Jeb was teleported to the middle of, I THINK, the sun, and the game crashed. I've replicated it three a few times on the same save, but my game has a few minor mods (tweakscale, mechjeb, for science, hyperedit) which may have been the cause. Bastian 055 (talk) 06:54, 1 March 2020 (UTC)

New Krakens or glitchs found by the Kraken R&D Lab.

We found a new Kraken (it might be a glitch, though): the Flyin' Landing Leg Kraken. It makes landing legs fly.

It is easy to reproduce:

- Step 1:
     Land on Pol (or other low-gravity body) a vessel with lots of landing legs, a hatch and art least one engineer,
     in an area where there is slopes (in flat areas, this Kraken will not work).
- Step 2:
     The engineer makes an EVA. Switch to "build" mode.
- Step 3:
     Remove one landing leg and put it on the ground. Do it for many landing legs, but keep some on your lander.
- Step 4:
     Watch the landing legs jumping around your lander (so DO NOT put them on the ground near your lander).

We did that with four landing legs on Pol, near 63°1 N 94°42 E. The first landing leg went to an escape trajectory at insane speeds (for a lone landing leg without any engine), then orbited Jool. The three others jumped around like mad and the furthest went SEVERAL HUNDRED meters from the point of origin. My base was almost destroyed, but I had a lot of fun. If you try it, the distance between your lander and the point of origin must be AT LEAST 1 KM (safety distance). Be sure that you kerbal is safe.