Talk:Deep Space Kraken

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Revision as of 13:48, 11 August 2014 by SGCam (talk | contribs) (+reply to "new type of kraken" (answer is no))
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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: — 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)