Talk:Deep Space Kraken
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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)
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)