Difference between revisions of "Deep Space Kraken"

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[[File:Dead kraken.png|thumb|The Hell Kraken]]
 
[[File:Dead kraken.png|thumb|The Hell Kraken]]
 
[[File:Mun rover kraken.jpg|thumbnail|right|Mun rover loaded again after being effected by the hell kraken (v. 0.22)]]
 
[[File:Mun rover kraken.jpg|thumbnail|right|Mun rover loaded again after being effected by the hell kraken (v. 0.22)]]
The 'Hell Kraken' is a bug 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 2/3Mm which displays as "666,666m".  
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The 'Hell Kraken' is a bug 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 2/3Mm which displays as "666,666m". As of version 0.23, the altitude GUI will display "666,666", and will change numbers rapidly like so:  "666,666"-"555,555"-"444,444", etc. 
  
 
=== NaN Kraken ===
 
=== NaN Kraken ===

Revision as of 11:21, 20 December 2013

The Deep Space Kraken is a famous bug that was found in deep space before KSP version 0.17. The bug could be triggered by moving at high velocities in the game. The cause was that prior to 0.17 KSP would move the ship in space, instead of moving space around the ship. The high velocities caused floating point errors in the code which caused parts to be slightly misalligned or misplaced on the ship which would in turn cause the physics engine to detect the parts breaking off or colliding. The kraken has become a symbol for many bugs, which are often not related to the original bug. The name Kraken comes from the legendary deep sea creature that supposedly attacked and sometimes destroyed sailors' ships.

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 low speed. However, this caused a similar bug to appear, called the space Cthulhu, which can break apart ships when quickly switching 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. Another side effect of this fix is that the Kraken can strike vessels which are passed closely and at very high speed, because the speed is offloaded to them instead of the active vessel.

Spoiler:
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.

Fan-attributed Krakens

This is a list of bugs that are attributed to the Kraken bug but are not related to the actual bug.

General Kraken

The gyro kraken strikes a lone kerbal!
'General Kraken' or The Kraken 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.

Gyro Kraken

'Gyro Kraken' is when a spacecraft will spin around and vibrate so intensely that the spacecraft will be obliterated. The rate of spinning is so extreme that it is impossible to be replicated manually. This is actually a bug with parts clipping through eachother and colliding with eachother, causing what is also known as 'ghost forces'.

Warp Kraken

'Warp Kraken' is a 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.

Deep Space Cthulhu

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. Cthulhu is a cosmic entity from H.P. Lovecraft's novels, and bears a slight resemblance to a Kraken

Wormhole Kraken

The 'Wormhole Kraken' has been reported to affect ships as they are leaving Kerbin's atmosphere. If there is a lot of weight below a decoupler (which is most likely also the center of mass), the rocket will clip through itself. While in Kerbin's low atmosphere, the bottom part of the link will start moving faster than the top due to the normal acceleration. Once the top of this broken part passes the actual top of the rocket, the entire rocket will obliterate itself, leaving no two pieces attached.

Hell Kraken

The Hell Kraken
Mun rover loaded again after being effected by the hell kraken (v. 0.22)

The 'Hell Kraken' is a bug 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 2/3Mm which displays as "666,666m". As of version 0.23, the altitude GUI will display "666,666", and will change numbers rapidly like so: "666,666"-"555,555"-"444,444", etc.

NaN Kraken

The 'NaN Kraken' is a bug 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 as only one gravity source is allowed at any given time.

Kore Kraken

This bug was 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. 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.

Changes

0.17
  • (Bug fix) 'Off loading' velocity to the universe alleviated this problem, though it still exists in 'new' form.