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Starstrider42

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Everything posted by Starstrider42

  1. Thanks for your interest! Yes asteroids (more precisely, any part whose model is generated by ModuleAsteroid) cannot be made larger than size E. I don't know of a way around it, but I've requested support for larger asteroids as Squad#27069. If you have a Squad bugtracker account, feel free to upvote it. With the current code it is possible to create an asteroid that uses the comet model, but does not have CometVessel (the vessel module that adds support for orbit types and visual effects): simply use ModuleManager to clone PotatoComet into a part with a different name, and you'll get the behavior you asked for. However, this is an exploit of the second "known issue" I mentioned above; I'm reluctant to add any official support for something like this until I know how Squad#27070 will be resolved.
  2. Thank you everyone for waiting! Custom Asteroids 1.9 is now available for KSP 1.10 and later. This version adds support for custom comets and makes some long-overdue tweaks to the stock asteroid packs. Unfortunately, I don't have a good way to patch old-style "comets" from existing save games (especially ones you've already visited); they'll still be asteroids. New Features Asteroid groups can now create comets that behave according to stock rules (e.g., orbit-dependent science classes). Changes The CaCometActive part and cometSample experiment are now deprecated; use PotatoComet instead. They will be removed in version 2.0.0. Stockalike.cfg now emulates the four stock comet classes. Comets have been removed from Basic Asteroids.cfg and Trans-Jool.cfg. Added a "Main Belt Comet" comet class. Nerfed spawn rates of Drestroids and Jool Trojans. Modernized Kuper belt objects and made them more realistic. Restricted Kuper belt detections to large objects. Bug Fixes New asteroids/comets now trigger the corresponding game events. Scene changes no longer cause duplicate asteroids. Known Issues Comets do not show tails in the Tracking Station when they first appear. The problem goes away if you leave the Tracking Station and return. Comets can only be based on the PotatoComet part; this appears to be a stock limitation. As a result, the Icy-Organic objects of the outer solar system won't develop tails should you throw one towards the Sun.
  3. Thanks for the feedback! Unfortunately, the resource display is a problem on the stock side. While I'm also annoyed by the lack of a good asteroid prospecting option, I'm not sure I want to try to add my own display on top of the stock module, especially since Community Resource Pack (which had varied asteroid resources before I did) doesn't feel the need to do so. Yes, an asteroid drill will mine everything at once. There's an explanation of the exact mechanics on the Squad bugtracker.
  4. Custom Asteroids 1.8.0 is now available for KSP 1.4 through 1.9. This release is not compatible with KSP 1.10. I'm working on integrating with the new comets system, but I probably won't be able to maintain compatibility with KSP 1.9 and earlier once I do that, so I wanted to get these fixes out first. Thank you for your patience! New Features Asteroid groups can now have custom size distributions. They are still limited to the asteroid sizes provided by the stock game. Bug Fixes Loading a KSP game in which many years have passed no longer causes Custom Asteroids to "churn" through redundant asteroids. Resource drills now work when Custom Asteroids is installed but Community Resource Pack is not. Asteroid configs consisting entirely of limited-number or conditionally-spawned asteroids no longer emit error messages. Asteroid configs consisting entirely of limited-number or conditionally-spawned asteroids no longer cause the fixed-rate spawner to get stuck in a zero-asteroid state.
  5. If you mean the Sentinel telescope, Custom Asteroids doesn't support it at all at the moment (i.e., if you launch the telescope it should still work, but it won't use any CA features). I did try to integrate it into the mod, but it proved a bit too difficult for me. I will still try to fix the bugs that have been reported here, but I can't promise when I'll be able to release a new version, sorry.
  6. OPM still has official FF support, but it's not included in the CKAN download (or as a separate pack, last I checked). You can download the ribbons manually from https://github.com/Poodmund/Outer-Planets-Mod/.
  7. @kubi, thanks for the bug reports. I don't have a better workaround for the too-strict spawn limit. The error messages are harmless (the spawning logic was written before it made sense to have no asteroids spawning on purpose); they will go away if you add an asteroid group that does not have limits, or you can suppress them outright by setting ErrorsOnScreen = False in the settings file. As for pseudo-Lagrange points, the trick is to set the asteroids' mean longitude based on that of the body they're co-orbiting with. You can look at the Trojan asteroids in Basic Asteroids.cfg for an example. In that file I gave the asteroids big spreads in inclination and mean anomaly to imitate the fairly dispersed Trojan groups in our own solar system, but this is by no means part of the technique.
  8. If this is what I think it is, then it's not caused by long time warping per se, but by having a late in-game date. My past attempts to fix it ended up making things worse (it involves weird interactions with KSP's setup order and Unity's random number generator), but now that somebody else is running into the problem I'll give it another shot.
  9. There's also a way to do this through the GUI. In the main FF window, click "Config", then pick "Revocation of ribbons enabled". There will now be a "Revocation" button next to the "Award Ribbon" button. Be careful, as revoking a leveled ribbon (e.g., G forces or flight experience) will revoke all versions of the ribbon. If you need more control, you'll have to go through the save file.
  10. While I agree with the other posters that it won't crash your KSP game, I do think there is one thing to watch out for. Based on some experiments I did back in the 1.1 days, KSP's resource distributions are generated, in order, from a random seed (as @DStaal said). However, if you change which resources are or are not associated with a given planet (and installing CRP does change this), then you change the number of draws from the random number generator. This means that the resource distributions "downstream" of any planets that have gained/lost resources may be completely different. That's a problem if your save game already has some ISRU bases set up, but not otherwise.
  11. Sorry, but can you give a little more detail? I just tried a fresh install with those versions and everything worked (or rather, didn't work ) just fine.
  12. In case anybody's interested, I recently published some TestFlight configs I've been tinkering with for Stock KSP and some Stock-alike mods I play with. They're available from GitHub and CKAN. The config pack includes a config-simplification system based on the one used by Realism Overhaul's TF configs, so in principle it should be easy to add configs for more mods. Now for the disclaimer: these configs are in beta at the moment. I'm basically testing them by using them in my career game and seeing how they work out, so there are likely lots of balance issues, especially for jet engines and the higher-tech rockets. Use at your own risk, no warranty express or implied, etc.
  13. 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.
  14. 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?
  15. 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).
  16. 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.
  17. 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.
  18. 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!
  19. 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.
  20. Yes, it does. Sorry for not updating the compatibility info sooner!
  21. Since nobody's complained, I've updated the mod's compatibility info for KSP-AVC, CKAN, etc.
  22. @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.
  23. 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.
  24. 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?
  25. 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?
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