Starstrider42

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About Starstrider42

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  1. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    I've just posted a minor update to Custom Asteroids. As usual, it's available from SpaceDock, Curse, Github, or CKAN. New Features Asteroid groups can now have limits on the number of asteroids that spawn at once. Bug Fixes Solar day (<planet>.psol in configs) is now correctly calculated for bodies other than Kerbin.
  2. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    I think it's possible to alter an asteroid's (or other vessel's) orbit color. But it would be a bit out of scope for Custom Asteroids, and, like @Drew Kerman, I'm a bit confused about the motivation. Do you specifically want to be able to see large numbers of asteroids and spacecraft at the same time, without filters?
  3. I'm pretty sure the record ribbons are awarded for getting a KWFRKS milestone. If so, then once you get anybody into orbit you won't get any more (except for the 2500 m/s one).
  4. It's been around since version 1.4; there's a nice writeup on it. I'm not sure you actually need to use the new naming system to reproduce the bug I described, it just guarantees that it will happen.
  5. In the VAB, right-click on the station's command pod, choose "Configure Vessel Naming", and move the priority slider to the right. This ensures that any spacecraft attached to the station don't rename it.
  6. I found a bug where astronauts can get assigned endurance ribbons they shouldn't have. I can reproduce it with KSP 1.6.1/FF 1.5.3, as well as older versions: Create a space station with a high-priority name, and launch it into orbit. Time warp at least 80 Kerbin days into the future. Launch a manned spacecraft into orbit and dock with the station. Send an astronaut on EVA, then have them return to the station+spacecraft. The astronaut will now have the 80-day mission ribbon, despite having spent much less time than that in space. A fix would be appreciated. Thanks!
  7. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    Custom Asteroids 1.6.0 is now out. This version is mostly bug fixes, but it does add localization support (only tested on English KSP, sorry). You can get it from SpaceDock, Curse, Github, or CKAN. Apologies for again dropping off the radar. I've recently committed to working on KSP modding for at least one day a week, and I'm also switching to a more adaptive workflow to keep me from getting hung up on cool-but-difficult issues (most recently, Sentinel support). I hope these changes will let me update more frequently and respond to feedback faster. Unfortunately, that means that updates in the near future will likely be bug fixes and "small" improvements, and major CA limitations like not working with Sentinel or un-cometary comets will be around for a while. On the other hand, if any modders on this thread want to try tackling outstanding issues, I'd appreciate the help.
  8. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    Yes, it does. Sorry for not updating the compatibility info sooner!
  9. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    Since nobody's complained, I've updated the mod's compatibility info for KSP-AVC, CKAN, etc.
  10. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    @shoe7ess and @Mathrilord, I finally got a chance to test Custom Asteroids with KSP 1.4 and it appears to work fine (with the three stock configs, at least). Can you still reproduce your failures? I still need to do a bit of investigation to make sure nothing's broken in more subtle ways, but so far I'm inclined to mark CA 1.5 as compatible with KSP 1.4.
  11. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    Ok, then that is strange. Can you file a bug report on GitHub, or should I do it? There's already a feature request for allowing asteroid groups to have a cap on how many asteroids they can have (although TBH I'm not sure when I'll be able to do more modding). Making asteroids permanent would be quite a bit trickier, since that means meddling with how KSP manages untracked asteroids. I'm surprised to hear that Kopernicus can do it; I'll take a look when I can.
  12. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    I've seen randomization problems before, but those took the form of the first asteroid in every game being the same. I haven't seen what you're describing. I don't use a specific seed for the orbits, but both KSP's name generation and my orbit generation use the KSP random number stream, so it's not surprising that they're correlated. As for why you're seeing repetition, my best guess is that some other mod might be periodically resetting the game's seed. Is that a possibility? While I don't object to people making their own configs, please do not give them names starting with "CustomAsteroids_" (as noted in the comment). Also, with the settings you've described there will be 40-50 asteroids around on average; is that intentional?
  13. Starstrider42

    [1.2] Real Solar System v12.0 Dec 8

    Hi, About two years ago I tried to give the RSS Custom Asteroids config an overhaul, and got most of the way through it when @NathanKell told me that RSS was about to drop Custom Asteroids support in favor of the Kopernicus asteroid system. It appears that this hasn't happened, and modern RSS still uses the old config. Can someone from the KSP-RO group please give me an update on the status and plans for Custom Asteroids vs. Kopernicus asteroids support? Would I annoy people if I made a pull request to update/modernize the config file?
  14. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    You're trying to use a Gaussian distribution, which can't use the min and max parameters. See the documentation (which I'll admit is not as clear/well-organized as it could be, rewriting it is on the to-do list). Also, this kind of tweaking is not a good way to do a tilted solar system. See next reply. I suspect there's some problematic ModuleManager interactions (since the RSS config acts on the assumption that there's exactly one non-RSS asteroid config installed and it should be modified rather than replaced). You're better off debugging by trying to look at ModuleManager.ConfigCache. As for the broader problem: the RSS config is quite old and broken. In addition to the aforementioned assumptions about what other mods the player has installed, it has a lot of hacks (like constraining LAN) to get around the lack of tilted solar system support in Custom Asteroids 1.2 and earlier. I tried to fix the RSS config a while back, but they told me that they were going to stop supporting Custom Asteroids altogether so I needn't bother. I'll have a word with them and see if anything's changed.
  15. Starstrider42

    [1.7.x] Custom Asteroids 1.7.0 - May 12

    JupiterGreeks cfg (from RSS CustomAsteroids.cfg ) That is very strange. I'll have to take a look. Is this in KSP 1.3.1? Edit: also, this looks to be the old RSS config, which tries to use an MM patch instead of just making its own config. So can you tell me how many other asteroid files you have installed?