I couldn't really work on my PC for most of the week (house electricity stuff) so I basically did this in two days. Wasn't great, but dammit, I'm holding myself to the weekly release schedule!
A Squad developer sits at his desk. He’s looking at his calendar expectantly; there’s less than two weeks until Christmas. And these look like easy, straightforward days of development before getting a holiday off with his family. Then a notification pops up. “Danny2462 has uploaded a video.” He only has to read the first three words to know what is in store for him. These weeks will no longer be straightforward. He sighs and puts the calendar away. Looks like he’ll be breaking out the Christmas bourbon a little early this year.
@@Danny2462 yup. Sanity still nominal for a danny2462 instance. Nothing to worry about. *Makes "please disperse" gestures as KSP explodes in a withering mass of multidimensional tentacles behind me*
I saw the "new text" in my ksp yesterday after I accidentally went faster than light and it set all counters to 0 and there was no planets, there was only "New Text"
I can only imagine that "new text" is a placeholder and is *supposed* to be overwritten with something more appropriate during object creation. Looks like Danny managed to really screw up vessel state. It's a really strange bug. If I had to guess, the vessel part tree got disassembled, but only in one direction, and without triggering the code that's supposed to rename the new root parts something like "My Spaceship debris". Is there some strange codepath that's bypassing the normal vessel disassembly code? Given the context, I can make a wild guess. Maybe there's a check for if the physics engine returns completely invalid results (like NaN's, or "Not a Number", which is a special value for floating point numbers that you get for doing things like dividing by 0), and if it sees them, just outright deleting/destroying the part, but without correctly propagating the new state to the rest of the vessel. One way to get a NaN or an Inf (infinity) is if the physics algorithm is numerically unstable if parts get into bad configurations. What can happen is a part gets super close to another part, and the spring equation things it should have a very strong force pushing it back away. This in turn pushes the object away at a high speed, so when it updates the position for the next physics tick, it's moved out too far away, which results in the spring equation saying it should have a really big force pulling it back. This flings the part back so fast that in the next physics tick it computes it to have overshot the attachment point and come out the other side! This is what's happening when you see parts violently shaking around in some of Danny's videos. Depending on "luck", it might either stabilize or you can get a positive feedback loop sending it further and further out until it goes beyond the highest number your floating point value can hold, at which point it returns an Not a Number value and any math involving Not a Number gives Not a Number as a result, breaking everything unless the program explicitely checks for it and componsates somehow (e.g. by destroying the part) Actually, an error like this explains other strange things, like Kerbin disappearing. Imagine these NaN's are then fed into the renderer as locations for objects, which in turn triggers breaks more stuff.
@@Keldor314 That would also explain why floating point precision jitter seems so prevelant in Danny's videos. If before it reaches NaN it's hitting some of those really big numbers, it could be that the precision is getting fucked and then it locks itself up with NaN before the floating origin system can fix it.
@@RAFMnBgaming Precision jitter isn't really related. Those wierd square pixely orbits are caused by loss or precision almost certainly, as well as the strange terrain artifacts from the same video. The important thing to understand about floating point is that it works like scientific notation. If, for the sake of convenience, we imagine doing it in base 10 rather than binary, a floating point number would look something like 2.72643 * 10^14. You have a fixed amount of precision for the number in the front, called the mantissa, in this case, we'll say 6 digits, and a fixed amount of precision for the number that 10 is raised to the power of, called the exponent. What this means is that if you have a number like 1.23456 * 10^1, which is equal to 12.3456, you're accurate to 6 digits, or the ten-thousandnths place, whereas a number like 1.23456 * 10^8, which is 12345600, is also accurate to the 6 digits, but here that's the nearest hundred. In other works, floating point numbers are more precise the closer you get to 0. This is usually a good thing since it lets you deal with either very small numbers or very large numbers or anything in between. It just doesn't work very well if you mix very big numbers with very small numbers. Like if you added 1000000 and 0.00001 together, it would loose the tiny number you added since 1000000.00001 rounded to 6 digits is 1000000. It's worth noting that multiplication doesn't have this precision loss. 1000000 * 0.000005 = 5.000000, which is rounded to 6 digits, which is still just 5. Most of the time, this is ok, since for all practical purposes that tiny number you added is completely irrelevant. The bug in KSP happens when the origin somehow ends up way far away from where the "center of the universe" is *supposed* to be. Then suddenly you have numbers for things that are relatively close together, but measured relative to some far away point. Congratulations, you just added very small numbers to very big numbers! Operating properly, KSP has multiple coordinate systems, since it is dealing with multiple scales, Consider the scale of physics between parts in a vehicle versus Kerbin orbiting the sun. That's a huge difference in scale! So if you tried to do spacecraft physics using a sun centered coordinate system, it wouldn't work. Instead, the game puts one origin somewhere around the middle of the vehicle, and computes physics around it, and another origin at the center of the sun to calculate orbits. After this, it moves everything to another coordinate system centered around the camera in order to render it. Note that the camera is near the vehicle, so you've matched small distances with small distances. There are also other coordinate systems to deal with - things like centered on planets or relative to a point on the ground near the vehicle. All of these have to be kept updated, and mapped to a vehicle centered system for things to run properly. Actually, there used to be a bug in very early versions of KSP where the ground coordinates were centered on the launch pad, so if you tried to land on the far side of the planet, there wouldn't be enough precision left to measure fine details like the distance of your vehicle from the ground, which generally would result in explosions.
Those explosions at the end were the sound of the universe itself tearing apart, the blank void testament to the fact that the laws of physics themselves had broken down and that light no longer worked.
The thing is, I'm pretty sure that cage-thing actually could be of use to Kerbal-kind, since it seems to protect the kerbal inside from even fairly nasty accidents, but doesn't actually trap them inside permanently. Functional drop-pods. All of Danny's -toys- -sacrifices- accidents were not in vain. You know, once the "sends the planet to heck" thing has been worked out.
I am really glad you are back. There was a time you weren't active for a really long time. You were the one that introduced me to KSP videos. I miss the old outro music
Danny, you know how you edit that fast zombie sound in some videos? You're like that, but when you latch onto this game, and you dig THESE treasures out of it. You're like the TF2 spy's sapper. I swear. No, wait, better, the BREAD SAPPER!
I think I've watched every other video at least twice, and this is somehow the most impressive simply because of the unprecedented scale of Kraken-ness it brings. This channel is an addiction someone plz help
Danny,check out One thing,try to land single piece of wing at water … then walk at it and try to jump,it should *penetrate* ocean very fast even to the deep underground ,and achieve many gees,Then turn on 4 warp. Bigger wing funnier resolut,bigger gees… But much more effort. So try from smaller ones to bigger.
> Patch date 12/20/19 - Fixed a bug caused by clipping structure into occupied chairs. Doing such would result in total annihilation of the planet and your unwilling surrender of control over the game to Kraken, trapping you in eternal darkness with the only hope of escape being the destruction of your computer.
So, in the end, you did make a cage. Your cage. Merry Christmas, but on its eve on its eve on its eve on its eve on its eve on its eve on its eve on its eve.
Autostrut, Rigid Attachment.. Wait, you wanted to contain the kerbals. just put them in a cube then... idk. launch it into space with some phantom physics? You'll find a way, you're danny.
I tested it, so it’s very known; having kerbals in seats inside a fairing would make them normalize, possibly spaghettifie when the leave them inside the fairing and slowly but unsteadily leave by passing through the walls. But I want you to test out a few new things about the very few left glitches. If you were to do it but with the fairing inside another fairing, what would happen? Try the experiment in space? Do it whale you’re in the shady verse? I don’t know what exactly will happen, but I have a few theories.
And so, the gods bowed down to the almighty Kraken. The first words that the almighty said were cast into the everlasting abyss, coming close to the Kerbin System. *New Text*
Reminds me of a bugged craft file I accidentally made several years back. It was a slightly modified version of the stock VTOL, but for some reason, the side fuel tanks (I think, but it might have been a different part) didn't count as actually detached from the craft when you decoupled them, and if you put reaction wheels, etc. on them, you could control them remotely. It happened every time. I wonder if it still works in newer versions of KSP. EDIT: Apparently I did remember incorrectly and it's actually some little missiles I added to it that stay attached, not the fuel tanks, but it does still work as of 1.7.
@@Danny2462 The missiles themselves are just cubic octagonal struts with sepratrons attached around them, though the craft tree is clearly completely ruined because the sepratrons aren't actually attached to the struts. The struts are attached to a decoupler, which is attached to a probe core, which is attached by a couple more cubic octagonal struts to another decoupler. I don't remember why I did this. But yeah, it's all stock. I can send you the file if you want.
@@Annile12 if you have discord you can find me through Matt Lowne's server and DM it to me, but I could just build it. btw, it's probably just the octagonal struts not the weird part tree, they are "physicsless parts", and are a hotbed of weird shit wiki.kerbalspaceprogram.com/wiki/Physicsless_part thanks for the idea!
@@Danny2462 I know about physicsless parts, but I'm pretty sure this isn't that. I really don't remember what I did to it, but if I had to guess, I'd say the bug has something to do with using subassemblies to combine radial and lateral symmetry on the same craft. That's clearly not the only thing involved, though. Or maybe that is it and the game just couldn't deal with that in the version I made it in.
I couldn't really work on my PC for most of the week (house electricity stuff) so I basically did this in two days. Wasn't great, but dammit, I'm holding myself to the weekly release schedule!
hi
danny
@@lemmonsy6811 oh yes
You should be hired to a videogame company and test where games can bug.
Well I was amused. :P
I don't quite understand how they have your videos available freely but still aren't quite able to Stamp Out the bugs that enable them
So lets get the timeline of this:
Wings in seats > metal fountain > timewarp > quicksave > R I N G P L A N E T S > NEWTEXT
additionally, I was trying to do something completely unrelated with the original craft at the start
@@Danny2462 "new text"
@@whiscer3888 no or the kraken would banish him
"space explosions"
You forgot the articial exploding planet
0:54, bottom right - "Lozer Kerman"
I mean, he's pretty unlucky to be part of Danny's crew in the first place
*hears chainsaw
Now we know why Kerbin has no actual forests
309 likes no respost
Me: /_ /
A Squad developer sits at his desk. He’s looking at his calendar expectantly; there’s less than two weeks until Christmas. And these look like easy, straightforward days of development before getting a holiday off with his family.
Then a notification pops up. “Danny2462 has uploaded a video.” He only has to read the first three words to know what is in store for him. These weeks will no longer be straightforward.
He sighs and puts the calendar away. Looks like he’ll be breaking out the Christmas bourbon a little early this year.
me: why is he putting in these chainsaw sounds?
danny: dont ask about the chainsaw sounds
GET OUT OF MY BRAIN
The kraken side of the force can lead to many abilities some would consider un natural
I swear, every one of your videos makes me go "what the hell" out loud in pure astonishment cause I've never seen a game do any of this.
I mean I've developed stuff along these lines in Unity, and even I'm utterly confused by some of the weird shit that he's done.
Kerbal Sp- I mean Broken Program! :D
New Text is new, but I actually did get the ringplanets. Several times. Neat.
This is probably the result of code that looks like a box of tangled network cables.
I see you discovered one of Kerbin's natural wonders, Old Hateful.
An underrated comment if I ever saw one!
I feel like Danny has gone insane after the Halloween video.
I͚͎̘̯'̖̰m̶̪͈ p̟̙e͎̝͈r̵̟̰̼f͈e̛̞̦̝͇͙͓ct͔̳̲̰̬̘͚l̵̞̹̞̳ͅy͖ ̨̦̜̮̰ͅs͓̣̯͝an͈̠̬̙͎e̷̻̜̲ ̶͔͉ḏ̳͢o͔̰̞̲ņ̣̘͇'̟̹͎͈̻͇͠t̝̙̖̠̮̰̱ ̀h̞̰͇̦͡e̷̮͍̞̠l̞͓̺̖͔̜̳͠p̯̦ ̪m̻̤͚̞̝͉̤͡e̳̼͇̦̟
Danny2462 sounds like you, Danny.
@@Danny2462 uh.... guys... should we tell him?
@@Danny2462 yup. Sanity still nominal for a danny2462 instance. Nothing to worry about.
*Makes "please disperse" gestures as KSP explodes in a withering mass of multidimensional tentacles behind me*
@@arionerron4273 And thus the KCP Foundation was born.
Danny2462 's Hell: Explosions happening but Danny2462 can't see them.
Y'know it's bad when the craft explodes, and you hear splashes and everything...
And you haven't gone past the loading screen.
I saw the "new text" in my ksp yesterday after I accidentally went faster than light and it set all counters to 0 and there was no planets, there was only "New Text"
Nasa, send help. I *accidentally* went faster than light.
@@lucapasa4519 Just do a SSSSSSSSSSS gravity assist that should do it
Some dev at Squad that typed that "new text" line in their code is very confused about how you managed to get it there...
They're probably also confused at the many ways Danny is managing to Beta test the full release of their game.
I can only imagine that "new text" is a placeholder and is *supposed* to be overwritten with something more appropriate during object creation. Looks like Danny managed to really screw up vessel state. It's a really strange bug.
If I had to guess, the vessel part tree got disassembled, but only in one direction, and without triggering the code that's supposed to rename the new root parts something like "My Spaceship debris". Is there some strange codepath that's bypassing the normal vessel disassembly code?
Given the context, I can make a wild guess. Maybe there's a check for if the physics engine returns completely invalid results (like NaN's, or "Not a Number", which is a special value for floating point numbers that you get for doing things like dividing by 0), and if it sees them, just outright deleting/destroying the part, but without correctly propagating the new state to the rest of the vessel.
One way to get a NaN or an Inf (infinity) is if the physics algorithm is numerically unstable if parts get into bad configurations. What can happen is a part gets super close to another part, and the spring equation things it should have a very strong force pushing it back away. This in turn pushes the object away at a high speed, so when it updates the position for the next physics tick, it's moved out too far away, which results in the spring equation saying it should have a really big force pulling it back. This flings the part back so fast that in the next physics tick it computes it to have overshot the attachment point and come out the other side! This is what's happening when you see parts violently shaking around in some of Danny's videos. Depending on "luck", it might either stabilize or you can get a positive feedback loop sending it further and further out until it goes beyond the highest number your floating point value can hold, at which point it returns an Not a Number value and any math involving Not a Number gives Not a Number as a result, breaking everything unless the program explicitely checks for it and componsates somehow (e.g. by destroying the part)
Actually, an error like this explains other strange things, like Kerbin disappearing. Imagine these NaN's are then fed into the renderer as locations for objects, which in turn triggers breaks more stuff.
@@Keldor314 That would also explain why floating point precision jitter seems so prevelant in Danny's videos. If before it reaches NaN it's hitting some of those really big numbers, it could be that the precision is getting fucked and then it locks itself up with NaN before the floating origin system can fix it.
When you add a new text object in unity it defaults to saying "New Text", having a grey color and being slightly blurry
@@RAFMnBgaming Precision jitter isn't really related. Those wierd square pixely orbits are caused by loss or precision almost certainly, as well as the strange terrain artifacts from the same video.
The important thing to understand about floating point is that it works like scientific notation. If, for the sake of convenience, we imagine doing it in base 10 rather than binary, a floating point number would look something like 2.72643 * 10^14. You have a fixed amount of precision for the number in the front, called the mantissa, in this case, we'll say 6 digits, and a fixed amount of precision for the number that 10 is raised to the power of, called the exponent.
What this means is that if you have a number like 1.23456 * 10^1, which is equal to 12.3456, you're accurate to 6 digits, or the ten-thousandnths place, whereas a number like 1.23456 * 10^8, which is 12345600, is also accurate to the 6 digits, but here that's the nearest hundred. In other works, floating point numbers are more precise the closer you get to 0. This is usually a good thing since it lets you deal with either very small numbers or very large numbers or anything in between. It just doesn't work very well if you mix very big numbers with very small numbers. Like if you added 1000000 and 0.00001 together, it would loose the tiny number you added since 1000000.00001 rounded to 6 digits is 1000000. It's worth noting that multiplication doesn't have this precision loss. 1000000 * 0.000005 = 5.000000, which is rounded to 6 digits, which is still just 5.
Most of the time, this is ok, since for all practical purposes that tiny number you added is completely irrelevant. The bug in KSP happens when the origin somehow ends up way far away from where the "center of the universe" is *supposed* to be. Then suddenly you have numbers for things that are relatively close together, but measured relative to some far away point. Congratulations, you just added very small numbers to very big numbers!
Operating properly, KSP has multiple coordinate systems, since it is dealing with multiple scales, Consider the scale of physics between parts in a vehicle versus Kerbin orbiting the sun. That's a huge difference in scale! So if you tried to do spacecraft physics using a sun centered coordinate system, it wouldn't work. Instead, the game puts one origin somewhere around the middle of the vehicle, and computes physics around it, and another origin at the center of the sun to calculate orbits. After this, it moves everything to another coordinate system centered around the camera in order to render it. Note that the camera is near the vehicle, so you've matched small distances with small distances.
There are also other coordinate systems to deal with - things like centered on planets or relative to a point on the ground near the vehicle. All of these have to be kept updated, and mapped to a vehicle centered system for things to run properly. Actually, there used to be a bug in very early versions of KSP where the ground coordinates were centered on the launch pad, so if you tried to land on the far side of the planet, there wouldn't be enough precision left to measure fine details like the distance of your vehicle from the ground, which generally would result in explosions.
Those explosions at the end were the sound of the universe itself tearing apart, the blank void testament to the fact that the laws of physics themselves had broken down and that light no longer worked.
That is the literal sound of the game breaking
>was recording for another video
>heat shields
YEAH! GONNA LAND AT THE SUN THIS TIME!
This is just a better version of The Pandorica Opens
Basically, the end of the world actually occurs.
Pandorica - Moffat = Good
These random, complementary sounds are the best part imo, like back in the space blender video. I couldn't stop chuckling.
The thing is, I'm pretty sure that cage-thing actually could be of use to Kerbal-kind, since it seems to protect the kerbal inside from even fairly nasty accidents, but doesn't actually trap them inside permanently. Functional drop-pods. All of Danny's -toys- -sacrifices- accidents were not in vain. You know, once the "sends the planet to heck" thing has been worked out.
Nobody:
KSP: *N e w T e x t*
We shall never reach the truth
@@tommygym03 that is absolutely right
You never stop to think if you should
on should always should
When Danny inevitably creates a black hole, he must be held responsible for the damage it'll cause
*N͕̙̩͈̹̻̱̣͙ͥ͗̑͛ͣ̃ͬe̠̖̓͌̏̓̿w̭̪̤͐͑̑ͦͥ́ͯ̕͡ͅͅ ̸̫̳̌̇́̕T̸̝̜̟͕̣̞͋͂̂̿ͦ͌͗̚ę̗͌̽̌̑͒̐̃x͎͍̳̫̟̺͎̭̪̓͑̍͢ţ̡̼̥̟̝̥͖͚̉͛̉̌̿̊*
i feel like this is the first vid i have seen of yours in my sub box in a long time
dammit youtube
made me not think he uploaded for a long time once. said "too bad he is gone" and danny himself replied "gone"?" or something like that
@@Danny2462 just glad your not gone. not as much into kerbal any more but still love the funny antics
It's refreshing to see some new text. Was kinda getting bored with the old
The part with the explosions on the loading screen filled me with some sort of apocalyptic dread.
This is Danny's afterlife. Nothing but darkness and explosions
1:11 Nice doctor who reference.
brody allen I don’t get it. Is it from S11?
I don't get it either
@@hyperspeed1313 Season five, episode 12.
The Pandorica is an indestructible box designed as a prison for the Doctor.
@@cacopoggers677 thats the unreferencyest reference ever.
I love this, it's beautiful. You are a master of the art of breaking games.
I am really glad you are back. There was a time you weren't active for a really long time. You were the one that introduced me to KSP videos. I miss the old outro music
New Text, same old Kerbin exploding :D
Danny found a lazy coder's Litter. Someone find him and fine him.
Looks more like the function that writes text to the object didn't run.
New Text
New Text
New text
New Text
Danny, you know how you edit that fast zombie sound in some videos? You're like that, but when you latch onto this game, and you dig THESE treasures out of it. You're like the TF2 spy's sapper. I swear. No, wait, better, the BREAD SAPPER!
That's what I want to hear while in a loading screen!
I think I've watched every other video at least twice, and this is somehow the most impressive simply because of the unprecedented scale of Kraken-ness it brings.
This channel is an addiction someone plz help
Watching Danny's channel if you're epileptic would be worse than playing russian roulette.
I wish I was as good at anything in my life as this man is at breaking KSP.
same dude
I'm truly amazed at your ability to break things. Bravo.
Danny,check out One thing,try to land single piece of wing at water … then walk at it and try to jump,it should *penetrate* ocean very fast even to the deep underground ,and achieve many gees,Then turn on 4 warp. Bigger wing funnier resolut,bigger gees… But much more effort. So try from smaller ones to bigger.
I was literally about to comment about the chainsaw sounds when you told me not to so now I won't
Danny2462, QAing KSP since its launch.
lets put a buntch of metal together, what is the worst that could happen ?
danny: .... *shatters reality*
Text New new text new text. Text text new new?
Bottom text/Sample text:
*Finally, a worthy opponent*
Only Danny2462 can destroy a planet in the past, present and future.
It's always fun watching ya break KSP, but.. would be nice to see you break more games..
once again danny creates a black hole and destroys kerbin with it.
This channel is basically HowToBasic playing KSP
Love It!!
I like how the cage was named the Pandorica.
I had the "New text" when i was using warp drive mod.
I usually have that "no quit-only reload" stuff, when I break the Camera Tools mod.
> Patch date 12/20/19 - Fixed a bug caused by clipping structure into occupied chairs.
Doing such would result in total annihilation of the planet and your unwilling surrender of control over the game to Kraken, trapping you in eternal darkness with the only hope of escape being the destruction of your computer.
This is the start to a glorious bouncy castle. Now you just have to surround it with inflated heat shields
So, in the end, you did make a cage. Your cage. Merry Christmas, but on its eve on its eve on its eve on its eve on its eve on its eve on its eve on its eve.
Old text
ballsy move
@@Danny2462 Future text
Such Irony. I got a KSP breaking ground ad on this video.
Well, if you watched the ad AND this video, and STILL don't want to buy the game, you're definitely not the target audience.
@@LMixir well, I've had the game for years, I just don't have breaking ground.
as opposed to old text, this is an improvement.
Wasn’t “something long enough to have a line break” or smthin another error handler, and it appeared as a debris vessel on the space center
No way. Danny is back for REALS!!!!!!!!!
Squad must be keeping close tabs on Danny because he's recording glitches that no one has ever encountered before.
KSP: 1/2
Danny: I've seriously lost count already.
I wonder what would happen if we put Danny in charge of the real world... or more likely, how long it would take to happen....
If there isn’t an epilepsy warning, it isn’t a Danny2462 video.
Autostrut, Rigid Attachment.. Wait, you wanted to contain the kerbals. just put them in a cube then... idk. launch it into space with some phantom physics? You'll find a way, you're danny.
The legend
I'm disappointed that the patrons weren't just New Text.
holy shit you are alive you bastard, I knew it!
I like how the metal scaffolding explodes.
Unless you have BAM, all parts are made of unstable high explosives.
If _New Text_ is much more dangerous than Sample Text. How does it compare to Bottom Text?
No need to ask! Engine noises make ultralight aircrafts fly further, so chainsaw sounds would make the frames deadlier!
I tested it, so it’s very known; having kerbals in seats inside a fairing would make them normalize, possibly spaghettifie when the leave them inside the fairing and slowly but unsteadily leave by passing through the walls. But I want you to test out a few new things about the very few left glitches. If you were to do it but with the fairing inside another fairing, what would happen? Try the experiment in space? Do it whale you’re in the shady verse? I don’t know what exactly will happen, but I have a few theories.
At 4:36 i received a 'memory full' system warning from my computer. Perfect timing!
3:38 The planet buster is back!
your channel should be named DannyEpilepsyWarning TM
Epilepsy alert should be the name of your channel
And so, the gods bowed down to the almighty Kraken. The first words that the almighty said were cast into the everlasting abyss, coming close to the Kerbin System. *New Text*
Welcome to Doki Doki Kerbal Club: Just New Text.
shut up i love the chainsaw sounds, it's why i subscribed! :'D
When it works as intended KSP is an amazing game. And when it doesn't... it is still amazing!
Hey... Uhh... About those chainsaw sounds...
You need to have "Epilepsy Alert" in your channel header tbh
The kraken has named itself 'new text'
Reminds me of a bugged craft file I accidentally made several years back. It was a slightly modified version of the stock VTOL, but for some reason, the side fuel tanks (I think, but it might have been a different part) didn't count as actually detached from the craft when you decoupled them, and if you put reaction wheels, etc. on them, you could control them remotely. It happened every time. I wonder if it still works in newer versions of KSP.
EDIT: Apparently I did remember incorrectly and it's actually some little missiles I added to it that stay attached, not the fuel tanks, but it does still work as of 1.7.
What were they attached with? And by missiles you mean stock parts not some actual modded missile right?
@@Danny2462 The missiles themselves are just cubic octagonal struts with sepratrons attached around them, though the craft tree is clearly completely ruined because the sepratrons aren't actually attached to the struts. The struts are attached to a decoupler, which is attached to a probe core, which is attached by a couple more cubic octagonal struts to another decoupler. I don't remember why I did this.
But yeah, it's all stock. I can send you the file if you want.
@@Annile12 if you have discord you can find me through Matt Lowne's server and DM it to me, but I could just build it. btw, it's probably just the octagonal struts not the weird part tree, they are "physicsless parts", and are a hotbed of weird shit wiki.kerbalspaceprogram.com/wiki/Physicsless_part
thanks for the idea!
@@Danny2462 I know about physicsless parts, but I'm pretty sure this isn't that. I really don't remember what I did to it, but if I had to guess, I'd say the bug has something to do with using subassemblies to combine radial and lateral symmetry on the same craft. That's clearly not the only thing involved, though. Or maybe that is it and the game just couldn't deal with that in the version I made it in.
Wait… is that ring… gravitational lensing around Kerbin's Schwarzschild radius?
The Kraken doesn't like your creations
Devs: Ok lets make a new code.
(they did the code, but they forgot to re-name it)
Hi Danny! I was wondering, will you ABSOLUTELY DESTROY KSP2 once it comes out?
My brain now thinks that a chainsaw is a computer thing. My iq dropped.
Oh, Danny 💜
Kerbal Space Program 2? I am waiting for that sequel you should atleast try whenever it is released. No joke.
Did anyone see that Kenwise Kerman is the only actor in the most videos released recently?
The Pandorica is open!
At least "new text" is new
Well yes but actually yes
he uploaded again bois
NOTHING can contain a Kerbal
I see you've been putting my tip to good use XD
Did you seriously get a chainsaw/strimmer and rev it in time with the footage??? This is the Danny we love
I love how after all these years you still have the assassin's creed cursor lmao
YAY! NEW TEXT