List of Recognized Glitches
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List of Recognized Glitches
Aggiornato 2 years ago di ElectroLlama

A "glitch" is an unintended behavior of the game or consequence of intended behavior, caused by a deliberate setup by the player that changes the nature and integrity of the gameplay. For example, the infinite fuel glitch is caused by the unintended behavior of an engine having negative fuel consumption, is set up using the KAL controller, and removes the craft design and delta-v aspects of the game.

The definitions of glitches shall be decided by the community (join the Discord) and not solely the mods. The mods should organize this discussion and verify runs accordingly. If a run is submitted and labeled as "Glitches: Yes" without any of the recognized glitches, the moderator can choose whether to validate the run as with or without glitches, or ask the community to decide if there is a new technique that could be considered to be a glitch. Any technique with no clear consensus should maintain the same status as before, or be considered a glitch if new.

Not Allowed

  • Debug menu to display extra info, affect in-game physics, teleport, clear input locks (up for debate), or any other use
  • Mods that add parts, affect in-game behavior, or display extra information
  • Using difficulty settings other than default Normal
  • Interacting with crafts launched before the start of the run, including setting a craft as a target.
  • Using a version before v1.0, which has incomplete coding of the game physics
  • Manually changing the "settings.cfg" file

Glitch

  • Any Kraken-drive that provides thrust from passive parts or collisions
  • "Crash-landing Glitch" or putting a Kerbal in EVA to survive collision at high speed (ex. over 100 m/s) due to the game incorrectly handling collisions
  • "Infinite Fuel Glitch" or using an engine with negative fuel consumption, set up using the KAL controller
  • "Thrust Multiplier Glitch" or using the KAL controller to give an engine >100% thrust limiter
  • Time warping to deliberately avoid large energy requirements, such as that needed for a mobile processing lab
  • "Re-entry skip" or using time warp or limited simulated frames to prevent large parts of the atmosphere from being simulated
  • Other techniques with similar effects, such as an infinite electricity glitch

Exploits or Allowed actions (not a glitch)

  • Multiple Mobile Processing Labs to duplicate science payout for a single experiment
  • "Money Laundering" or accepting contract(s) for the advanced payments, spending it, and declining the contract(s) for no penalty since Normal difficulty does not allow negative balance.
  • Time warping to avoid minor electricity requirements, such as controlling a probe
  • "Lithobreaking" or surviving a landing in which some of the parts break due to slightly high speed, which slows down the craft enough for other parts to survive.
  • Using stacked decouplers for an instantaneous change in speed
  • Using an older version that is v1.0 or later which has different in-game physics than the most recent version (ex. v1.0 had less severe atmospheric heating and more severe engine heating, allowing the design of a Mun craft with no decouplers)
  • Using a visual mod with none of the previously mentioned effects.
  • Using non-standard symmetry using the Symmetry Multiplier exploit (ex. 3x4 = 12-fold) or removing from symmetry and re-placing (ex. 6-1 = 5-fold).
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