Starstrider42

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About Starstrider42

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  1. It's the same model. TestFlight doesn't know about mods like StageRecovery, and it wouldn't make sense anyway -- the reasoning behind that rule is that parts you've built and flown many times before should have any bugs, manufacturing defects, etc. worked out, so they're actually higher quality than the "same" part when it was first introduced.
  2. Yes, you can use them all, assuming you don't have any mods that add or move planets. CKAN should prevent you from installing an incompatible asteroid pack, though I'll admit that feature's been a bit flaky lately. "Stockalike" has Kerbin-intercepting asteroids and Drestroids, "Inner" has other near-Kerbin asteroids, main belt asteroids, and Jool trojans, and "Outer" has a Kuiper belt and related groups.
  3. In that case, I recommend keeping Stockalike.cfg and Basic Asteroids.cfg, rather than the CKAN names for those. Last I checked, the OPM config includes *only* moonlets and ring particles, nothing interplanetary.
  4. Yes, you're looking in the correct place. It sounds like you're installing from CKAN; did you include any asteroid packs other than OPM? I'd recommend "stockalike config" and "inner stock system data"; even then it will take a few in-game days for asteroids to show up (the default spawning behavior is different from stock).
  5. Thanks DMagic for organizing this! I have a follow-up question to some of the early discussion about where to put localization tags and what to call them. What's the best way to localize config files that ship separately from the mod itself, given that some files may be provided by a third party and the main mod won't know about them? Should config-writers put a file in Localization/ for each standalone config (or set of configs), or would it be better to include the tags at the top/bottom of the config file that uses them?
  6. Version 1.5.0 of Custom Asteroids is out, and is mostly compatible with KSP 1.3 (but see last paragraph). Get it from SpaceDock, Github, or CKAN. Curse release has to wait until they add KSP 1.3 to their version list. In addition to KSP 1.3 compatibility, this version updates asteroid resources to reflect the latest Community Resource Pack, and has some long-overdue cleanup of various issues. I didn't get a chance to add unique asteroids, sorry. This version has one known issue: Custom Asteroids does not know about the Sentinel telescope, so satellites will spawn stock asteroids in whichever orbit is appropriate. I want Custom Asteroids to work for Sentinel asteroids as well, of course, but I'll need some time to think about what to do and how to do it. P.S. This version of Custom Asteroids doesn't have localization support for e.g. science text yet, and I've only tested it on the English version of KSP. My main worry is that since asteroid configs look up planets by name, they might break on other versions. If you're using a non-English KSP, please let me know if this is a problem!
  7. So it's a bug, not a feature, then. I'll report it.
  8. Hmm... after some experimenting, it looks like the R&D button only works if the part config has a TestFlightCore module and a TestFlightInterop module, in that order. Is that supposed to happen? The ordering requirement seems a bit weird.
  9. Hi, I haven't been able to reproduce this bug so far. Before I assume it's some sort of mod conflict, can you clarify what you mean by "dropping out of timewarp and having the spawner catch up"? Should I be able to cause the bug by running the tracking station at 100,000× warp and hitting /?
  10. *Looks up RSS files* Indeed, the new config looks pretty minimal. Maybe they changed their mind after @NathanKell told me they were dropping CA.
  11. @Zeiss Ikon is correct -- asteroid properties are encoded as a random seed and a size class in the save file. You can find this info by searching a save file for "ModuleAsteroid" (note: these numbers are not generated or stored for unvisited asteroids). AFAIK magic boulder status is derived from the seed, so you'd have to try values and get lucky. If you want to change the *probability* of an asteroid becoming a magic boulder, use e.g. ModuleManager to change the secondaryRate field in the asteroid's part config.
  12. AFAIK RSS no longer supports Custom Asteroids, preferring to use the asteroid system built into Kopernicus (and the old config was pretty broken to begin with). If they still have the file despite withdrawing support for it, you might consider asking that it be removed. The file you linked to was created before I found out that RSS was withdrawing CA support. While you're welcome to use it, note that it's only minimally tested and will not be supported as an official Custom Asteroids config. Thanks, I'll look into it.
  13. Sorry, I can't reproduce this. I get a swarm of Kerbin-crossing asteroids when I start a new sandbox game on KSP 1.2.2 with Kopernicus 1.2.2-5, OPM 2.1, Custom Asteroids 1.4.1, Haystack Continued 0.5.2.1, and their various dependencies. Do you get any specific errors in the log?
  14. Actually, I thought the old style looked more like photos of Earth from LEO that I'd seen. But if it's intended, that's all I really needed to know. Thanks!
  15. Stupid question: I've been gone from KSP for a while and am updating my mods. Is Kerbin still supposed to have a blue glow washing out the terrain? When I compare old images and new ones, the difference is quite striking: The image on the right is KSP 1.2.2, with only MM 2.7.5, EVE 1.2.2-1, Scatterer 0.0300, and SVE 1.2.1 (high-res). The KSP log mentions a few NullReferenceExceptions; are those expected?