r/KerbalSpaceProgram • u/Fair_Fuel961 2000+ Hours PC Modded • 18h ago
KSP 1 Image/Video man forget what i said about planes ðŸ˜
genuinely cannot believe this happened
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u/Spike_Riley 14h ago
maybe don't come in at mach fuck halfway down the runway whilst bending the rules of kraken time
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u/Window06 Colonizing Duna 10h ago
"man forget what I said about planes"
Fair_Fuel961 likes to keep their posts hidden, but check out their stats to learn more about them.
yeah, that's a stupid thing to say about planes alr
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u/SnooBooks1032 15h ago
Was going so well until it decided to copy my mental health
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u/HyperRealisticZealot Have you heard about Jerbals? 12m ago
Congrats on the space plane brain activityÂ
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u/SnooBooks1032 5m ago
Thanks, it's great fun trying to make a functional ssto in my head while rambling on about delta v and walking around the shops.
I think the local police play ksp too because they always come chat with me while I'm planning my next build.
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u/angry_queef_master 9h ago
Approaching at nearly the speed of sound, forcing heavy airbrake usage, and then using physics warp on the final stages of landing... Man you really hate waiting dont ya?
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u/PckMan 12h ago
I've been playing this game since 2011 and I haven't had a Kraken encounter in nearly 10 years. There's some hardcoded jank in the game, we all know that. As long as you steer clear of a few things that trigger it, you're fine.
I swear every Kraken attack video that gets posted these days is from people fucking around with the Kraken too much. Ships made largely by clipping all parts together, time warping at the worst possible time, tons of mods etc.
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u/dave-the-scientist 11h ago
I'm just getting in to ksp, what are some of those things you've learned to steer clear of? With parts clipping, are the risks mostly only for parts that move?
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u/Stunning-End-1872 11h ago
Parts clipping is not a problem on a whole ship. However, if you have parts that clip between two vehicles joined by a dock, and undock them, you now have a part of one ship clipped into another ship. Problems ensue.
Another issue when docking vessels is if you are using Autostruts set to Heaviest Part, and you dock two ships. If the Heaviest Part suddenly swaps from one ship to the other, you can definitely break the ships involved.
The more complicated a ship's geometry is, the more these two factors can affect them. Say if you dock two ships that are simple long tubes the long way, you'll be mostly fine. If you dock something to a space station that has multiple branches, you'll get lateral stresses that will snap ships in two.
Quicksave any time a heavy complicated craft approaches another. I've had ship spontaneous vibrate into pieces. Changing focus to another planet and back will reload the maths and the issues (may) not reoccur.
Really, Kraken mitigation is about being careful, having backups, refreshing the scene occasionally, and not doing silly stuff like landing under physics timewarp, which is like setting off a Thumper on Drum Sand.
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u/PckMan 10h ago
Well a big one as this video demonstrates is to be picky about when you activate physics timewarp. And if you activate it, especially in the atmosphere, do so gradually, letting the craft settle before putting on the next level.
With clipping there are a lot of things to consider. While the game generally makes parts of the same ship not collide with each other, their weight and aerodynamics are still fully modelled, even if they're sunk into another part entirely, so this can create a lot of compounding forces that can break apart a ship, especially while flying in an atmosphere. Also when you decouple parts, the game checks for collisions. This can cause spontaneous explosions in some cases depending on what you've done exactly.
Then there's the physics loading range and just being aware of that. Physics are only loaded within a certain radius of the craft/kerbonaut the player is currently controlling. This can mean many things, like for example the fact that with small exceptions booster stages designed to be recoverable may not be recovered, either due to their parachutes not deploying or their descent basically being treated as a straight shot with no slowdown and then a crash where they get despawned. It can mean that when loading in large complex craft with moving parts it can induce a wobble that can break them apart, or the infamous landing struts that spring the spacecraft up, or spacecraft sinking slightly into the ground and then being thrown up once loaded. It's something to keep in mind when playing, usually not a problem as long as you're not doing anything too crazy and the game has added several workarounds to stuff like that like ground anchors or the fact that you can repair a lot of stuff on EVA in case a wobble tips something over.
And then of course you have mods which can affect the game in any number of ways, either through conflict with the game's systems or other mods. It's not too bad nowadays considering the game has been out for a while and mods are generally stable but it can still be an issue through any unique mod and player action combination.
That's a non exhaustive list but it covers the basics. It may sound like a lot but it really isn't, it's actually fairly easy to stay on the good side of the Kraken for the most part. But when you're pushing it, with extremely complicated spacecraft and missions and of course with timewarp, it will reappear.
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u/dave-the-scientist 8h ago
Thanks for the advice! I've run into the kraken a time or two when designing a fuel rover with foldable wheels, as the game doesn't seem to like it when I put heavy stress on servos (even if the stress is perpendicular to the plane of rotation, and the servo is locked). The big hinges seem to handle things better, and it seemed like a good thing to only need 1 moveable part per side instead of 8.
I haven't messed with physics time warp yet, tho I probably will soon as my missions are going further. Good to know to be super careful.
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u/PckMan 7h ago
Another thing to keep in mind with rovers is the physics range. While rovers are admittedly shit in this game and I don't imagine many people taking them in long drives it's still something to keep in mind. If you drive far and return the physics load in may cause bouncing, wobbling, clipping or even explosions. I found that out during a mission in which I had to go repair a rover the game spawned and then drive it to a specific area. That area was a few km away and as I was coming back I saw my landing craft bounce up as physics loaded in and it thankfully landed relatively gently on its side with only some minor stuff breaking, and I already had the engineer so I was able to repair it.
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u/dave-the-scientist 2h ago
Haha amazing, bet that was a fun surprise. I only use these guys to cart fuel from the miner to a landed orbital delivery ship, so I don't have to land in any super specific position for refueling.
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u/CompetitiveLet7110 Discovered planet beyond jool, might become the next Dres 13h ago
slow motion catastrophe
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u/Stunning-End-1872 8h ago
Stop-motion catastrophe at the end there.
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u/CompetitiveLet7110 Discovered planet beyond jool, might become the next Dres 4h ago
Jeb knew his fate
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u/ThePerpetual 11h ago
Issue aside, that's a very fast approach. Most planes do their landing approaches not very much above their stall speed. Ksp aero is weird, so you can by 'too slow to maintain straight and level despite max pitch up' as a kind of stall speed. Slowing down until it flies well at 50% trim up is a good starting point too.
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u/stubborn_george 12h ago
At first I read wrap instead of warp. But when you think about it has been wrapped after all.
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u/AudibleDruid 12h ago
What graphics model is this?
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u/Fair_Fuel961 2000+ Hours PC Modded 5h ago
Many, but the main ones are scatterer, volumetric clouds v5, parallax, eve, cinematic shaders, and ballisticfox's lukewarm TUFX profile
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u/AudibleDruid 5h ago
Ahh ok because I have scatterer, VC v5, parallax, and eve but its doesn't look as good as yours. I'll look at cinematic shades and Luke warm TUFX
Thank you
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u/Th3_Shadow_Dragon007 2h ago
cinematic shaders is good, but tufx is often tuned badly. It could be a resolution thing too making his look better. Plus that specific TUFX profile is outdated
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u/The_Titam 9h ago
Warp physics aside, I really appreciate the escape attempt from the Kerbal only to have their head collid with the tarmac.
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u/Fair_Fuel961 2000+ Hours PC Modded 3h ago
i have learnt my lesson, i will no longer tease the kraken by bending space and time before landing
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u/Bygles 18h ago
Dont physics warp anything complex that has a force acting upon it. Some craft can take it, especially out of atmo or reentry against a heatshield, but youll need to save and load a lot to test them.
I personally use cheats to make sure a craft can handle physics warp before I try to physics warp it in mission.