

It just seems much easier and safer to click a few things in the menu to turn it on rather than trying to rig something up to glitch the game out. Not like I see using them as bad or anything. Don't get me wrong I use fuel cheats in half the game saves I make these days. Infinite fuel is a cheat built into the game, this version of a Kraken Drive is just a glitch that can be used (It's still kinda cheating though), and it comes with it's own challenges. Originally posted by Salticus:Yes, Docking ports have magnets in them to make docking easier, and it appears that the magnets still work when the docking ports are on the same ship, so when you have two ports facing each other on the same vessel and one has the magnets on, your vessel gets accelerated.īut it's different from infinite fuel. Why not just use infinite fuel cheat instead? Yes, Docking ports have magnets in them to make docking easier, and it appears that the magnets still work when the docking ports are on the same ship, so when you have two ports facing each other on the same vessel and one has the magnets on, your vessel gets accelerated.īut it's different from infinite fuel. So basically you can cause some odd reaction by glitching out parts?
#KERBAL SPACE PROGRAM KRAKEN MOD#
I had heard the term before and just assumed it was a mod of some kind. That particular bug was fixed, but since then, the DSK (deep space kraken) was the scapegoat for every bug that resulted in ship destruction on physics load.Originally posted by GunsForBucks:That is kind of funny. If the parts clipped into each other (or were pulled back together before the connection broke), they'd tend to explode, if they moved away from each other, they'd just drift apart. It might not be significant, but given the instantaneous forces as the part connections try to correct positions, the connections could just be severed.


Given the bug had the propensity to destroy ships in deep space, when no one is watching, a parallel was drawn to the mythological Kraken.īut basically, my understanding of the primary bug was that originally, the part positions were determined globally, and due to floating point errors, when physics would load, it would place the parts down at slightly inaccurate positions. Basically you'd return to your ships to either see them explode, or seemingly just separate into their component parts. A long time ago, there was was a particularly persistent bug related to floating point errors, that would destroy ships on the transition between rails and physics, particularly while in the outer parts of the solar system (where the floating point precision was lower).
